Hello,
I found a life module 3D model for UCSO, imported it in Blender 2.79, modified it, and exported it with Vlad's tool.
The problem is that the module becomes transparent when you enter it or look from below.
First pre-release here!
Current problems:
Lack of cargoes due to the lack of 3D models. I am not a very good 3D modeller, and I can't find suitable 3D models. I need 3D models for life modules.
I didn't get any feedback since I started the development. I don't know if the API functions are...
Oh, I thought that each time you load the DLL a new process is created. I understand it now. So you get the same DLL for every LoadLibrary in the running Orbiter instance.
I tried it and it worked without problems :thumbup: Thank you so much for your help!
I understood your idea, but how can it be applied with DLLs? See this Microsoft page.
If every process will get its own instance of the DLL global and static variables, how can my idea be applied?
I think I have understood it now.
See the diagram in the attachments.
It looks like the custom cargo gets an instance of the .lib file, and the custom vessel gets its own instance.
When the custom cargo calls, the call reaches to the main API in its instance, which is different from the...
Yes. It reaches up to the custom cargo interface constructor then nothing happens. The static function isn't called, although the line is actually executed.
This way is the same way used in Enjo's HUD Drawer SDK. I don't know why it doesn't work for me.
I highly doubt "this" is returning...
Hello,
I want to make the system in the attachments.
The custom cargoes inherit the custom cargo interface. The custom cargo interface will make static calls to add the cargoes to the main API.
This how it's done in code:
Custom Cargo Vessel:
class Custom: public VESSEL4, public CustomCargo...
I've designed the GUI, but I have exams till the 11th of Jan, so I can't write the code until then.
I want to know which outputs should be shown to the user. For example, the user might not need the fuel volume, so the program won't show it on the outputs, even though it'll be calculated as...
Is it possible to change the crew count in the current XR2 release?
I have set DefaultCrewComplement to 3 but it still spawns with 14 crew. I have even removed all PASSENGER from 3 to 13 (so only 0 to 2 is remaining) but it also spawns with 14 crew. 3 are the same as the configurations file...
If you're asking about the skidding, it's a bug in Orbiter 2016 core.
Have you tried Fred18 touchdown code if you have problems with the touchdown points?
I use this code to stop skidding on the ground for ShuttlePB. The rotation code is from fred18.
void ShuttlePB::clbkPreStep(double simt, double simdt, double mjd)
{
if (!(GetFlightStatus() & 1) && GroundContact() && GetGroundspeed() <= 0.15 && !GetThrustVector(VECTOR3())) SetStatusLanded();
}...
Alpha 7 released. Comes with flags and rewritten API interface.
The lamp cargo isn't added, and won't be added until a stable solution to light the ground is found.
I am trying with these numbers, but I got results that are nowhere to yours.
AddSpotLight({0,0.91,0}, {1,1,1}, 200, 1, 0, 5e-5, 15 * RAD, 20 * RAD, { 1,1,1,0 }, { 1,1,1,0 }, { 0,0,0,0 });
Thanks. But what you are giving me is variables. I want to know these variables value so I can repeat it. I want this line (with the variables value, e.g. 0,0,1 for spotLightStruct.dir here):
AddSpotLight(spotLightStruct.pos, spotLightStruct.dir,
spotLightStruct.range, spotLightStruct.att0...
Thanks, everyone. It seems like there is no 'stable' solution to light the ground in Orbiter 2016. Until a stable solution is found, no lamp will be added to UCSO.
I hope that somebody will found a solution.
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