Ah, looks like that cloud is away now. But I should have a few minutes on video.
This was yesterday (no damage):
And I'm just sitting in Southern Germany like: Good thing it has rained and gets colder now, in the summer my PC is heating my room too much.
The trouble we go through...
And I'm just sitting in Southern Germany like: Good thing it has rained and gets colder now, in the summer my PC is heating my room too much.
The trouble we go through...
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." Nixie Pixel
Some of you might know of Nixie Pixel (geek girl and foxy redhead), anyway, I'm not a coder myself, but I'm slowly trying to learn in my copious spare time... I figure they were some words of wisdom there?
"Always code as if the guy who ends up maintaining your code will be a violent psychopath who knows where you live." Nixie Pixel
Some of you might know of Nixie Pixel (geek girl and foxy redhead), anyway, I'm not a coder myself, but I'm slowly trying to learn in my copious spare time... I figure they were some words of wisdom there?
If you're starting, advice like that isn't terribly important IMO. Just focus on correctly learning the logic, and do not use any copy-paste solutions without dissecting and fully understanding them. With a strong and comprehensive understanding of the building blocks, all you'll need to learn are management skills like Ms. Pixel's quote there, which only really come into play when you're working on large projects (a category which most Orbiter addons don't fall into.) :2cents:

:lol: I hadn't heard of her before, but wow is she ever something.Always obtain the name and number of anyone who will be maintaining your code before they start, that way you can knock them off first. Also works well if Ms. Pixel is the person maintaining the code :lol:.
Well, yes, you should always write code you can understand. Your brain and scroll wheel will thank you. But don't break your back over it unless it's a project that other people will actually need to maintain. If it's some 1k-line Orbiter thing, some basic sorting (animation things go here, UMMU things go there...) into a header or two and some source files will suffice. This sort of "make damn sure your code is easy to read or I will hunt you down and defenestrate you" stuff would only really apply to larger projects the typical hobby-coder won't get into for a while after starting.Good advice, but I would recommend getting into good code organization habits even with Orbiter add-ons. A basic project is usually fine, but any project with a decent level of complexity will explode in every direction if its not kept clean.
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Probably the most ironic thing ever said in Star Trek, considering how the much the 'laws' of trek-physics are treated as merely 'guidelines' as malleable as the plot requires them to be.
The problem isn't in the power output or whatever, (which ranges from making a scorch like a barbecue lighter on a ship's hull to apparently melting entire continents off planets :idkbut the aiming. I just want the phasers to point at the target, go *bzzzzt* and maybe push it away like Artlav's nuke.
Sounds simple, but next thing to impossible as far as I can tell. Photon torpedoes are easy enough to do by spawning vessels, but a phaser almost would need to be overlaid onto the sim screen by another render component. Was there a better idea that you had in mind?
Thruster with long, narrow exhaust and custom texture.![]()

Ah, I would imagine that went wonky with the rendering a bit? Ive never tried anything like that, but it sounds like the sort of thing that would cause headaches.
I guess that means that your vessel technically has a thruster burning photons for reaction mass? :lol:
:hotcool:Happy summer solstice everyone!:hotcool:
because Swedish companies have some offers on that day :lol: