Haven't looked at it too closely yet, but it might be helpful when we work on properly berthing/unberthing payloads.SiameseCat: Is this official ICD of any use to you: http://www.unitedspacealliance.com/icd/core/cor14A.pdf. It deals with the Payload Deployment and Retrieval System(PDRS).
Urwumpe: Do you think you could check in the fixed loading of the ODS ring state? I have noted some discrepancies with the ODS ring animation and not having to extend the ring all the time would be of great help!
Well, that's my hope. Along with a Crawler Transporter with accurate driver cab operations, along with realistic and accurate Laser Docking System operation and behavior.Oh wow, the next version is coming with a VAB?
No CTDs.I undid one of the changes; try it now.
OV- 105
ORIGINAL
The Orbiter line in the mission file is meant to be used to specify the name drawn on the textures. IMHO, the best thing would be to add a Texture line that would specify the full name of the texture to be used; the Orbiter name would then be drawn on the texture (as it is currently).I have been thinking a bit on the orbiter choice. This is my solution which is fairly elegant and simple from an end user POV.
If you ever used the Shuttle Fleet you know that you can specify which orbiter and which variant of it in the scenario file through these two lines:
Code:OV- 105 ORIGINAL
How about we do the same but in the mission files? We already have the line Orbiter= but it appears to do nothing. How about we activate it and add a variant line.
I'm thinking it could work this way:
The line Orbiter=Discovery would tell the code to begin parsing the Textures\SSU\ folder for a texture that starts with Discovery_
Then we have the second line which would complete the parsing:
Variant=Mod3. This line would tell the code to complete the texture parsing by looking for a file with the name of Discovery_Mod3.dds.
This way we could have several textures as the orbiters have never been truly identical to each other. Each other has had it's own nuances and markings on the exterior.
Just take a look on the orbiter references here: http://www.axmpaperspacescalemodels.com/REFERENCE.html
So, how does that sound? Too complicated?
Wouldn't work with early and mid variants of the orbiter. The name was painted in different locations than where it is now, especially on Columbia.The Orbiter line in the mission file is meant to be used to specify the name drawn on the textures. IMHO, the best thing would be to add a Texture line that would specify the full name of the texture to be used; the Orbiter name would then be drawn on the texture (as it is currently).
Agreed. It would be a merger between the Orbiter and Variant lines. That way we could get rid of the in-elegant dynamic name painting and have the name painted directly in the texture as currently by both the Shuttle Fleet and default Atlantis.IMHO, the best thing would be to add a Texture line that would specify the full name of the texture to be used
That something I could do. Just need an orbiter mesh that has two different textures for the forward OMS pod sections as Atlantis only had one OMS pod that has the now familiar black HRSI tiles on it: http://www.axmpaperspacescalemodels.com/images/atlan1.gifThat would be a nice project, for someone to put the right textures to the missions.
It does! We already do this for the ET scorching post-SRB sep. And it works for every skinnable add-on available(DG-IV, the XR series and the default DG)I don't know if replacing the textures does already work.