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fred18 is more suited to answer this but IMO that about covers it.
Yup, you got it all right! :thumbup:
fred18 is more suited to answer this but IMO that about covers it.
So is there a way to steer but no steer animation?
Like on a tank where the one side stop rotating on one side and the other side rotates?
Not sure I would go that far. UCGO dealt with cargo. UCGO seems to work in 2016 not UMMU. So you can load/unload a vessel but you can have a guy unpack.A fantastic replacement for UCGO:thumbup:
Well, at the very least, it's an excellent replacement for the "C" in UCGO (Universal Cars & carGO).
Not sure I would go that far. UCGO dealt with cargo. UCGO seems to work in 2016 not UMMU. So you can load/unload a vessel but you can have a guy unpack.
I have tried it yet though. Not sure how you could do it.
You can hard code the ucgo locations in a dll
I think General Vehicle is a needed add-on
Yeah. UCGO works somewhat in Orbiter 2016. But it has difficulty in following terrain. Doesn't support the new landing points system. And crashes to desktop when you go to cockpit view. Also the physical simulation model of GeneralVehicle is so much more accurate than UCGO. Plus, it has local lights support. Can turn indicator lights be added too? Alongwith the headlights which are already present? And what about the sound? That's a plus point of UCGO. Custom sounds for the vehicles
Relevant to turn indicators i haven't thought about that. Honestly i don't see them as a needed adding
Relevant to sound, i still don't know how in c++ to change the pitch of a sound (that's what it would be needed for simulate the engine).
I would expect OrbiterSound to provide such functionality, actually. Have you checked the SDK doc?
I think Fred meant that regarding his own sound implementation.
He said he would.Has anybody ever asked Dan if he's planning on updating his add-ons? Not when, just if.
Has anybody ever asked Dan if he's planning on updating his add-ons? Not when, just if.
Oh. I didn't realise he was doing his own sound library.
jedidia said:Oh. I didn't realise he was doing his own sound library.
AFAIK, he implemented his own sound feature in Multistage2015. It is not exactly a library, though.
Just to be clear on that: since I'm expecting Dan to come out sooner or later with the new Orbiter Sound I'm not making a library or a complex system. I just use the "playsound" command of C++ or something similar when it happens and it appears to be harmless even with OrbiterSound itself. Just not to implement a not working orbiter sound addon but to have some bits of sound when it is nice. In Multistage2015 I just added the sound calls in guidance. Here I could add the engine sound. But to do that nicely I'd need a way to change pitch etc. I'll give it a look but to be honest, I don't want to spend hours on managing sound and then throw everything away when the new OrbiterSound comes out.
I just use the "playsound" command of C++
Fred. Can GV be used for a landing vehicle ?