There is too much variation between vessels to make the HUD done by the API. It's best done by each vessel to suit its own need. Since UACS is open source, you can use the HUD code from the Carrier for example and adjust it as necessary.I think the HUD code should be in API. I guess I am used to Dan UMMU code and process. Also I wonder if there is a line line if the number of crew =1 then show mesh x, crew 2 show meshy,.....
You don't have to "select" a cargo (i.e. pass its OBJHADNLE) in order to grapple it. You can use the default parameters or pass nullptr and the nearest cargo will be grappled. The same is true for packing/unpacking and draining resources.Not sure if anyone is testing this. I was able to add the code to a vessel for Eva to the Alpaca. It takes a little to get used to it. For instance grabbing cargo. You have to select the cargo and then grab. That's good because you can be selective.
You can get the role by using astrInfo.role in clbkGeneric for example.Been working with this. But a suggestion would be to be able to read the role of the EVA guy. In UMMU one could get the ID info and then if this guy entered the vessel then show this mesh. The seated or standing meshes would be made. For instance I made a Star Trek Shuttle craft. And if spock entered the shuttle a spock guy was seen. Red shirt engineer guy,......
For me. On the FLEX rover When An red stripe eva guy get on the rover. Then a Red stripe rover standing mesh would be seen. Same for red solid,....
Currently, it's not possible for MFDs to add astronauts because it must be added inside a vessel. MFDs however can change astronaut info. I might make an MFD which does that.Been reworking the FLEX with UACS. Like UMMu you have to add the code into your module. But I got the guys on the rover. Still haven't figure out the role piece yet.
But it is looking good. But if you just to add eva guys without the code use MMUMFD
It's impossible to add astronauts to a vessel that doesn't support it. Currently, there are 2 ways to add an astronaut: inside a vessel by the vessel, or directly in the scenario by scenario editor.Oh I don't think a MFD is needed. But like UMMU the only way to add people was to have it coded in their vessel. But for people who don't code they can't get eva guys. BUt they can with MMU MFD. BUT you don't get all the features,.....
As far as UMMU goes I made a invisible mesh UMMU vessel so just attach to the vessel and that was the airlock.
So as far as transfers. It looks like you don't have to dock do you?
Which would be great for meBecause with my ground vessel in UMMU you had to be docked to transfer. And at the time in 2010 you couldn't be dock on the ground. But it sounds like I could park next to an airlock and transfer a guy in/from the base to the rover
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Thanks. I am not slamming anyone just stating facts. In 2010 the same issue unless you coded UMMu in you had no EVA. There was UMMUFA? that allowed EVA thoughIt's impossible to add astronauts to a vessel that doesn't support it. Currently, there are 2 ways to add an astronaut: inside a vessel by the vessel, or directly in the scenario by scenario editor.
Both vessels must be docked to transfer astronauts between them. Otherwise, you have to egress the astronaut, get it in, and ingress into another vessel.
For bases, it's not possible to get the astronaut inside them like vessels. Astronauts stay inside as normal Orbiter vessels, and if breathable, can remove their suit inside. So there is a physical astronaut inside the base, not just information like vessels.