Project G42-200 StarLiner

Yeah im sure he will. It'd be cool to see what some skinnies out there come up with for this. When it comes out of course.
 
in progress....

we got now 45 flickable switches, and a system that allows them to be defined in a single line of code (for flicking, at least)

i've also fixed a lot of stuff that i believe would make multiple instances come into conflict... should be good now :hmm:


i think i'm almost set to begin coding the RAMCASTERS :thumbup: - at least their switches are installed :lol:

rigging those controls to the simulation shouldn't be all too hard now, i have them setup in a way that i can simply run a "switch" block on their mesh ID's which get generated into a list of #defines by the 3dsMax exporter script :)


so it's coming along :salute:
 
so, if i understood that correctly, you've made a system in the dll that simplifies the switch flicking into simple declarations that can be ready by the simulated systems? also good for making it adaptable. and 45 switches is a good start! i can only imagine that theres between 100-120 switches to do total.

cant wait to see some of the rewards for your hard work!

later
 
so, if i understood that correctly, you've made a system in the dll that simplifies the switch flicking into simple declarations that can be ready by the simulated systems? also good for making it adaptable. and 45 switches is a good start! i can only imagine that theres between 100-120 switches to do total.

yeah, i have set the switches using a system that's ready to deal with any number of items (as long as they're all switches), so this reduces their implementation to simple list entries...

but that only goes as far as flicking them, they don't "automatically" know what to do when flicked (would be nice, but they really don't) :lol:

cant wait to see some of the rewards for your hard work!


me neither! :cheers:
 
so the "flicking" and determining of switch state is good, but theres nothing to read the state of the switch and actually later something about the G42

cant wait for the next news update!
 
actually, some of the switches are already rigged and actually do stuff, we have landing gears, visor, canards, afterburner toggle, ramcaster doors, you know... :hmm:


but others just go "flick" for the hell of it right now :lol:

---------- Post added 04-27-11 at 05:11 PM ---------- Previous post was 04-26-11 at 05:24 PM ----------

picture.php


as you can see, i've got a few new things working for us :thumbup:

most obviously, you can now switch to the flight engineer seat by hitting the TAB key... also, that position is now equipped with 2 MFD's, giving us a total of 6 :cheers:


the ramcaster engine is working ;) - you can even see it's throttle lever move when you throttle it up (it's tied to the "hover" engines)

i've also added a new redraw-texture, which covers the 6 EICAS screens with some extra space for additional displays too (i've already started those by displaying the main fuel reserves above the RCS knob)


i'll keep ya posted when i have more stuff to show :cheers:

---------- Post added at 05:22 PM ---------- Previous post was at 05:11 PM ----------

just thought i'd show another feature...

this is from the engineer side leaning for a better view of the overhead panel

picture.php


the pilot side also has it's own mirrored set of "leaning positions", so you can actually see the overhead panel from any perspective, and read the labels on the many switches...

there are also positions set to get a better view out the windows, and for a closer look at the HUD (for pilot) and at the knee-panel switches (for engineer)
 
Awesome. Whats the range on this thing gonna be? DG like, or more like a shuttle?
 
Awesome. Whats the range on this thing gonna be? DG like, or more like a shuttle?

a lot closer to the shuttle than the DG, for sure :lol:
but she should have enough spare for a larger error margin, though... the idea is that you could even intercept your target inclination while in the air, then line up, accelerate and shoot for orbit :thumbup: - this allows launching from KSC to a moon-aligned plane without a large correction burn later on :cheers:

it won't actually MAKE IT to the moon, though... that would be too much to ask of it, i'd think (plus, how are you gonna land there?) :P
 
it won't actually MAKE IT to the moon, though... that would be too much to ask of it, i'd think (plus, how are you gonna land there?) :P
Ever heard the term "lithobraking"? Couple that with the motto "every landing you can walk away from is a good one" and you've got something going.
 
where are you gonna get the cushion for that entire spaceplane? Plus its meant for unmanned spacecraft. Its a technique thats not human rated.
 
where are you gonna get the cushion for that entire spaceplane? Plus its meant for unmanned spacecraft. Its a technique thats not human rated.
You need to mentally insert some smilies into my post.
 
Phew! Amazing piece of work you've already.

I think to make a full startup-to-shutdown checklist of all the (later) implemented systems, takes a looooong time. ;)
 
Phew! Amazing piece of work you've already.

I think to make a full startup-to-shutdown checklist of all the (later) implemented systems, takes a looooong time. ;)

not THAT long... unless you're picking 'er up cold on the ramp... it's not like its turn the ignition and lets roll... :lol: takes some setting up to get it started :cheers:
 
Perhaps you could hide a button somewhere that says: "Press for Auto-Startup" so the people who inevitably don't read the manual can at least get off the runway, but then again, laughing at their failed attempts to start the engines could be even funnier...
 
actually, some of the switches are already rigged and actually do stuff, we have landing gears, visor, canards, afterburner toggle, ramcaster doors, you know... :hmm:


but others just go "flick" for the hell of it right now :lol:

---------- Post added 04-27-11 at 05:11 PM ---------- Previous post was 04-26-11 at 05:24 PM ----------

picture.php


as you can see, i've got a few new things working for us :thumbup:

most obviously, you can now switch to the flight engineer seat by hitting the TAB key... also, that position is now equipped with 2 MFD's, giving us a total of 6 :cheers:


the ramcaster engine is working ;) - you can even see it's throttle lever move when you throttle it up (it's tied to the "hover" engines)

i've also added a new redraw-texture, which covers the 6 EICAS screens with some extra space for additional displays too (i've already started those by displaying the main fuel reserves above the RCS knob)


i'll keep ya posted when i have more stuff to show :cheers:

---------- Post added at 05:22 PM ---------- Previous post was at 05:11 PM ----------

just thought i'd show another feature...

this is from the engineer side leaning for a better view of the overhead panel

picture.php


the pilot side also has it's own mirrored set of "leaning positions", so you can actually see the overhead panel from any perspective, and read the labels on the many switches...

there are also positions set to get a better view out the windows, and for a closer look at the HUD (for pilot) and at the knee-panel switches (for engineer)
Damm that looks sweet! nice work! can't wait :thumbup:
 
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