Decided to go down to the middeck and noticed a few things: 2 escape poles and 6 seats (both appear to be in the stowed and deployed positions), only one vc position that doesn't show much and no internal airlock.
I think we could add a "Crew" parameter to the mission file and based on that decide how many seats there should be (and in the future the mass of consumables). Stowing or deploying them could be done with a middeck-only dialog. For now I don't even want to consider long-duration-crew-seats on the floor or extra seats for rescue missions, just the "standard" 7 seats (or less).
The escape pole would probably need a mission parameter to have it installed or no, and that would also add its extra mass to the vehicle. Stowing/deploy it would also be in the dialog.
Parameters to decide whether the airlock is there or not already exist, so that's a mesh to load as needed.
To control this, a new Middeck subsystem should be created, and it would handle the seats config and maybe even stow/deploy animations.
It seems a nice thing to work in a branch and then release in one of the 5.x releases. :thumbup:
Meanwhile I think one of the two sets of pole+seats should be deleted from the mesh, as that is loaded when the user is in the vc, so that is another thing competing for FPS... :shrug:
I think we could add a "Crew" parameter to the mission file and based on that decide how many seats there should be (and in the future the mass of consumables). Stowing or deploying them could be done with a middeck-only dialog. For now I don't even want to consider long-duration-crew-seats on the floor or extra seats for rescue missions, just the "standard" 7 seats (or less).
The escape pole would probably need a mission parameter to have it installed or no, and that would also add its extra mass to the vehicle. Stowing/deploy it would also be in the dialog.
Parameters to decide whether the airlock is there or not already exist, so that's a mesh to load as needed.
To control this, a new Middeck subsystem should be created, and it would handle the seats config and maybe even stow/deploy animations.
It seems a nice thing to work in a branch and then release in one of the 5.x releases. :thumbup:
Meanwhile I think one of the two sets of pole+seats should be deleted from the mesh, as that is loaded when the user is in the vc, so that is another thing competing for FPS... :shrug: