Also, from my personal experience, it isn't really wise to develop the cockpit before you know the subsystems. of course there is the urge. But it is bad.
The Black Dart VC is for example currently not what I could really love with my full heart. I can like it, sure. But it doesn't really provide the best interface to the spacecraft behind it, and that makes it feel wrong. The problem was, the VC was getting developed already before I really had a clue about the subsystems, and now that the subsystems get slowly sketched out in a logical way, the initial VC is no longer fitting, but I also still have not done any good research how a VC would be really good.
One idea I had was making a special software for simulating cockpits, but I realized that Orbiter is already that software. A better mesh editor just for this task and a better framework for creating VCs would be all that is needed for it being perfect.
which is why i devised my little flash map of the pit layout...
i found, when modelling the '100 pit, that it was very hard to decide where everything would go at modeling time... turns out, 3dsmax ain't what you would call a proper "brainstorming tool" :facepalm:
i have already a good idea of what systems should be operable on the G42 now... mostly in my head... the cockpit map is a good way to visualize it... i had drawn it on paper first, but there was neither enough room for it, nor the possiblility to make changes without drawing the whole thing again...
so flash came about quite handy, i must say :thumbup:
when i find that i got a good enough layout (and there'll be some more editing before that) - i'll break up that blueprint in image that i'll use as textures, that i plan to model AROUND
-i've done that before, and yes, i'm aware of the model-texture-animate workflow paradigm, but i found that texture-model-animate-textureAgain-modelSomeMore-animateMore-aLittleMoreTexturing can be lots more efficient if done right :rofl:
so while i draw up the buttons and switches, i'm also running the checklists in my head and figuring what needs to be where and what can go
Q-n-A:
that FIRE button in the middle is the fire warning light - it's as big as fire is a big problem in spacecraft :thumbup:
the reheat switches are behind the throttle for an ergonomics reason - the FADEC handle would be uncomfortably retreated if those were up in front
and as per Grover's suggestion, the afterburners (aka: reheaters) are not needed to be on at all times - allowing powered taxi and flight in situations that are not too fuel-critical
whenever the reheat switch is set to "AFB" (afterburner mode) - the FADEC range between 75-100% controls the actual burner throttle, like a regular military jet...
in "FULL" mode, the engines are locked for rocket operations - do mind that "FULL" is not a "next-step" setting from afterburner, it's a completely different configuration, which is why that position is opposite of the central "SPR" (suppress mode), that disables the post-combustors altogether :hmm:
the switch above the tank jettison lever connects the external tanks to the fuel supply (perhaps you wish to save it for later, dunno...)
the DARTS are not ejected with the same lever as the tanks - they're a completely separated system, and to eject one just needs to pull the fire switch back (assuming darts are armed)
i do plan to implement most features you see on that VC - one at a time, and only just as thoroughly as it makes sense to have in Orbiter... still i wanna have them all drawn up so i can properly decide what's sim-worthy and what can just be ignored
later, folks!
