So @Urwumpe put this on my radar:
https://en.wikipedia.org/wiki/Robbi,_Tobbi_und_das_Fliewat%C3%BC%C3%BCt
https://archive.org/details/robbi-tobbi-und-das-fliewatuut/Robbi%2C+Tobbi+und+das+Fliewat%C3%BC%C3%BCt+-+Folge+2.mp4
This particular vehicle has it all - vertical air rotor, water...
I am working on making a vessel that can provide a visual wind indication when atmospheric wind effects are turned on, in the manner of a wind sock on a small airfield. What could go wrong?
So I made a simple mesh of a flag and animated it.
The intent was that this would remain stationary...
So I am tinkering with a simple flag mesh to see how the positions of the vertices can be manipulated.
https://www.orbiter-forum.com/members/thunder-chicken.316/#profile-post-6322
So I am trying to prepare the group edit spec to do this. I need to set flags to replace the X, Y, Z coordinates...
So I am looking to make a wind sock for a visual indication of wind speed and direction for an airfield. I am making it as a stationary vessel. I am attempting to use oapi.get_windvector to get the local wind velocity vector and magnitude. This is the documentation for it:
This is the code in...
I just made a scenario where two different vessels of different classes (R-4Script helicopter and Skiff boat) are loaded. Both vessels have different screen annotations to display prompts and vessel information to the user.
Right now when I load the scenario and start with the focus in the R-4...
It is possible to set mesh material colors by using oapi.set_materialex(hdevmesh, mat_id, MATPROP.<DESCRIPTOR>, color). But I am trying to map the MATPROP specs to what they control in the material definition in the mesh file. Some things are obvious, but some are not, and the documentation text...
In the R-4 the VC has three camera positions, VC ids 0, 1, and 2. clbk_LoadVC seems to default to position 0 any time F8 is hit. Even if the glass and default cockpits are set to return false (VC only), hitting F8 will automatically go to ID 0.
Is there any way to get the VC to store and then...
So I have put some red spotlights into the cabin of the R-4 to illuminate it in all directions. I have two spotlights, each at the same location above and behind the center pilot seat, with an umbra angle PI facing in opposite directions, basically making a single light that emits in all...
I've encountered a problem where various keypress events to show information, start the engine, engage autopilots, are not reliably executed. I may have to hit a key repeatedly over several seconds before the command actually registers. I've pasted my complete consumebufferedkey function below...
I have defined a simple VC that is intended to switch camera views between three seats in a row from left to right in a cockpit.
I have this code for
function clbk_loadVC(id)
if id == 0 then
vi:set_cameraoffset(camera_loc[1])
vi:set_cameradefaultdirection(camera_dir[1])...
I had a question about how to control (if it is possible at all) whether a meshgroup interacts with light emitted by a beacon on that vessel.
As an example, here is my VW Thing on the KSC runway with brake lights on. The white light is a runway light, not associated with the vessel. Notice how...
As indicated in the title, I am attempting to change the emissive color of several materials in a mesh to mimic illumination. I am attempting to use oapi.set_materialex(hMesh, matidx, matprp, col). From the Lua documentation, the parameters for this function are defined as:
hMesh handle...
I am trying to restore some custom sounds to the Bell 222. I have the following so far
In clbk_postcreation:
sound = xrsound.create_instance(vi)
sound:load_wav(1, "Sound/_CustomVesselsSounds/BELL222/BELL222ENGINES.wav", PlaybackType.BothViewClose)
sound:load_wav(2...
I find myself a terrible mesh maker, and I simply can't get interested in making meshes. However, I rather enjoy coding crazy physics for various add-ons in Lua and am working on helicopters, wheeled vehicles, boats, etc.. with a lot of other folks collaborating and putting in the effort to make...
Up to now I have been in the habit of defining vessel meshes and masses within the Lua script file for an addon, which is identified in the cfg file. I wanted to see if I could use the cfg file properly to define the vessel meshes, propellant resources, etc..
From my reading of the Orbiter...
So I looked at my air breathing engine and propeller Lua script modules and realized that they could be relatively easily applied to making a physically realistic helicopter. So I did that, modeling the engine and main and tail rotors with my engine and propeller codes, using an old R-4 for the...
I created particle streams to mimic the wake and bow wave from my boat. They were working, and I could vary the intensity, but for some reason the code is now throwing errors.
I establish the particle streams and establish their intensities with this code, called within clbk_setclasscaps...
I am trying to toggle the visibility of a sail on my skiff during the session with a boolean flag, but without any luck. Here are the relevant bits of my code:
In clbk_setclasscaps I have a loaded mesh with handle hmesh and identify the mesh groups for the sail:
sail_meshgroup = {14,15}
I am...
I have been working on a buoyancy force model that requires access to the mesh vertex locations and the corresponding triangle connectivity. I have been just parsing the mesh file directly, but I know the data is available in the simulation and I think I should try to develop getting the...
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