Project Orbiter MMU (oMMU) development thread

gattispilot

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Thanks. Sounds good.

Maybe for version 2
Definition of attachment points (Hand, foot, back?
Ability to change cockpit view mesh?
 

Woo482

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Attachment points along with some way of interacting with attached payloads (probably a set of clbkGeneric messages) is already planned - cockpit meshes are likely a v2 feature though.
 

gattispilot

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Like UMMu will you have a o2 level when suited? Air filled areas? guy dead if you crash or land hard?
 

Abdullah Radwan

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Attachment points along with some way of interacting with attached payloads (probably a set of clbkGeneric messages) is already planned - cockpit meshes are likely a v2 feature though.
UCSO can be used for payload management. If you want, I might be able to write UCSO implementation for you (depends on your code complexity).
 

gattispilot

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Any progress. I am interesting how you solved the place the guy where you want and not the center
 

Woo482

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I was just thinking about that while finishing off implementing vessel -> vessel transfers. The best way I can think is to have an oMMU vessel interface exposing functions to be called when events happen in the core - allowing custom behaviors on events, denying ingress when a docking port is closed etc. Something along the lines of this (excuse the pseudocode):
Code:
class IMMUVessel{
public:
bool OnTryTransferCrew(const oMMU &otherVessel, const oMMUCrew &crewMember,int dockingPortID = 0) = 0;
bool OnTryCrewEnter(const oMMUCrew &crewMember, int airlockID = 1) = 0;
}
Playing around with this some more I think having a proper event system will be far more robust, and allow for add-ons that need to hook into vessels (e.g., XRRR) to function more cleanly; the structure I'm thinking of can be seen in the docs - http://files.woo482.co.uk/oMMU/html/classo_m_m_u___a_p_i_1_1o_m_m_u.html If anyone has any feedback I'm open to it, but I think this is the best way to implement it. I think this (after too many changes :facepalm:) can be considered the final API, while you're in there find the unannounced scope creep :lol:
 
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WolfAngriff

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Hi everyone. This looks pretty sexy. I'm not skilled enough to be even an average beta tester so, any news for the noobs ? Simple things ? With pictures ? :hmm:
 

yitianetie

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Hi,

Do we have some news about the development of this project, since the ending of the last year ?
 

yitianetie

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Hi everyone,

Do we have some news about that project ? As we don't have any informations since last december, I wonder if that project is stopped...

Thanks
 

gattispilot

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Any updates on this?
Thanks to BrianJ I have been able to spawn an eva guy to an airlock location


The guy can move around. But right now it is very specific. So only certain eva can be spawned. Unlike UMMU where you could change the cfg to fit the type you wanted
 

WolfAngriff

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Hello dear community

@gattispilot,
I think things are not clear about this addon, surely because english is not my first language and i'm not an addon developper. But i guess other people would like to know/understand more about this addon, which is one of the most awaited one. So, as i understand, there's an addon in developpement called OMMU, but no pre-release or test version available. Except fot real testers, i mean, people with programming/3D skills. I'm not this kind of person, so no problem for me, no bad critics in my words. Am i right ? Wrong ? Can you tell us a little about this ?
And, as always, thank you for your addons, and to all the developpers ! :cheers:
 

gattispilot

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So a bit confused. So I started added a specific EVA guy just for me. But hoping for OMMU so it will be more general. Willing to help in any way I can
 

Woo482

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So, this has been stuck in eternal dev hell for long enough for various reasons - I plan to open source what I have, hopefully to get some contributors and get things finished.

I'll post an update at some point this week with more details on what's done, what's needed, where to access the project, etc.

At this stage it will *not* be something usable for end-users, but it is complete enough to implement crew management functionality into vessels.
 
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WolfAngriff

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Hello Woo482, good to see you were not eaten by a blak hole ! :)
Thank you very much for the answer. I've seen "open source". Even if i know i won't be able to do anything, it's a good thing. I'll be a patient end-user :thumbup:
Thanx for what is already done, it's enormous.
 

N_Molson

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Way to go ! I hope I'll get some time this summer to make good use of it ! :thumbup:
 

Urwumpe

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I think its a good idea to make it open source, this makes it way more attractive to be used in other open source projects.

But: This means it still requires a very restrictive maintainer who ensures that the interface compatibility of the library to the add-ons is kept as long as possible. I hope you want to keep that job. When anybody can contribute or create his own version of it, I sense some trouble.
 

Woo482

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Don't worry, my intention wasn't to dump a repository of buggy code and run :lol: I still intend to maintain the project
 
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