I really appreciate all the positive feedback. With it being evening in North America and no reports of gross screw-ups, I guess I must have avoided at least the most bone-headed of packaging errors.
Well, if you want your feet back... I can't test it here, no Orbiter on this tiny notebook. But I have one question: How heavy is the SwiftSS and would it be, in theory, possible to replace it by a big ugly unmanned payload with upper stage? I understand the flight instructions like that, that the second stage reaches nearly orbit, so a modest upperstage, maybe even from Kulchs package, could haul a typical spacestation module in Orbit, if the mass difference to the SwiftSS is not too large. Or at least satellites.
And don't worry about your meshes. Your BSP was one of the reasons for me to double the graphic accelerator budget in my PC.
:lol:
The Swift SS is VERY light (~2MT dry weight, ~500kg payload and 4.5 tons of fuel in orbiter configuration). But it doesn't matter, if you want to cheat, since the attachment system doesn't account for any weight. I could use the "payload" system to do the attachments, which would simulate the mass properly, but there are some glitches in the way that works in SC3. So, feel free to stick whatever you want on there.
BTW -- I thought "feet back" was a mistake at first; then I remembered your English is better than mine.
Any chance of doing something like a Mars-transport next time? I mean a spaceplane with enough space to live in comfortably for 6 months and a capacity to do a direct descent. Your SP1/Goddard1 combo looks a lot like the Bono Project Deimos spaceplane. Perhaps you could adapt it?
I can't see making a single spaceplane that would be the only vehicle you'd need to go to Mars. Absent REALLY significant variable geometry, I can't see making a spaceplane for Mars at all, actually. Not enough of an atmosphere and only 1/3 G to deal with getting down ...
I noticed that the doors don't close fully though once opened, it doesn't seem to affect it in anyway when its flying however and i figured that your only really supposed to open them when your back on the deck.
Yes, that's a chronic problem with sc3 animations. For some reason, they don't always cycle all the way back to zero when you activate them. It seems to happen only on some animation components, and only some of the time. If it really bugs you, try cycling the animation a couple of times. I've found that will make the doors "seal."
I'll be a pain and bring out a dreaded four-letter word... UMMU. Please, Burch, it would make you're addons a whole lot awesomer.
I hear you (and many others). My problem is that I just can't make myself slow down enough to learn to make .dlls. I've got many more addons planned for my "future history" and, as soon as I finish one, I start feeling the itch to begin work immediately on the next one.
I think I once saw a good tutorial on .dll building, or a tool that partially automated the process, or something like that. Maybe if someone could give me some pointers to things that could ease the pain and speed the learning process ....
Oh and Greg, I'm scared, When orbiter allows us to do the things in the pictures, I think I will need a new pc.
Do yourself a favor -- computing power is cheap!
Again, thanks for all the kind words, and I look forward to maybe hearing some frame-rate reports.
GB