Remove the empty lines between BEGIN_SHIPS and END_SHIPS
Will do that this evening.
Always the little things that come back and bite me it seems LOL.
Learning more about Orbiter every day. Thanks for the help guys.
Remove the empty lines between BEGIN_SHIPS and END_SHIPS
Remove the empty lines between BEGIN_SHIPS and END_SHIPS
I'll test her when I get home from work!
Thanks for giving up some of your free time in upgrading this baby.
It might be my setup I don't know...
I moved out the "old" Explorer with the generic mod enabler, and moved in the "new" and it's invisible, and I've got no thruster control or main engines. Swapped out the new one for the old and she's fine (the original with your SC3 upgrade) and there she is. Working fine.
Tried various combinations including having both installed but no joy, the .dll version isn't there and have no control. I do however get the generic cockpit view and can cycle through everything (huds, MFD's etc).
Side note, tried an IMFD trip to Jupiter and it CTD when I selected autoburn.
I've got to run (drive) to a meeting this evening, so I can't "troubleshoot" any more.
I'll try to install this on a pristine version of Orbiter tonight when I get back home.
n122vu, when you get done with Explorer, you think you could take a look at Babylon 5 and the Agamemnon and figure out why the rotation animations don't work and issue a patch? Thanks!
static UINT groups[2] = {34, 35};
static MGROUP_ROTATE gravwheel (0,groups, 2,_V(0,-20,0),_V(0,0,1),(float)(360*RAD));
anim_grav = CreateAnimation(0.0);
AddAnimationComponent (anim_grav, 0, 1, &gravwheel);
I've begun work on the grav wheel animation. Here is the animation code so far:
Need to create the functions for setting the animation state. Questions I have yet to find answers for are, how exactly do I define how fast the wheel spins/how long the animation cycle runs, and how to I keep it running in a loop until I press the associated key? Also, how do I set which keystroke controls the animation?Code:static UINT groups[2] = {34, 35}; static MGROUP_ROTATE gravwheel (0,groups, 2,_V(0,-20,0),_V(0,0,1),(float)(360*RAD)); anim_grav = CreateAnimation(0.0); AddAnimationComponent (anim_grav, 0, 1, &gravwheel);
I'm thinking the ship might be too big (and the Babylon 5 add-on, as well). According to Wikipedia, B5 was 8064.5 meters long, and Explorer was 6,103 meters. But my Orbiter object info window says B5's size is 16000m and Explorer is 800om (I'm assuming by "size" the object info window means length?).
Also I noticed a small glitch with the RCS system: When you switch to translation mode and apply translational thrusters, the ship wants to also rotate.
Essentially what I was thinking...Or you design the RCS in the DLL as such, that it automatically compensates CoG Shifts...which is also possible. It is just a not a bug, it is a missing feature.
Or you design the RCS in the DLL as such, that it automatically compensates CoG Shifts...which is also possible. It is just a not a bug, it is a missing feature.
Unfortunately I have a sick kiddo, so I'll have to put things on hold for a few days.
Tell her to kill Bill!