Programming Question make objects float in zero-g

itsrekka

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Hi, im a noob i know, but i wondered if anyone could help me....
Is there a way to customise a scenario or add-on, so you can have objects floating in the cockpit when you reach zero-g?
i.e the vostok missions that have the notepad floating around, i thought it looked really cool.

sorry if i sound silly asking this, just thought id give it a go
 
Unfortunately, the software really isn't set up for this sort of thing. Vostok is a special case - the people behind it worked very hard to push past those limits.
 
Basically you'd have to set up your own physics engine within the cockpit, and then use animations to visualise them... It can't get much more inconvienient than that.
 
Thoretically it could be possible to use animations to do it. In simplest case objects can be constrained by cube (easy to define limits of movement). More advanced aproach would be to use bounding mesh to keep objects inside and code some form of collison detection or use few adjacent cubes and tracking in which cube it is and applly same boundaries as in simplest case.
 
thank you for the replies people, i see it will be a lengthy process lol....might still give it a try :thumbup:
 
I just use alot of velco in my cockpits.
 
The idea could be to attach the object to a point in the cockpit through attachment, then when orbit is reached cut the attachment and define using math a distance from the attachment point that is the maximum floating distance possible (i.e. The distance between the attachment point and the wall of the cabin) then if the distance gets to the limit the relative speed vector should be inverted or diverted to simulate contacts... Bit messy to do it only for a block notes ;-)
 
Basically you'd have to set up your own physics engine within the cockpit, and then use animations to visualise them... It can't get much more inconvienient than that.

Well I dont think it would be that bad personally. All you really need to do is set up a rotation & translation animation for the object, detect collisions with the walls, (tricky, yes, but it doesnt need to be that great of a collision model) & make sure the thing properly saves itself on exit each time. If it were written as a generic "floaty object" class, it could be used in pretty much any Orbiter project, no?
 
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