Project Explorer (Babylon 5) Deep Space Vessel

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I intend to test it this evening. Going to code some attachment points and try to place a spotlight or two to see what I can come up with.

OK. I suspect it all works, but I don't know it exactly.

Currently I work on a way to encapsulate joystick settings into an object. Something like "JoyAButton2=fire_secondary_weapon"
 
Had a little time to work last night. I added Payload Manager functionality, but now the mesh is invisible :( Not sure I have the time or energy to track this down before the weekend.
 
There is an EA Atmosphere Shuttle over Celestia. Its a 3DS model and textures. Use AN8 to covert. Its pretty good.
 
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Real life is starting to get busy for me again, and I feel it getting to the point that I won't be able to give the Cortez all the attention I want to for a while. So, over the next few days, I am going to go back to the docking port solution, finishing out the locations in the hangar bays for all the docks and the UCGO cargo attachment points, and upload one last beta version for testing. Barring any major issues, this will likely be the version that gets released on OH. Source code will be included in the final release, so if anyone wants to make improvements, they will have full freedom and my complete approval to do so, as long as they give me credit for my work.
 
Just a quick update. Been cleaning up the code a bit tonight - found a couple uninitialized variables that I hadn't caught earlier, also removing Payload Manager code. Still would like to get that working, but it will have to wait until a later version.

Going to define a few more docking ports in the .ini file, get everything looking what I consider good enough then upload to the first post again, probably by tomorrow evening EST. Based on feedback will probably release early next week on OHM.
 
Status update - removed the Payload Manager code for the time being. Defined remaining docking ports. Now there are 12 in the main hangar, 6 in the upper small hangar, 6 in the lower.
Remaining to-do before upload:
- 20 UCGO cargo slots in the main hangar
- 20 additional UCGO cargo slots, 10 in each lower hangar
- 3 additional UMMU airlocks, one in each hangar bay, add standard options for choosing active airlock
 
Well, things got busier than I even thought they were. I'm considering uploading as-is, as much as I hate to do it. I just don't see having the time right now to implement the things I want to. I guess I could wait, the only one pressuring me to release it is me. But I'd hate to let it sit and then forget about it. Will probably upload what I have, minus UCGO and additional airlocks, in the next 1-2 wks. Source code will be included in the form of the .cpp files only.
 
try this: sit way back in ur chair and look at what u have and say "im proud to have made this and plenty of others will have fun with it if i upload it right now."

if u said it without any feeling of doubt or "but i should do this first"... then its the perfect time to upload. otherwise maybe think about doing just a little more polishing
 
New upload coming soon, though minus a few docking ports. It seems somewhere between my old laptop and this one, I lost the most up-to-date config file.

There are currently 18 docking ports. 12 in the main hangar and 6 in the lower shuttle bay.

UMMU still limited to one airlock near the gravwheel. Not very practical without a turbopack of some sort, but it's the best I can do/all I have time to do for now.

---------- Post added 05-13-11 at 10:59 AM ---------- Previous post was 05-12-11 at 09:13 PM ----------

I was able to get my old laptop booted, and retrieved the old config file. The attached zip in the first post has been updated with the new config. Now 24 docking ports available. 12 in the main hangar, and 6 in each of the smaller shuttle bays.
 
Take a good look. If you're lucky, you'll see 2 like her in your lifetime. ;)

Also check out the pic I posted here of the Explorer class with an Arrow Freighter in the main hangar.

Actually, there was a pic on page 7 of preliminary UCGO support. XR2 with 2 UCGO cargo on the deck of the main hangar.

And page 8 of the docking ports in the main hangar with a squadron of XR2 'landed.'
 

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I'm moderately satisfied at this point with where main development of the ship stands. I have a lot of ideas I want to implement, but they will all take time, and can be added in future versions. The one thing I feel is lacking the most that I would like to do before I upload to OH is adding at least a simple, functional main panel. Nothing fancy, just a couple MFDs & basic switches, probably a switch for the crew hab wheel (I have other plans for that also that will come in a later version). I want it to be simple but also want it to look clean & not cheap. As with everything on this ship so far, this will be a first for me so will take a little bit to get added, but I want to do it right.

Also planning on starting on my next 'phase' of the Cortez project - preliminary ideas are in the works for the Kestrel atmospheric shuttles. More on that in a bit.

Thinks I'd like to add in the future:
- UCGO Support. I know this will be an easy addition since I had basic implementation in place in the form of some cargo slots, just no time to expand on it.
- Payload Manager support - this is sort of surrounding the Kestrel shuttle portion - I'd like to actually use PM as the tool to manage attaching/detaching these shuttles in the bay, much like the 2 shuttles on the side of the Jumbo Firefly addon.
- Better UMMU support - this one I feel is a must. Need to have some airlocks in the shuttle bays for sure. I may move the main airlock there as opposed to the hab wheel location. Still debating.
- A way to mark 'landing' locations in the hangar and shuttle bays. Currently no way to know which docking port is where.

As far as when these things will be added, I can't give a timeframe at this point. I'd like to get the panel done as quickly as possible. My daughter has some medical appointments next week. Hopefully after that I will have a better feel for what the schedule will be this summer and can plan my work on the Cortez accordingly.

