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Ok, so I have the latest version with crew and cargo ready.
I did some testing on my own, so I think we can go ahead with a test release.
Requirenents:
Step 1: Clean Orbiter2016 installation with no addons installed. (I don't want to have to chase any bugs that may be caused by other addons)...
Thanks for the kind words. Here is a quick status report:
Crew progress:
Crew addition/removal/ingress/egress/oxygen use//helmet removal/death conditions [lack of o2 or hard surface impact]
Fully implemented and tested. There are a couple of bugs, but I'll work on them later.
Cargo...
Crew and cargo have been implemented. Here are some screenshots:
The cargo and crew are persistent across scenarios and I have also added an option for vessels other than the Arrow to keep track of their crew by adding a single line in their cfg file. I have also intergrated my previous...
I have attached on this post a compiled "keypress.dll". You can unzip the file in your Orbiter root directory and you can access it from a Lua script by
keypress = package.loadlib("keystate.dll", "my_key_pressed");
You can unload it by
keypress = nil
This will cause the Lua garbage collector...
I am trying to implement keypress detection in lua.
I am creating a function in a dll with GetAsyncKeyState and I am accessing the function with package.loadlib.
keystate.dll
#include <Windows.h>
extern "C" __declspec(dllexport) bool IsKeyPressed(int virtualKeyCode)
{
return...
Thanks for the report! The wheel only works if the Arrow is not in "maneuver security" mode (Main display: Vessel maneuver security: OFF). If you have set it to ON, then the wheel is stowed and won't work until the maneuver security is set to OFF again. Please check and let me know.
The...
Thank you very much. I appreciate all the improvements you are able to provide.
When you can, please send me the patch and I'll have a look. I am currently working on the EVA (just EVA not full crew yet).
Thanks!
Almost from scratch. Started with an SC3 ini file and converted to dll with Artlav's SC3→dll. A few years back, Artlav was kind enough to provide a version which also included the source code for the created dll.
With that starting point, I kept building upon it, until I had something...
Thanks! That was very helpful! Great to see that we get similar frame-rates.
You can also click on the book to change its cover. I know where the glitch is from, the help display variable is not updated on the skin button press (or it is updated twice). This causes two oapiblits fighting for...
It looks fantastic!!! Can't wait to get my hands on it!.
Gadgets and greebles: At least one "secure switch" with a plastic cover on top to arm/disarm the cargo. (I'll move it to the appropriate place and copy as needed when I code the VC).
hula girl bobblehead or furry dice (or both)...
Good to know. There are several things to fix in the code. It's a miracle it works as it is. :LOL:
New version attached on this post. Changes:
*Added HELP button functionality. If you make it to page 13, there is a message to Dan (I am not crying, just got some Martian dust in my eye).
*Fixed...
Hi JMW,
The "missing textures" showing up in the log look like you are using the inline client, correct?
Please try it with the D3D9 client and let me know if it works.
I had not tested it at all with the inline client during development.
Dimitris
Sorry about that. Looks like I didn't pack the files correctly. I've updated the zip file in post #1. Should be ok now. Please give it a try and let me know.
------------POST HAS BEEN EDITED--------FOLLOW INSTRUCTIONS AT THE END OF THIS POST OR GO TO POST #40 OF THIS THREAD-------------------------------
Merry Christmas to all the members of the Orbiter Forum community!
As a small token of appreciation, I'd like to gift you all the Arrow Freighter...
I like the way the VC is shaping up! Nice work!
I agree with Max-Q on the optional crew members. I 'll add them in the code. No worries about making the meshes for them, I have made several for the XR2 Crew, so I should be able to add them.
True, in today's standards the mesh isn't that big, and in my setup it runs easily above 400 fps with D3D9.
There is a hard limit of ~65.5K vertices per group (I think it's vertices and not triangles, but don't quote me on that), which if exceeded doesn't render correctly in Orbiter.
Even in...
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