I am not mad at you face nor do I hold YOU or anybody else responsible in any way. You have made your contribution. No one will deny that! No one will deny the fact that Dr. Martin made a great sim. But talk about any improvements such as collision detection and here comes the "Lets save orbiter" calvary. The same old cliche's, same old posts. How about we discuss what we can do to improve orbiter and not what we CAN NOT do. Artlav has a pretty good head start in this area. Why can't a collaborative project continue where he left off?
"Lets save orbiter" cavalry is a nice term, I'll remember that :lol: .
Anyway, you laid out a nice list of constructive questions now, so I'd like to give my opinion on them:
1: What would it take to get collision detection from a coding POV
To answer this question, you'd at first have to define what you want from collision detection. I'll now assume it should be the perfect system Artlav stated above...
For such a system to work you will have to work on the mesh level, i.e. check if any mesh intersects with some other, calculate the impuls vectors, calculate the underlying collision model (elastic or plastic), apply the given forces to appropriate objects and optionally apply damage features if plastic model is used.
You can guess that a full-blown system like this will put a huge burden on the engine, most probably leading to slide-show-like frame-rates. Thus, the system should be designed with optimization in mind (yes, I know about premature optimization).
In light of this, you can pick on the different steps to discuss optimization:
- "check if any mesh intersects with some other" - reduce the number of meshes to be checked, e.g. add another mesh flag where vessel-devs can decide what is rigid, and what is just inner eye-candy. Maybe even reduce the number of triangles within the mesh to be checked... this can go all the way down to simple sphere or box checks.
- "calculate the impuls vector" - how to take docked superstructures into account, what do with attachments, how to calculate the mass etc.
- "calculate the collision model" - do we need plastic deformation collisions? Is elastic only really "realistic"?
- "apply the forces" - transversal only or rotational, too?
- "damage features" - give out an API for vessel developers to hook in?
I'm pretty sure Artlav thought about this already and can comment much more profound than me about it.
2: Are there any addon makers in the orbiter community interested in a collaborative project?
While I'm interested (it is an interesting programming challenge, after all), I really don't see how I could invest time in yet another project (OMP, AU, COI). Of course that's only me, I can't speak or know of others. In addition, collision detection is something I don't need in my (now rare, but nevertheless existing) Orbiter piloting sessions. So I don't have the demand myself, anyway.
3: Develop from scratch or build on artlavs work? Will he approve of this?
Can't say much on this, as I've never seen Artlav's code.
4: Does anybody know any coders outside of orbiter community that we can recruit? what are the requirements? C++, C#,Lua?
I don't know about coders outside of the community that we can recruit. How is a coder from outside benefitting from being recruited for such a project, anyway? It's not like the Orbiter community can pay 'em...
As for requirements, I'd say C++ needs no discussion, simply because of performance.
5: Logistics,timezones ? does this need to be considered?
ATM, there isn't even a team, so I guess this can be discussed after you(we?) at least know where the project (will it even be a project?) is heading.
6: Repository? Where to dump code
Same as 5.
7: Public or closed development?
Same as 5.
I could keep going..these are all that come to mind right now at 4:30 am
And if collision detection is something you really want to see, this is the best you can do (short of coding it yourself). Constructive comments are certainly always welcome, but just pushing will not make it happen - it only calls the cavalry

.
regards,
Face