Orbiter Shipyard Project: Gathering ideas

I've tested OSH's Swift1 in a clean install (even without sound or UMMU) with the same results.
I've noticed that OSH made a Swift1 that can be added in the scenario through Scenario Editor. I must tell you before anything that there's no preview picture for it. Keeping on track: It loaded in the scenario very well through the Scenario Editor! By the way: when I try to edit it with scenario editor, there is no option to control animations.

About the log anomaly: Ar81's Orbiter Diagnostic doesn't detect that.
 
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A question into the void:
I wonder, if i release a public alpha/beta (this evening), will there be any meaningful feedback?
Or, is it better to have a closed beta testing on a project of this scale?

As much as I'd love to get my hands on this to play with it ... you'd probably get more meaningful results from a closed beta ...

... guess I should have looked through all the threads before I replied ... oops ... but, on the other hand, I've got a new toy to play with for a while ... I can already see there's going to be no sleep for me tonight. teehee
 
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Orbiter Shipyard is still alive, and the development is slowly thawing as the weather gets colder.

So, some status updates.

I've been cleaning out and simplifying the thing lately.
Also, the common way of manipulating objects are lined out.

For every object, a beacon for example, there are 2 ways to position it - by moving it with axes, and by typing in it's position:
osh_090921-2.jpg



For the engines, animations, etc the base and the direction are 2 separate objects. You can point the engine by moving the direction object, or typing in it's position/direction vector.

For simplicity, there are also utility options - "snap the direction to axes" for preventing tiny mouse movement skill requirements, "align RCS thrusters on opposing sides of action", "add default engine sets" to save time on manually plotting a dozen RCS's, etc.
osh_090921-1.jpg



The interface is somewhat cleaned up.
Besides the custom file select dialogs there will be default ones. Instead of variable-change-sliders there will be input boxes, etc.
Also, a lot of internal changes, but no one cares about that.
osh_090921-3.jpg


So, what about object positioning?
I can't think about any other common ways for it, besides axes and direct type-in.
Any requests?
WOW!!! This looks awesome!!!:speakcool: Great job Artlav!!!:cheers:

If you want testers, I'll gladly be one!
Count me in too!!!
 
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