Thanks. I fixed the meshes. not sure about the remove the roles.
this is the setstationmesh in the h.
in UMMU3 i usually took that line out since I had hard landing
but here is the ummu3 code
this is the setstationmesh in the h.
Code:
void SetStationMesh(size_t stationIdx, std::string_view role, bool show);
in UMMU3 i usually took that line out since I had hard landing
Code:
if (GroundContact() == TRUE)
{
// we check vertical speed
//int I;
VECTOR3 vHorizonAirspeedVector = { 0 };
GetHorizonAirspeedVector(vHorizonAirspeedVector);
double VertSpeed = vHorizonAirspeedVector.y;
if (VertSpeed < -3)
{
// we touched ground with more than -3 m/s, sorry dude, time to kill you all :(
//for(I=0;I<Crew.GetCrewTotalNumber();I++)
//{
// Crew.SetCrewMemberPulseBySlotNumber(I,0); // set cardiac pulse to zero
// }
// strcpy(SendHudMessage(),"Oooh no ! Crash - All crew aboard killed");
}
// TIPS: the vertical speed is often reset to zero when there is ground contact
// this may bug somewhat the death of your crew.
// to have an accurate VertSpeed at touchdown I recommand to record it at very END
// of timestep and use this "old" value. The next frame you'll have the vertspeed value
// of *last frame* just before the crash (GroundContact). This ensure an accurate
// verticalspeed value. (keep this value in your vessel class and don't forget to
// initialize it at zero in setclasscap)
}
