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This is the part that I was really hoping for some guidance on.
7.54.1.2...
bool ShuttlePB::clbkVCMouseEvent(int id, int event, VECTOR3& p)
{
static int ctrl = 3;
int mode, pmode;
int mfd;
int mx, my;
switch (id) {
case AID_MFD1_LBUTTONS:
case AID_MFD1_RBUTTONS:
case AID_MFD2_LBUTTONS:
case AID_MFD2_RBUTTONS:
...
}
#define AID_MFD1_LBUTTONS 0
#define AID_MFD1_RBUTTONS 1
#define AID_MFD1_BBUTTONS 2
#define AID_MFD2_LBUTTONS 3
#define AID_MFD2_RBUTTONS 4
#define AID_MFD2_BBUTTONS 5
OK so back to our ship there's one thing I don't get with the code itself here :
Why these 'AID_MFD1_LBUTTONS' are, if we take ShuttleA.h (from O2016), defined this way ? Can't they be declared as unsigned integers (UINT) ?? What is #define doing there ?
Also there is a VC function that can't be found, which is problematic to say the least. Do I need to include an additional .h file ?
View attachment 45709
I guess the lesson is to try to compile anyway, because the compiler usually gives you a clue about what is wrong.

Almost thereOn the Blender export side, most funny display glitch ever.
I don't know why, sometimes Blender seems to shift the position of my MFDs mesh completelyAnswer : be super careful about group names, empty meshgroups with 0 vertices (Orbiter's kryptonite), and also the fact that Blender merrily alters your textures paths with .001, .002 etc... as soon as you copy-paste a mesh, which tends to happen often.
View attachment 45711
Yes, or a 'Table-MFD', war-room style. For bigger spacecrafts with a command bridge.