General Question Getting started with addon development

Hurricane

Grinfeld Aerospace guy
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Before you rush and kill me I have to tell you this:
I >DID< look around the web, and my different subdirectories inside the SDK directory, and the different sample codes. I just don't seem to find the starting point for developing a new addon.

A few questions:
What is the addon type that will get me started the best? Would it be a MFD, a vessel or a surface base?
If I create a .dll-based vessel does it have to have a .cfg file?
How do I setup the VC++2010 IDE for Orbiter addon development? (I've seen the article, but it states that the procedure has changed a bit since then. Is it still relevant?)

I think more questions are on the way, so if they come, please excuse me! :P
(Again! Please don't kill me! :hide:)
 
What is the addon type that will get me started the best? Would it be a MFD, a vessel or a surface base?

Surface base. Everything else means a lot of physics to be considered. MFDs require C++ knowledge.

If I create a .dll-based vessel does it have to have a .cfg file?

Yes. To tell Orbiter which MFD it should use.

How do I setup the VC++2010 IDE for Orbiter addon development? (I've seen the article, but it states that the procedure has changed a bit since then. Is it still relevant?)

if you have to ask this question, it is too soon for you.

(Again! Please don't kill me! :hide:)

Its a free world...
 
Surface base. Everything else means a lot of physics to be considered. MFDs require C++ knowledge.
Yes. To tell Orbiter which MFD it should use.
if you have to ask this question, it is too soon for you.
Its a free world...

Lots of quotes there. Very definitive, however! (;
1. I will look into it.
2. MFD?
3. Uhm... :shrug:
4. Whoa, things must've changed since the days I was born... How long have I been asleep? :lol:
 
If I create a .dll-based vessel does it have to have a .cfg file?

Not sure what Urwumpe meant with the MFD. I assume he meant module/dll.
Orbiter loads vessels from config files, and only loads a vessel dll if it's referenced in the vessel's config file. In other words, yes, you still need a config, but depending on your dll your config can be completely empty save for the module parameter.

How do I setup the VC++2010 IDE for Orbiter addon development? (I've seen the article, but it states that the procedure has changed a bit since then. Is it still relevant?)

You could just get VS express 2008, and worry about new setups later once you familiarized yourself a bit with what's going on.
 
Hi Hurricane,

since I have recently been in the same situation (started to develop my first add-on) I know how you must be feeling. Finding a starting point is a bit tricky, but if you keep trying you'll get into it quick enough. That said, you probably remember my thread on the Rexus rocket where I tried to document the different steps I took to get my add-on going. Maybe some of that stuff might be helpful for you.

As for add-on type, I guess that strongly depends on what you want to achieve. If you only want to familiarize yourself with the Orbiter API, A MFD might be a nice approach. If you are familiar with 3D modeling or if you are interested in that specific skill, I would recommend to build a simple rocket.
Come to think of it, the best way to start is probably to take an existing rocket/spacecraft model , create a custom config file for it and than play around. Once you get the hang of it you can move on to creating a 3D model and a custom dll... et voila, you have your own add-on. :)

In general, I would recommend to follow the tutorials/ manuals in the sdk/doc section, they are a gold mine of information.

As for the compiler setup: I am using VS 2010, too. I did follow the video tutorial of computerex. It worked fine for me.

I hope this information was helpful for you. Good luck with your add-on!
If you have any other specific questions, I am happy to help you with the little experience I gained in my own project.
 
Hi Hurricane,

since I have recently been in the same situation (started to develop my first add-on) I know how you must be feeling. Finding a starting point is a bit tricky, but if you keep trying you'll get into it quick enough. That said, you probably remember my thread on the Rexus rocket where I tried to document the different steps I took to get my add-on going. Maybe some of that stuff might be helpful for you.

As for add-on type, I guess that strongly depends on what you want to achieve. If you only want to familiarize yourself with the Orbiter API, A MFD might be a nice approach. If you are familiar with 3D modeling or if you are interested in that specific skill, I would recommend to build a simple rocket.
Come to think of it, the best way to start is probably to take an existing rocket/spacecraft model , create a custom config file for it and than play around. Once you get the hang of it you can move on to creating a 3D model and a custom dll... et voila, you have your own add-on. :)

In general, I would recommend to follow the tutorials/ manuals in the sdk/doc section, they are a gold mine of information.

As for the compiler setup: I am using VS 2010, too. I did follow the video tutorial of computerex. It worked fine for me.

I hope this information was helpful for you. Good luck with your add-on!
If you have any other specific questions, I am happy to help you with the little experience I gained in my own project.

Wow, thanks a lot! :)
I will be sure to check it out again, thank you.
As a side question, did you make it with a 'simple' config as jedidia suggested, or did you do it someway else?
~Thanks! :)
 
since I have recently been in the same situation (started to develop my first add-on) I know how you must be feeling. Finding a starting point is a bit tricky, but if you keep trying you'll get into it quick enough. That said, you probably remember my thread on the Rexus rocket where I tried to document the different steps I took to get my add-on going. Maybe some of that stuff might be helpful for you.

Thanks for that Smarly. I somehow missed that thread until now myself.

We really do need a good, from start to finish, organized and up to date system of tutorials for addon making. I've been trying to keep notes on my own journey while developing my first real addon to maybe do one myself, but something becomes apparent as I try to organize it:

Writing Tutorials is Hard.

Seriously. It takes just as much of an advanced skillset in organization and written communication to write a good tutorial as it takes an advanced skillset in modelling and programming to write a good addon. My hat's off to everyone who has taken the time and trouble to do what we have.
 
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