The VC is coming together. There are switches to click on and a HUD to look through.
View image in gallery
View image in gallery
nothing actually happens when you click on 'em but there they are.
The ADI works after fashion but is stuck showing global orientation and thus kind of useless. I want to at least get it showing orbital vector before I unleash this thing on unwitting Orbinauts. The problem is the same issue that I had with the autopilots. My axis of thrust (and as such my frame of reference for orbital manuevers) is oriented along the Y axis and not the Z and decomposing and then recomposing multiple rotation matrices is a real PITA.
All the gauges work but you can't tell because aside from "Throttle Setting" all the values are set to 0.
If anybody has any information (preferably in the form of equations) on how to calculate things like engine temprature, fuel pressure, Oxygen consumption, CO2 levels, etc... please share.
Finally I've also hit a bit of feature shock. a lot of the major work is done and now it's time to start hashing out details.
I envission the final level of detail somewhere around the level of the Stock atlantis and and the XR-1 but what do you guys, the end users want to see?
Is UCGO support planned? I wouldnt mind a simple fuel cell implementation like the DGIV
Oh, and by the way, I read a great deal about the Apollo program, and I know a detail that might make a lot of sense to add. There was a contact light inside the original LEM that lit up when the probes on the ends of the legs hit lunar dirt. When the LEM pilot saw that light up, he hit the engine shutdown light, and let the machine fall the rest of the way to the surface, so as to avoid the lunar dust kicked back by the descent engine from raising the pressure inside it & causing an explosion. Even If you dont want to include destruction sequences, you could at least include a light that activates below a particular altitude, and when landed
---------- Post added at 03:27 AM ---------- Previous post was at 03:07 AM ----------
I know this isnt really the place, but I was wondering if you could help me track down a 2dpanel glitch. Im trying to implement 2d panels from the tutorial that Jedida reccomended to you in your cockpit redraw events post, but the compiler is giving me headaches
DLLCLBK void InitModule (HINSTANCE hModule)
{
g_hDLL = hModule;
hFont = CreateFont (-20, 3, 0, 0, 150, 0, 0, 0, 0, 0, 0, 0, 0, "Haettenschweiler");
hPen = CreatePen (PS_SOLID, 3, RGB (120,220,120));
hBrush = CreateSolidBrush (RGB(0,128,0));
ShuttleD:
![Stick out tongue :p :p](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
anel2dtex = oapiLoadTexture (“ShuttleD\\MainPanel.dds”);
For some reason, the compiler is saying that ShuttleD (as in the file directory, where the texture is located) is undefined. That doesnt make sense does it?