I think the DG-EX supposedly has 3-mode engines, though I'm not sure how they work...I can't get the newest beta working so I don't know how it's going, but the DG-EX seems similar to this craft. I don't know how it would work, I'm terrible at C++. I also second the idea of a top docking port.
While it's still early in development, I'd like to give my 2円.
I think you are going here, but please try to refrain from mouse-only commands. That's my big problem with DGIV.
How about a cockpit view (ctrl+up) that would look up the top windows, and one that looks into the bay. I don't think that's too hard, right?
The body of this ship is already distinct, so IMO the nose looks out of place. Specifically, it seems too short for hypersonic flight. Perhaps add some tapering? It's only semi-realistic, so make it look fast! I do understand that the RCS positions are hard to get right, so maybe just change the part forward of that point, or something. Use an XR2- style nosecone?
I know how to solve the engine exhaust clipping problem. The trick to position it is not inside the engines chamber, but just outside.
Somebody put this up long ago on the XR2 dev thread but there's no way I can find it anymore.
Also, what of sounds? I envision it sounding much different than the tiny DG, especially with the different engines.
Engines: A screaming banshee until internal oxidizer kicks in, then a loud rumble. You could make the sound for the engines changing modes work similar to the DGIV's turbopump.
RCS: I imagine the RCS sounds deeper and more powerful. It's big!
Doors: I dunno. Maybe when the airlock opens, it says, "Mind the gap.":lol:
One thing that really characterizes a ship is the cockpit sounds. Like aircon, hydraulics, and especially voice callouts.
"Beep beep...Warning!...Beep beep...Warning!"
That's DGIV, obviously:lol:.
"BOOP BOOP 'Warning. Hull temperature.' BOOP BOOP"
That's XR2. I love that voice.:thumbup:
I'll volunteer some sounds I can find, if you will. Just tell me what you need. I'm a dowser, I'll find it!
Textures make the mesh, so seriously, do not skimp on textures. Most modern computers can handle fairly large textures anyway(That could be a lie). Take a hint from Mustard's addons, or the XR2. Everything has texture, and not just panel lines. I mean burn marks, metallic lustre, everything. Although, Coolhand is a pro, so don't kill yourself if you can't get it perfect. Save the texturing for near the end, though. Definitely plan to make a paint kit available, with layers and stuffs. You can save yourself some work when skinning it. I'm sure the forum will support a craft with such promise.
Also, what is this ship really meant for? Cargo, I guess? The name "Starliner" implies passengers, but I dunno. Your main missions would then be space station resupply/assembly, building large vessel stacks, and refueling orbiting vessels. As for companion vessels/addons, I'd select the Ess by Mustard, Greg Burch's Space Station Building blocks, and perhaps the up-and coming XR0 from dbeachy and Coolhand. Also there's no way you can forget UCGO boxes. I say this because you'll have to size the bay accordingly.
Speaking of UCGO, it would be awesome if the starliner were as compatible with UCGO as the DGIV- can use resources, etc- but I understand this may also be a burden to code added onto the project. Save those things for last (but leave accomodations now).
What of nationality? The XR series is British-American because of its developers. Brazil doesn't have a space agency, though...
Maybe a Brazilian private enterprise?
Or French/Brazilian, since they launch from just north of Brazil.
Sorry if that post was too long. I tend to do that.
Anyway, keep up the good work, and don't forget to Hail

!