Orbiter Screenshot Thread

MTS stack lit by [ame="http://orbithangar.com/searchid.php?ID=5123"]Spotlights[/ame] mounted on UCGO car

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It's growing...

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Hopefully construction will start soon. Multistage2 launches are harder to set up than I thought. Why can't everyone just use Velcro? :lol:
 
It's growing...

Hopefully construction will start soon. Multistage2 launches are harder to set up than I thought. Why can't everyone just use Velcro? :lol:

Or Kulchs excellent payload manager, which sadly nobody uses except him.

I had done some test projects with it, but there is only one project in which it would not become a limitation (Because I need more control over the payloads for communication and deployment issues).
 
Or Kulchs excellent payload manager, which sadly nobody uses except him.

I had done some test projects with it, but there is only one project in which it would not become a limitation (Because I need more control over the payloads for communication and deployment issues).

I use Payload Manager & Universal Cargo Deck. For me it is essential part of orbiter. I do not need more control over payloads and with this thing (comboed with velcro parts) I can even build custom rocket without leaving orbiter.

I encourage you all to try this thing.
 
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Hopefully construction will start soon. Multistage2 launches are harder to set up than I thought. Why can't everyone just use Velcro? :lol:

Mulstistage2 and spacecraft.dll are very easy to code if you're creating your own multistage launchers. Velcro requires more difficult coding to get the same result for my custom made rockets (please correct me if I'm wrong - and I hope you will correct me - I just started a separate thread for that. :))
 
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Mulstistage2 and spacecraft.dll are very easy to code if you're creating your own multistage launchers. Velcro requires more difficult coding to get the same result for my custom made rockets (please correct me if I'm wrong - and I hope you will correct me - then we should start a discussion in a separate thread :))
I meant setting up launches using existing multistage-based launchers (in this case Ariane 5) which needs editing of config files, whereas for Velcro you need only press U in-game and set your azimuth, which is easy enough to calculate. (Of course, the altitude of a velcro launch can't be edited, which is a bummer.)

Velcro and multistage IMO are pretty much the same as far as difficulty in making custom launchers goes, except Velcro launchers are naturally more modular as each stage is its own config file, although Multistage vessels are easier to port into a scenario since the assembled launcher is config-dependent instead of scenario-dependent.

That's just my two cents. :tiphat:
 
Mulstistage2 and spacecraft.dll are very easy to code if you're creating your own multistage launchers. Velcro requires more difficult coding to get the same result for my custom made rockets (please correct me if I'm wrong - and I hope you will correct me - I just started a separate thread for that. :))

You mistake Velcro with CVEL.
 
You mistake Velcro with CVEL.

That might very well be the case. That's why I'm asking those stupid questions, sorry ;)
I just want to make a working multistage launcher that brings my spacecraft.dll (that will have maybe a service module attached) into orbit with zero C++ dll coding ;)
 
I just want to make a working multistage launcher that brings my spacecraft.dll (that will have maybe a service module attached) into orbit with zero C++ dll coding ;)

I always make DLLs for one reason: The vehicles are more "pseudo-realistic" that way.
 
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