I will see what can done for laying the astronaut when dead. As for the station attachment point, adding more than one will have a considerable performance hit, so for now, there will be only one attachment point.@gattipilot: I found it a little confusing at first, but there is a logic, there are different modes where you can only do certain things, keep cycling through with ALT+M, on one of the menus it should work?
@Abdullah Radwan:
Libraries: Can't say, but max compatibility would be good
Astronaut Alt: Too complicated is not good, not a vital issue and can be addressed later. (I thought that because "movement" is a position hack one could offset it easily like adjustig Alt in .scn)
Prone dead: I'd keep it simple, for the astronaut to work the .cfg height (above ground) must = COG = centre of mesh, so pitch -90 and Alt - COG? (will be half underground, but your dead after all?)
Stopping time: I thought it might be connected to grav. etc., thought this would effect top speed and endurance more, just "feels" a little wierd, but no biggy.
Attach: Reason I asked is I wanted to have different compartments (seperated) in the same vessel, if not viable I'll look for a work around.
vslAstrInfo.airlocks.at(INDEX).open = true;So still confused on opening/closing airlocks, and selecting airlocks.
Airlocks/open closed based off animation. If the Door_proc>=1 door open then airlock is open else airlock is closed.
BUt how to it if no animation? scroll thru airlocks and press a key and now airlock is open or closed. Not sure on the code.
On the ALt M menu. Is what ever airlock you select the one the eva will happen from?
As simple as that. For toggle:
vslAstrInfo.airlocks.at(INDEX).open = !vslAstrInfo.airlocks.at(INDEX).open;
You can ONLY select an airlock to ingress to from the vessel information HUD. For the nearest HUD mode, ONLY the nearest airlock to ingress to will be displayed. It can't be changed. You can't ingress in other HUD modes.
For astronaut egress, you can select which airlock to use or let UACS use the first open airlock depending on what you pass to the EgressAstronaut method.
Fantastic! I am interested in what others think as well.UACS Astronaut VC WIP
Biggest problems were, clipping, but I've pretty much solved that, and back lighting, unless there's a magic solution than one will have to make a compromise.
It's quite hard to demonstrate a VC helmet in pictures so I've made a direct comparison with the good old original UMMU.
Without/with gold visor, and with max glare (sun at your back).
View attachment 36948
View attachment 36949
View attachment 36950
How much tint/glare is wished/tolerable is up to debate, too little, can't see an effect, or, too much, can't see anything, let me know what you think, or what the general consensus is.
If approved I'll finish the mesh and retexture so it's hopefully easily reskinable.