Cheers,
n122vu

---------- Post added 05-20-11 at 07:12 AM ---------- Previous post was 05-19-11 at 02:45 PM ----------

Something I ran into early on - is there a way to make UMMU SDK compatible with VESSEL3? I'd like to implement the newer panel method, but I remember running into issues early in development with the UMMU HUD method not being compatible, IIRC, so I switched back to a VESSEL2.

Thanks,
n122vu
 

Something I ran into early on - is there a way to make UMMU SDK compatible with VESSEL3? I'd like to implement the newer panel method, but I remember running into issues early in development with the UMMU HUD method not being compatible, IIRC, so I switched back to a VESSEL2.

Thats independent of UMMU, you just need to use the new operating system independent callbacks then, instead of the old VESSEL2 callbacks.
 
Setting up the basic panel background per first part of Martin's tutorial blog. Compiles with no errors, but once I switch to internal view and hit F8 to bring up the panel, I get a CTD. orbiter.log doesn't show anything out of the ordinary that I can see:
Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4.52885e-007 sec
Found 0 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (Mobile Intel(R) 4 Series Express Chipset Family)
==> Direct3D T&L HAL (Mobile Intel(R) 4 Series Express Chipset Family)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module EnergyConfigurator.dll  [Build ******, API 060425]
Module VistaBoost.dll ........ [Build ******, API 060425]
VistaBoost 1.0: Warning: font smoothing already disabled; nothing to do.
Module GPCMFD.dll ............ [Build 110114, API 100830]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module OrbiterSound.dll ...... [Build ******, API 060425]
Module RPOP.dll .............. [Build 110114, API 100830]
Module UnivPTG.dll ........... [Build 100629, API 100606]
Module LuaConsole.dll ........ [Build 100830, API 100830]
Module ScriptMFD.dll ......... [Build 100830, API 100830]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module transx.dll ............ [Build 100824, API 100823]
Module LuaMFD.dll ............ [Build 100830, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]
Module CustomMFD.dll ......... [Build 100830, API 100830]
Module LightingMFD.dll ....... [Build 110309, API 100830]
Module InterMFD422.dll ....... [Build 100704, API 100603]
Module InterMFD55.dll ........ [Build 100826, API 100704]
Module FlightData.dll ........ [Build 100830, API 100830]
Module Framerate.dll ......... [Build 100830, API 100830]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1280 x 800 x 16
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 16 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module EASCortez.dll ......... [Build 110520, API 100830]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiGetStationCount
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------

Any ideas?
 
Setting up the basic panel background per first part of Martin's tutorial blog. Compiles with no errors, but once I switch to internal view and hit F8 to bring up the panel, I get a CTD. orbiter.log doesn't show anything out of the ordinary that I can see {...}

Any ideas?

Does it stop execution in your code or in Orbiter's when you run it in debug mode from Visual Studio, and if in Orbiter then is there your module listed on the call stack?


----------


Check if it isn't the same problem as that one:
 
Here is how I'm setting the panel background:
Code:
SetPanelBackground(hPanel,&panel2dtex,1,hPanelMesh,panelW,panelH,0,PANEL_ATTACH_BOTTOM|PANEL_MOVEOUT_BOTTOM);

will test in debug mode later and report what I find. Thanks for your help.

n122vu

**Edit
Getting a compile error in debug mode, specifically in the clbkDrawHud section.
"Error 6 error C2664: 'TextOutW' : cannot convert parameter 4 from 'char [255]' to 'LPCWSTR' "

Line reads as follows:
Code:
TextOut (hDC,5,hps->H/60*15,cUmmuHudDisplay,strlen(cUmmuHudDisplay));
 
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Update on current work - I've put panel work on hold for the time being. I don't feel there are enough systems modeled at the moment to make it a must-have for release at this point. After much thought, I feel improving a couple of the things I already have in place warrants more of my attention.

In particular, I feel the hangar bays are so large, and the number of docking ports that will be used for 'landing' in the bays are so numerous that there should be some way of marking the locations of the current landing/docking ports. My first idea that I am trying is using a simple beacon light at the location of each port. This is just a first-run idea. I would eventually like to create a custom texture for each bay that has the docks/landing areas marked on the floor of the bay, but for now I think this is the quickest way to implement some sort of marking. Attached is a proof-of-concept screenshot, marking one of the docking ports with a solid green beacon, with an XR2 on approach to 'landing.' Plan for this would be to implement logic that would disable the beacon once a ship docks to that particular port.
 

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Also thinking about putting some lights in a straight line on the deck of the hangars leading up to each 'landing' dock, strobing in sequence, similar to a runway approach lighting system.

**EDIT**

I have this working on one 'dock'. I like the way it looks, and very easy to code it in. Can't see it in the screenshot, but there are six lights, 8m apart, strobing in sequence leading up to the landing zone, marked by a green beacon.


---------- Post added 06-11-11 at 12:50 PM ---------- Previous post was 06-10-11 at 08:37 PM ----------

I foresee a Tuesday release for the Cortez, in the near future...

---------- Post added at 06:34 PM ---------- Previous post was at 12:50 PM ----------

More work on the approach/dock marker lights. First row of docks complete.

 
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Video of the approach lights in action:
 
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