Eaglet ready for beta testing

dougkeenan

Addon Developer
Addon Developer
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www.orbithangar.com
The Eaglet is a Space:1999 inspired craft capable of launching at a user selected angle. It contains animated controls for many functions and I hope to add more for cockpit utility. The graphics are user friendly to make pilot faces and side banners easy to customize.

The engines are Bussard fusion generators used to accelerate ions for exhaust. Technobabble for "goes fast." :) The toroid-enclosed bottles are supposed to "heat up" by changing textures as the engines run but I found a problem sharing textures among multiple vehicles using the same mesh. So for now they're stuck "on" until I figure that out.

This is my first addon meshed and coded from the ground up so I anticipate problems. Textures are more place holders for now while I seek for something better. The meshes are not yet optimized and frame rates may suffer though it shouldn't get any worse.

Brief launch procedure: '4' to set angle, '5' to assume launch position. Launch at will!

[ame="http://www.orbithangar.com/searchid.php?ID=3566"]Eaglet[/ame]
 

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Cool :)

How about adding ummu's ?
 
I get an error trying to open the zip file.
 
Error? Hmm. I just re-downloaded it with no trouble opening. I tried to save it as an attachment here at the forum but the upload kept failing, so I put the file on a personal site. Maybe godaddy is mucking up the transfer, I really don't know. Sorry!
 
works Fine over hear I've downloaded it to two computers and they both open it
 
Now it works !! My bad I guess, sorry.
 
Reminds me of the old toy Eagle, which had a detatchable CM and propulsion section, which you could plug together to create a cool "mini Eagle", although it had no landing gear.
minifrnt.jpg
 
Nice! It's supposed to be capable of pod- and engine-jettison but I can't decide - as attachment or docking port? Which is easier/better?
 
You can't be docked while landed.
 
Ouch. Attachments it is then. It's not likely there'd be any redocking anyway, I was just wondering about how it feels to dock backwards. (Doesn't one of the orbiter eagles dock to the side?)

edited to add: I tried to hook UMMU in (only ten lines!) and my compiler is giving me some unresolved errors. The docs say I should upgrade my compiler but hopefully I can just stub these like I had to for OrbiterSound.

edited to edited to add: I've got it to the point where I can load crews, see their information, but whenever I go to EVA I get immediate CTD. However I can build a ShuttlePB DLL and it works fine. That's very strange to have the two ships side by side in orbit, one EVA's just fine and the other crashes. Work continues.
 
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I'm pretty sure UMMU is up and running but can't get Koenig back inside the ship. I haven't done much UMMU before - how is that done? Just walk back to the defined airlock? Does he need to be facing it?
 

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I'm pretty sure UMMU is up and running but can't get Koenig back inside the ship. I haven't done much UMMU before - how is that done? Just walk back to the defined airlock? Does he need to be facing it?

Press 'E'.
 
no need to face it just be in the box (the air lock you defined in the dll) and press "E"
 
Ah, while he's selected, of course. Thanks a bundle! Works like a charm. I'll clean it up and refresh the download by tonight.


-----Posted Added-----


Shows what testing will do. Arrggh! I've been fighting this thing all night. It can move people in and out just fine. It saves to the scenario file OK (UMMUCREW entries appear) but when I try to load them back nothing happens. Here's the code and saved scenario, an Eaglet and a ShuttlePB.

CLIPPED FOR IDIOCY

Thanks for letting me talk that out. :) The code was fine, it was just being called too late (InitUMMU in PostCreation which I figure comes after clbkLoadStateEx). Popped the init code into SetClassCaps and it's working fine. New ZIP ready soon!
 
UMMU now available at OP link (v0.9). The number of pilots inside the cockpit doesn't agree with the crewmembers in/out of the ship but that shouldn't take long to fix. (!) It needs multi-airlock capability too, one on the jaw and one on the nose.
 

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Is there a preferred way inside UMMU to parse the scenario for external MMU's? That is, all objects of type UMmu_*:UMmu ? It's easy enough inside Orbiter to code, but if there's an UMMU call I'd rather use it.
 
Sweet !
I'm anxious to try this one out as the Marsbase Alpha is ( finaly ) almost ready for beta test stage. This lil buggy would be perfect for it as the Marsbase Alpha has UMMU capability as well. :cheers:
 
I've been practicing Martian landings in eager anticipation. :)


-----Posted Added-----


Eaglet v0.92 zipfile now present at link. New features: <ctrl-F> dumps half your fuel (useful for high gravity landings) and <ctrl-shft-F> refills the tank. Load crew with 'B' if no scenario characters are present. UMMU uses the last selected airlock (jaw or nose) as the active one. Currently all MMu's use the same Koenig mesh until I figure out how to account for who's in and out of ships.
 
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