SDK Question Visual Basic Express 2010 and SDK

Zigeris

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Greetings,

I am Zigeris a recently added member here and new Orbiter player. While in my examinations through this game I found it to be quiet amazing. Thus I wish to add on and create new experiences in this game engine for myself and for others to enjoy.

Though first thing is first, I must be able to create this world. SO my first general question is the following,

How to use the Orbiter SDK files into the relations to Visual Basic Express 2010?

- Ship editing/ creation
- MFD editing/ creation
- Interface coding otherwise
- How to save content as Orbiter files and where.


I must admit I tried to answer these questions myself but the search option directed me elsewhere with no answer specifically.


Your help is greatly appreciated, Thank you.


Zigeris


+Also Economy bases scripting as in when you ship cargo from one place to another you receive a reward such as money or credits: Is there already a source coding for this somewhere? Or would there be someone willing to help me create one?

+ Also online servers, is it possible to create a source code to broaden the scopes of online play. Such as opening the possibilities for 100 to 200 players?

+ Is it possible to add a interface settings control to dictate the individual apogee motor on your craft. Say you have a box craft it has 6 sides, 6 apogee motors, each are numbered 1- 6. Number one has mounted as well the main engine. The craft uses apogee motors 3 and 6 (Right and Left side) as major strafing controls. While 2 and 4 dictate forward and backwards controls separate from the main Engine. 3 and 6 need to be increased in power. 2 and 4 along with 5, 1 decreased in power. Over time should another pilot enter the craft and desire a reallocation to power to the apogee motors such as changing from a right 3 left 6 strafing to a more forward 2 and backwards 4 control the pilot is able to adjust the power pool of the apogee motors while be within the craft. If that makes since that would be greatly important for my project.

One of the first ideas for a power plant for my ships is nuclear power plants, or some form of fusion. Which has a half life verses a chemical based fuel.

My project first consists of making a prototype exoskeleton machine that has a non fuel liquid dependent power plant. Weights about 23.1 metric tons give or take. Has 8-16 apogee motors and 1 main engine. It should be able to last in the earth's atmosphere for a brief time about 20 minutes before being unable to escape decent.

- Question is it possible to group thruster and engine ignitions? Such as if I want to press the Left Arrow Key fires the main engine and side 6's apogee motor? And other various forms.

- sub A. Too, is it possible to have pivoting engine meshes that too dictate thrust direction relativity to the mesh? Like too when I press the left arrow key the engine pivots to the right?


I'm certain to have more and better questions once i get into this again thank you for your time.
 
Last edited:
Hello there, and welcome to the forums.

This video was created for Visual C++ Express Edition 2008, but the process for VS 2010 is the same:

It details setting up Visual Studio to compile Orbiter modules.

For your other questions, the answers are within the sample code contained in
.\orbitersdk\samples\ - The shuttlePB example is perhaps the simplest method of getting a vessel module compiled and working in Orbiter. MFD samples are also included, as are demonstrations of staging vessels (Atlantis), launchpad entries, custom menu items, and a few other fun things.

To use this tool to create Orbiter addons, a solid knowledge of C++ helps, but it is possible to learn as you go, which is mostly what I did. Knowing at least the basics will assist you, however, and the more you practice at it the better you will get.

I also wholeheartedly recommend using the debugger. Too few addon developers actually realise how excellent a tool it is for tracking and fixing bugs which otherwise would take forever to work out. See dbeachy1's instructions on the subject here.

Finally, check out our addon developers tutorials here.

Hopefully that was of some help. Your specific points may not have been addressed, but certainly for me the fun in addon development has always been thinking of something insane to do and then working out how to actually do that :P.

I wish you luck, and once again :welcome: to Orbiter-Forum! :hello:
 
Brilliant post dear acquaintance!

Thank you I shall locate and examine all. Too comment about the video it seemed the interfacing is what threw me off from 2008 to 2010 last VB I used was 2005 in 2005. Though I am rusty at my coding skills though I am not worried about relearning this is something possible indeed!


