Question Bad Time 4 Noob to Add-On?

Cpt CryBaby

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Greetings Fellow Space Primates!

Some questions before committing:

1. Due to the 2009 beta, would this be a bad time for an add-on noob to dive into creating a spaceship add-on?

2. Should I use the 2006 SDK or the most current beta SDK?

3. If I go beta, how would I know if I was screwing something up or if it is a beta bug?

I built a plane for MS Combat Flight Sim 2 so I know how labor intensive the process is. I'm willing to slug it out but didn't want to jump in if the add-on vets think it would be best to wait for 2009 to go gold.

Here are some links to images of the model.

http://www.stillmixtup.com/orbiter/Mule3D.html

http://www.stillmixtup.com/orbiter/Mule3D2.html

http://www.stillmixtup.com/orbiter/Non3DMule.html

The first two links are to 3d images, (you've got to cross your eyes).
The last is standard 2d.

I'm calling this M.U.L.E. (Moon Utility Lift Engine). Intended for use on low G, non-atmosphere space bodies.

I intend to make it fully functional with these features:

main, retro, hover and 6-way rcs engines
detachable pod
animation of deflector that reverses thrust of main engine
point down cam for docking to pods


If all that goes well, I hope to pick away on the following wish list:

alternate version with a winch
multiple pods (fuel, potable h20, lifestock, med-evac, robomaintenance, etc)
version with a three finger claw for rock/boulder excavation


And other things that are just too ambitious for a noob developer to mention without inviting some tongue clucking. We'll see. :tiphat:
 
1. Due to the 2009 beta, would this be a bad time for an add-on noob to dive into creating a spaceship add-on?
There is never a bad time for addon development. The differences for addons won't be so significant that you'd have to relearn everything from scratch for the new version.
2. Should I use the 2006 SDK or the most current beta SDK?
I'd say, develop for 2006, but also try to compile the code with the beta SDK to see if things work for the new version. Ideally, everything should be backward compatible, but it's always good to check.
3. If I go beta, how would I know if I was screwing something up or if it is a beta bug?
Tough. Debug and isolate the problem. If a crash occurs inside an orbiter function, make sure all input arguments are valid. If they are, and if the same code works ok in the 2006 version, it could be a beta bug.
 
Thanks, Martin. Moving forward.
 
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