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    Discussion Developing Addons for different Orbiter Versions

    can I say pad and runways? anyway once you code a function that flats a certain area, it should be a no brainer to have also a custom flat area.
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    Discussion Developing Addons for different Orbiter Versions

    GV forces the vessel status definition, bypassing orbiter, doing the calculations by itself and applying the result to the vessel. The good part of it is that nothing that the core shall consider, first of all the landed and not flying status of the vessel, is altered. And the difference I see...
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    Discussion Developing Addons for different Orbiter Versions

    IIRC it uses an attachment system to simulate this. Of course in that way it is possible but it's a big "fake", IMO not what is intended here.
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    Discussion Developing Addons for different Orbiter Versions

    how can it have more impact than the actual terrain rendering itself? one is flat and the other is not, if one is rendered the other shall be rendered too, if one is not, the other shall not be rendered as well. So how can this be different? I think that what Face was proposing was to have the...
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    Discussion Developing Addons for different Orbiter Versions

    yes, but I am not saying that an entire planet should be flat, I just say that some hundreds square meters defined shall be just rendered flat, like the terrain around a building or below a runway. AFAIK the render is made in the following way: as soon as the view gets the details because it...
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    Discussion Developing Addons for different Orbiter Versions

    well if you don't want the terrain to be modified you can set a keyword or a flag and the terrain does not get overridden, or the other way around, it doesn't matter much. Anyway it can also be about sub items which are surely flat: buildings, runways, pads... I know you know cities skylines...
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    Discussion Developing Addons for different Orbiter Versions

    What I am saying is to NOT modify the terrain tiles. But simply at rendering time if there is a specific base which has in cfg that it is at altitude X and with a size of Y, the render process will render INSTEAD of the regular terrain elevation a square flat area of side 2Y at altitude X. So...
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    Project Multistage2015 - Development Thread

    the launchpad is 1000kg but it shouldn't be there... focus on the ms2015 vessel and press P when you know you can sync it
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    Discussion Developing Addons for different Orbiter Versions

    I surely agree here. I have no idea of how it works in actual D3D9 code, so it is up to Jarmo, kuddel and all the (amazing) D3D9 team. I offer myself from now to support this for help and the description of the idea in details.
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    Project Multistage2015 - Development Thread

    Relevant to payload mass I guess you are referring to this: [PAYLOAD_1] MeshName=Orion-MPCV\orion-launch-white off=(0.000,0.000,53.280) Diameter=5.000 Height=8.000 MASS=23820.000 Module=Orion-MPCV\Orion-MPCV Name=Orion SPEED=(0.000,0.000,2.000) RENDER=1 Rotation=(0.000,0.000,0.000)...
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    Discussion Developing Addons for different Orbiter Versions

    I really believe that this is the key for this topic. I have not studied the terrain structure but IMO basically when you put a base or a portion of base that square area (square defined by 4 couple of coordinates or better by the center and a size) should be flat at a certain altitude...
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    OHM FalconHeavy for Orbiter2016

    @gattis: please move everything to the ms2015 development thread, i will help you there. Here we would be hijacking the brianj thread...
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    Project VesselBuilder for Orbiter

    have you tried with scenario editor anyway? If you choose "location" and you set some parameters it should get immediately landed upright
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    OHM FalconHeavy for Orbiter2016

    Yes you should build the sequence so when you press J they will the ones to go.
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    Project VesselBuilder for Orbiter

    at the moment the soft dock system uses 0 speed, so one way could be use the soft dock. In general yes, if you want it to be relased without speed the actual option is to use attachments. The reason why in the orbiter core undocking there is some speed applied is quite easy to see: if the...
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    Project VesselBuilder for Orbiter

    well if the touchdown points are set correctly you have to let it fall upright and it should sit on the shield. Remember that the upright landed attitude is determined by orbiter using the first 3 touchdown points ---------- Post added at 17:24 ---------- Previous post was at 17:15 ----------...
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    Project VesselBuilder for Orbiter

    by "spring loaded" do you mean that when undocking a certain velocity to the vessel is applied? I think you are referring to the touchdown points section but that is on purpose: you set height from ground, size and tailisitting to generate a default set of points. Once done it's not needed to...
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    OHM FalconHeavy for Orbiter2016

    try to make them fake boosters?
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    Project VesselBuilder for Orbiter

    I think I found out this time the issue with jettisonable docks saving: when I added the soft dock procedure I inadvertedly moved the line of the reload of the jettisonable parameter, now it should be fixed I added the parking brakes option. you can toggle parking brakes with CTRL + . (the...
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    Project VesselBuilder for Orbiter

    Instead of making a default always on option I'd put a key command to activate "parking brakes", like in flight simulators, so it can be used by both normal addons and this kind of light addons. I will add it with the [CTRL] + [.] key if I can (so it will be the same of FSX which can be useful...
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