Project Orbiter MMU (oMMU) development thread

JMW

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So it will only turn if keypad 8 and 1 are pressed? or 8 and 3?
Yup.
I thought I had it set to turn 1/3 separate from 8 moving forward. But I could only turn when I wasn't pressing 8
Is exact opposite for me, strange init?
What happens when you press 2 backwards.
It goes backwards, and turns same as with 8.

From your code snippet, I don't understand why either.....

Keep up the good work bro.
 

gattispilot

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now 4/6 moves the guy sideways.
https://drive.google.com/open?id=10UObGt-rg9Nux-Bk7IhcltvljDMvxRoG
K0JciNE.jpg
 

gattispilot

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Nice! :) Now the ingress/egress system is needed for oMMU :)


Thanks. I was able to create and delete the guy. BUT not able to create the guy at a certain spot like an airlock. In space I could because I made a dock where the guy was to come out and made it and docked. But not be able to do that on the ground.



I think also it need to be able to read the scn and get the mesh name. So from the scn you can change the mesh
 

gattispilot

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I think the making the guy and putting it where you want is going to be an issue.

One way Is to make an attachment at where you guy to appear. Make the guy attach to the point and then detach
 

gattispilot

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So it looks like you had the transfer and eva exit done. Whats needed for testing?
 

N_Molson

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So I've been away from Orbiter for quite a while. Could someone make me a briefing on oMMu status ? What is done, what remains to be done... I can probably lend a hand, as I'm developing a spacecraft and definitively want people to be able to do EVA, transfers with it. Also I deeply think that O2016 needs this.
 

Woo482

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I need to double check this against the current version but I think it reflects what remains to be done (at least for an initial release):
ommu_status.png

I'll work on it later today and check the actual status of things - at this point I'm annoying myself by not having it done yet :facepalm:
 

gattispilot

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Great. Yes I ran into the not position in air lock. On the shuttle I was able to make a dock and or attachment point and create the guy and then dock or attach to the point. I guess the same might be done and then undock/detach?
 

Woo482

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Turns out it was a simple enough fix - I just needed to convert the airlock's local-space position into the horizon frame using VESSEL::HorizonRot and then add that offset to the lat / long coordinates of the parent vessel when creating the MMU vessel.
 

Joseph Borg

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Just stumbled on this.. since I have been experimenting with EVAs and vessels. It seems that for the most part, the google drive EVA oMMU works well with a key pad. Are there plans that this will be linked / implemented with the personnel located inside the XR2, and XR5 ?
 

dbeachy1

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The XR vessels will be updated to support oMMU once oMMU is released.
 

gattispilot

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It would be nice to be able to change the mesh/cfg in game or at least in the scn.
 

Joseph Borg

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:thumbup: Thanks Dan. We spoke. So., command me, how I can be of small help, and I'd be very very glad to try out. Perhaps additional alpha? or beta testing
The XR vessels will be updated to support oMMU once oMMU is released.
 

Woo482

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It would be nice to be able to change the mesh/cfg in game or at least in the scn.

That's already possible when creating a crew member -
Code:
oMMU_API::oMMUCrew newMember;
newMember.age = 123;
newMember.role = "Capt";
newMember.name = "Jane Doe";
newMember.pulse = 123;
newMember.weight = 123;
newMember.evaMesh = "blah.msh";
crew->AddCrew(newMember);

I'd like to expand that to loading configuration files with suited / unsuited meshes and other configuration options, but I think that's more of a version 2 feature.
 

gattispilot

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Looking Good. Let me know if you need a tester.
The LER needs a crew:)
 

gattispilot

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Will it be able to trigger a value if the enter the vessel?

So if you enter a vessel then show a mesh of the guy inside the vessel?
 

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;
}
 
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