Project G42-200 StarLiner

ok - update time!

got animations now! landing gears and windshield visor are operational! :woohoo:

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still, only operable by keyboard ATM... next step is making the VC switches do that job :rolleyes:

i have also realigned the whole mesh... somehow it had "migrated"about 30cm to the right... go figure... it's corrected now :thumbup:

we're getting closer to something flyable now :hmm: - i expect that in not long i'll have something to call a first WIP release :cheers:

'till next time, Moach out!
 
i'm still bouncing around the idea of having windows on the front section of the windshield visor... like the '100 had, allowing you to see forwards a bit...

the problem i ran into is that the point right in front of the huds center is right in the middle of the gap that separates the forward and aft visor sections... in order to add a window there, some reshaping (nothing hard, really) would be due... unless we don't mind the windows a little above hud center..
they would be mostly about giving a pilot a little more situational awareness... as in, "hmm, i see ground above us, sky is usually there... i'd guess something's not right" or similar situations :lol:

so it's probably fine, i guess... even if they don't line up with the boresight marker... still does what it's supposed to :hmm:

ah well... never mind me, i'm just thinking out loud... in the end, it up to Moach to figure... oh, wait - that's me :P


:cheers:
 
The "Situational awareness" windows do not neccesarily have to be looking forward.

A small window above the canards (for visual inspections) could serve the same purpose. Likewise the STS style top-facing windows.
 
k, then i guess i can just leave the 2 side windows as they are and let that be it for the visors :rolleyes:

BTW, i've checked, and despite what it seems at first, it is actually not possible to see the canards from the cockpit windows... :blink: - well, it would require some contortionism by the pilot, at the very least...


well, the canards would be next up in line for animating... (and not too hard to pull off either)... with that set, i can safely take 'er to mach >1 and start adapting the engines flight envelope code form the '100


:cheers:
 
IMHO:

you dont need windows in the forward visor, for two reasons
when you're going fast enough for them to need use, you dont need to see where you're going
Orbiter has some good MFDs anyway, a good pilot could make the whole flight without ever opening the visor (or using ext view

as for the canards, a view would be nice, but we can live without them. im sure you could put some sensors in... detecting whether or not they are there isnt too hard :D

as for the mesh re-alignment, that may have been the cause of the problem i mentioned in my earlier post. for now, just check that when the vessel is positioned on the runway centerline, that the pilot in the VC is offset to the right, else taxiing into a runway may be disastrous

finally, in YOUR honest opinion, how long do you wager it will be till we have a flyable WIP to test? id happily subscribe to G42 beta testing. just let me know ;)

awesome work Moach! keep it up and the XR2 team will have some real competition!
 
That shouldn't even be asked. The Great Moach could not imagine leaving something like that out. :dry:
Hail the Great Moach :hail:
Hail The Probe :hail: :hail: :probe:
 
Well i just had to make sure. Its essential but many add-ons still leave it out. (Sadly)
 
most of them will... some others will just be "flickable" :lol:


on that matter, i've just finished devising a class that simplifies the handling of those switches... now i can set them up in a mostly declarative form, eliminating a lot of the bulk of code that usually plagues the creation of this type of stuff :hmm:

no time for pics right now, gotta go meet grandma for lunch...

but i have also modelled some details inside the visor fairing and have placed most of the VC 3d switches in their places :rolleyes:


later, folks! :cheers:
 
you mean the Vapor generated at high AoA? that would be nice to see, but damn hard to implement... perhaps generating a particle stream whenever the AoA increases above a certain limit, at the right speed of course...

anything is possible through the power of C++, its just that some of it is damn hard to do
 
you mean the Vapor generated at high AoA? that would be nice to see, but damn hard to implement... perhaps generating a particle stream whenever the AoA increases above a certain limit, at the right speed of course...

The coding part wouldn't be that hard, really. But you'll have to find an equation that simulate the phenomenon. I would try to make the AoA factor of the dynamic pressure, or vice-versa... And below a given altitude at a given temperature, since the phenomenon is water condensation...
 
i thought of doing that :rolleyes:

but i can't think of a way to pull it off that doesn't look like a bunch of cotton puffs atop the wing... those vortex clouds are usually more flattened along the streamline, so it's hard to do properly with basic particle effects...
if orbiter would support alpha-transparent textures, it would be easier to make a piece of mesh that follows the contour of the upper wing, then "paint" the vortex cloud on it (and maybe jitter the vertices to make it shimmer a bit)

but that would require alpha-blended textures on meshes... which i don't think the default Orbiter renderer supports, being DX7 and all... :hmm:



i was thinking, also, of using a similar concept to make VC-visible reentry flames out of the visor windows... although, that's a little easier to pull off with particles :P



now - quick question, before i go too far to change it easily...
i have coded all the switches to work with L-Click to flick up, R-Click to flick down, my logic being this would give you a larger mouse-hit area and prevent unwanted opposite commands when clicking in haste...
would anyone, for whatever reason advise against this, in favour of having a click-above/click-below interface instead?
 
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Well, you might inadvertently switch something off when you were trying to move the camera, but that's not too likely.
 
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