Yes, the priority should be to get a release of 'Orbiter 2022' out of the gate, as martins wanted
After that the future is in our hands
After that the future is in our hands
I do kinda like the navigation planner in KSP, however, it's sometimes difficult to move the 'camera' to positions to get a good look at certain parts of the planned orbit. Also, it would be helpful to have a popup window at the side showing the four parameters digitally and tweakable (sorta like the scenario editor) for greater precision. It's hard to click and drag one of the handles and get just a couple of kilometers movement in the planned orbit.imo single biggest feature from user perspective would be something similar to maneuver nodes in KSP
View attachment 28390
Yes, the priority should be to get a release of 'Orbiter 2022' out of the gate, as martins wanted
Love it!After that the future is in our hands
More default spacecraft: Soyuz, Dragon, Starliner, Dreamchaser, Apollo, Gemini, Mercury
I think there's nothing wrong having vessels as add-ons, what we have to do as addon devs is to make sure we share some "standards" : a decent documentation, some quality-control (from testing to spelling), a SDK sample, scenarios sorted and named in a way that makes some sense...
I think installing add-ons for Orbiter should be as easy as installing an app on a smartphone at least. But that isn't a core topic yet - a lot of the work could be done as external tool first and later be integrated into Orbiters default distribution, as long as the licenses are compatible (ideally the same).
this should probably be a top priority
- Vessel to vessel collisions
Sadly, these thousands of man hours are slowly becoming bitrot ; it'll be even more so after the switch to 64bit. Perhaps going toward pure lua modules (ala factorio) may alleviate the problem, I'm not really sure...Personally I really like how Orbiter core is very thin and the meat and butter of the sim is provided through community add-ons. Speaking of add-ons, there are thousands or even hundreds of thousands of man hours worth of work sitting on OH unused because of version incompatibility. Imo a path to allow that work to be used again and more focus on backwards compatibility in the future would be really good for Orbiter.
I'm imagining a world where I can dump everything from OH into my root orbiter directory, and use some sort of in-game builder to make use of the thousands of meshes on OH to build planetary systems, surface bases, space stations, etc.
It'd be nice if I can peruse OH/other mod sources in game and click to install.
A difficulty with OH is that many of the add-ones do not specify which version of Orbiter it is compatible with. I know there is one or more threads here which lists compatibility. It would be helpful if each add-on page included something like an infobox listing versions and a check mark if it is compatible with each version.
AlternativesFor:
- Project Mercury
- Mercury Deluxe
- Mercury Ultra
I have nothing against games, but Orbiter Space Flight Simulator isn't a game, and IMO it should not be turned into a game. I have no problem is an addon wants to have keep a high score on something, or have Tetris in running in a MFD to pass time while in transit to another planet, but that should not be the concern of Orbiter itself.
I think most people are. As far as I can see, most references to KSP are not about mechanics, but about interface, and that's not strongly coupled to the purpose. Maybe it would be fair to say that it would be great for the orbiter core to provide a solid UI layer?But who here really is in team simulation?