On a craft I'm working on now, I had a problem with scaling animation, when the object is moved out of plane, so I had to seperate the mesh into two different meshes attached at a specific point. Now I have to press F3 to switch between the two, which makes it very awkward and kills the FUN FACTOR . I was wondering if it was possible to join the two SC3 vehicles into one .dll vessel and have a option to switch between their animations.
Basically, you need support for two meshes in one ini file?
It's all technically possible, only needs working out the details.
What would it look like?
Two vessels ini files would define lots of counteracting resources, like engines, camera locations, etc.
How to handle it?
Would an ability to add multiple meshes (MESHNAME_0,1,2,..= in config, MESH= parameter in animation components) be sufficient?
I guess the working MFD's is not possible.
Easily possible, i just don't get how to define it and what it should look like.
Separate groups for buttons in [VC] section?
Some post-editing method?
It can be defined through a config program like the one that added crew to the early version - it's Orbiter Shipyard technology after all.
with SC3, one can define sounds/sound effects in the .ini, is this an option that could be implimented?
Not impossible, i just never worked with OrbiterSound before. On the plans.
I've noticed that C++ source files are created during the GUI conversion, and it says Visual Studio 2005...can these be used, let's say, Visual Studio 2008 Express?
Hm? The cpp file can be compiled with anything from VC 6.0 to VC2010, it's a matter of project files. The project files default to MSVS2005 - common denominator of the new (2003+) project format, which should be easily convertible to any later version by automatic tools included in MSVC.