As for the other questions I am sure to press on the entertainment of such things ;D


Again thank you should I have any more questions I'll shall post them here.

Godspeed,

Zigeris!

---------- Post added at 11:44 AM ---------- Previous post was at 10:04 AM ----------

1.) The Empty Project in 2008 = Command Base Code 2010 ? (
2.) The ability to create the project data in the sample directly seems to be a nuisance when initially presetting the files name ect. IE the "location," section is missing or eluded from 2008 to 2010 version.
3.) Adding the source file .cpp again seems to be different from 2008 to 2010. IE when I go to select "Add New Item," it doesn't specify .cpp and even when I type in the name "Main.cpp" it makes it into a text format file.
4.) Thus since 3 failed, 2 failed, and 1 is silly the proper coding of the Main. cpp wilist not work. Such as the "#define STRICT" and others, IE the entire shuttlePB example.

5.) Should there be a five since the first 4 must be solved in order to get to 5 I will comment that the ...well no I actually I am going to wait for the comments and verdicts for the first 4.

<,< I think i'd be less messed up if I'd just revert to 2008. I dunno.
 
Hello. You can only code Orbiter modules in C++. So you have to use Visual C++ express edition and the C++ language ;)
 
Oh...hey..you're right... xD This could solve a few headaches C:


Gotta redownload the proper Visual Basic :facepalm:
 
Gotta redownload the proper Visual Basic :facepalm:

It's not any Visual Basic at all, it's Visual C++. Trying to compile C++ within Visual Basic will cause you some problems. :lol:
 
V__V for the sheer humor of the embarrassment I shall call it "Snoogie," And now I have the proper Visual C++


And I am going to work on putting my first model in, I have several I can use as a basic testing platform. More or less I wanna see how the processes are done so i can form them to my models.

I found it funny that you use Anima8or for the majority of your modeling and mesh work. The other game I worked on for modding and such wouldn't ever use such a easy and simple program. I was often laughed at. But I tell ya I have been using it for 6 years and I love it. Easy and free. ^^


So um...any thoughts about these questions? Or must I open another thread for these questions?


"
+Also Economy bases scripting as in when you ship cargo from one place to another you receive a reward such as money or credits: Is there already a source coding for this somewhere? Or would there be someone willing to help me create one?

+ Also online servers, is it possible to create a source code to broaden the scopes of online play. Such as opening the possibilities for 100 to 200 players?

+ Is it possible to add a interface settings control to dictate the individual apogee motor on your craft. Say you have a box craft it has 6 sides, 6 apogee motors, each are numbered 1- 6. Number one has mounted as well the main engine. The craft uses apogee motors 3 and 6 (Right and Left side) as major strafing controls. While 2 and 4 dictate forward and backwards controls separate from the main Engine. 3 and 6 need to be increased in power. 2 and 4 along with 5, 1 decreased in power. Over time should another pilot enter the craft and desire a reallocation to power to the apogee motors such as changing from a right 3 left 6 strafing to a more forward 2 and backwards 4 control the pilot is able to adjust the power pool of the apogee motors while be within the craft. If that makes since that would be greatly important for my project.

One of the first ideas for a power plant for my ships is nuclear power plants, or some form of fusion. Which has a half life verses a chemical based fuel.

My project first consists of making a prototype exoskeleton machine that has a non fuel liquid dependent power plant. Weights about 23.1 metric tons give or take. Has 8-16 apogee motors and 1 main engine. It should be able to last in the earth's atmosphere for a brief time about 20 minutes before being unable to escape decent.

- Question is it possible to group thruster and engine ignitions? Such as if I want to press the Left Arrow Key fires the main engine and side 6's apogee motor? And other various forms.

- sub A. Too, is it possible to have pivoting engine meshes that too dictate thrust direction relativity to the mesh? Like too when I press the left arrow key the engine pivots to the right?


I'm certain to have more and better questions once i get into this again thank you for your time. "
 
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