will it support keyboard commands? You mention animations, so I guess it will.
yes, for animations the users will have the possibility to choose almost for any key they want. Right now the key modifiers for animations are fixed (SHIFT + key to start the animation, CTRL+SHIFT+key to stop or start backward) but in a future version I could focus on this and let the modifiers also an option.
Here's a screenshot of the animations dialog with the key combo open:
The users may also choose for the animation not to have a particular key and a manual cycle for the animation. In this case the users will be able to actuate the animations manually with predefined keys (similar to the robotic arm system of SC3/GV)
The other keys set at the moment are the CTRL+G to grab objects when using robotic arms and I will implement the J key for jettison payloads with the procedure I mentioned a couple of posts earlier.
You also mention 2 touchdown point sets.
Could this be extended to handle 2 (or more) configuration states ?
For example, redefining a docking port or attachment location ?
Thinking about the Chang'e lander where the rover goes on top, but then needs to be released on the ground.
To be honest I haven't thought of a total reconfiguration of the vessel. but for the Chang'è lander I think that a robotic arm implementation should work: the attachment point will move everywhere you set it up to.
I can think of a "vessel exchange option", that will load a brand new vessel on command. but I'm not so sure about this, I will look on how it could work.
Will it be able to load a VC mesh. I think adding vc animations and mfd might be too much.
The idea I have at the moment is give the ability to load the mesh, to set up HUD, and all the MFDs that a user wants, together with all the relevant buttons (not animated, just points where the users will click). VC is the last point of the list at the moment. I think that giving the opportunity to make things like animations in the VC is a bit useless because the users would also have to implement what each animation/switch/button will do. It's something that needs to be coded, not possible through a general module.
---------- Post added 27th Feb 2019 at 02:23 ---------- Previous post was 26th Feb 2019 at 21:29 ----------
As anticipated airfoils are going smooth up to now.
here's a pic of the dialog. The graph can be shown or hidden and it is updated live as the points for the CL calculations are added or modified. The picture shows the Shuttle CLs, which one of the possible defaults configurations (DeltaGlider,Space Shuttle or Capsule).
As anticipated the capsule values have not been entered yet, and if someone has a valid set of CL and CM function of AOA to share they will be very welcome!
Cheers guys
Fred