alright, i just test-flew the airborne plane-intercept maneuver and had great success in doing so... i actually overdid it and anded up 1.5 degs past the lunar plane alignment
but it shows that the G42 is in fact, capable of fulfilling it's design requirement to launch from a base at higher latitude than the target inclination, then fly to the orbital insertion point at Mach 2 (which seems optimal for 20k alt), or if ATC won't allow it, at subsonic speed at ~10k alt
again i messed up the reentry, but i'm pretty sure she can do it :uhh:
anyways, since that's all working and somewhat up to code with my requirements for WIP-1, i shall now pack up for a first-milestone release :woohoo:
included features:
* almost fully modelled interior model
* still untextured, but also almost-there ext model
* 54 flickable switches in the VC, of which a few actually do stuff :lol:
* animated stick and throttle on the VC (ext model ACS not there yet)
* 6 all-purpose MFDs with LCD-labeled softkeys
* 2 crudely developed, poorly-funcional EICAS screens
* a just-for-now digital fuel readout
* coarse engine simulation for all stages
* forgiving fly-by-wire flight dynamics (best with auto-trim MFD)
* animated gears, canards and visor (no simulation effect)
* animated and simulated waverider/feather wing modes
* a nice amout of extra HUD info (vc)
* 2-position cockpit with alternating pilot-on-the-other-side meshes (still crude)
* OMS thruster set, controlled by main throttle authority switch (main engines must be closed)
what you shouldn't expect for this first release (but planned - in no particular order):
* fully modelled and textured VC and ext mesh
* bay/RCS-doors/radiator animation
* RCS exhausts
* custom exhaust textures (the defaults bleed through the model quite a lot)
* animated ACS
* DARTS/ext fuel tanks
* payload bay and docking operations
* UMMU / UCGO integration
* custom sounds and ATC chatter
* elec/hyd/fuel/bleed-air/apu/ecs/cooling systems modelling
* nav lights
* custom skinning for EXT models and crew
* crew cabin and bay console models
* proper contrails and other particle FX
* airframe heat/stress simulation
* brakes/tires/drogue-chute modelling
* airbrakes (yeah i know... but it is possible to land 'er without them)
* emergency conditions
* working FMC
* fuel-dump and fire extinguishers
* adaptable launch loadout configurations
* deeper, more complex engines simulation
* fully interactive DVC (all switches flickable + other stuff)
* better keyboard shortcuts
* EFB panels
* CoG-shift system
* cup-holders
* whatever else might still be missing...
alright... so let me pack things up now... i should have it uploaded in just a bit :thumbup: