I could take a look at that.
Would be nice.
![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
I didn't care much for it so far, since it is one of those panels near the floor of the flight deck, but it is referred by nearly every checklist about communications.
Also, I have to advertise again the optimizations for the talkback, digit and light rendering. Would be great, since they would mean that we no longer need to paint on dynamic textures for these and we would get rid of one of our biggest FPS losses. We could have them all on a single big texture file, that can stay compressed in GPU memory. Every kind of object just needs to exist once then (eg, only one digit 9 for ALL seven segment display digits, or only one gray/barberpole talkback in the texture), all rendering in Orbiter would just happen by changing the texture coordinates of the mesh groups. We could then use really the same VC object class for all the same objects (currently we need to use different talk-back parameters for different background textures and drawing on the background textures costs a lot of FPS because the textures are often so large)
AFAIR, only the MDUs are then requiring dynamic textures (because of the higher resolution rendering cheat we use).
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BTW, about another construction place...anybody interested in adding a single spot light to each separated SRB, that illuminates the Shuttle stack during SRB separation, while the BSMs fire? Shouldn't be a too complex task, maybe something for a programmer who has interest joining SSU and feels overwhelmed by the bigger problems.