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Orbiter Shipyard project aims at creating a graphical Orbiter vessel editor&creator.
Proposed here: http://www.orbiter-forum.com/showthread.php?t=5284
Initial idea from over there: http://orbiter.dansteph.com/forum/read.php?f=1&i=20661&t=20661
What is done so far:
The vessel module generator, capable of generating a dll vessel with defined:
1. Basic parameters (size, mass, pmi, cross section, rotation drag, touchdown points, etc, etc)
2. Engine and fuel parameters (N fuel tanks, M engines, G engine groups, most of linking combinations)
3. Engine exhaust streams
4. Meshes and their visibility settings
5. Animations (single-level tree, multiple components)
Vessels are insulated one from each other, defined by a typical cfg file, no limits on naming and amount.
Planned generator capabilities are:
1. Panels
2. VC's
3. Airfoils, landing gears, other meaning-filled animations
4. UMMU and crew
5. Bells and whistles.
Now, the idea is that it is a nice graphical interfaced vessel editor, and here is where i hit the ground.
My ideas of a nice graphical interface are somewhat undefined and biased towards console&compiler type-and-run interface.
In any case, World Studio was supposed to be an user-friendly interface, which it clearly wasn't.
That gets us to the point of this thread:
Add-on developers, how do you define a "nice graphical interfaced vessel editor" you would want to use?
What will be a good way to define animations?
What will be a good way to edit panels and VC's?
What will be a good way to input various parameters of a vessel?
Please share your ideas. There aren't much composed yet, so anything can be accepted.
The basic system lines are like on the image below, and are subject to discussion too.
The 3D part will be able to render and run the vessel Orbiter-precise, thanks to OGLA engine. Above that is a touch and pick extension, allowing for specifying groups and locations on the mesh, as well as dragging parts around.
I considered to make the parts that are positionable to be defined in the 3D section, and their non-visible parameters typed in on the windows at the sides.
The animations definition are the biggest problem now - considerations included a flash-like time line with points marked on it, with some sort of drag-and-record scheme, or element-by-element definition drag scheme.
The animation interface part is the most undefined.
Proposed here: http://www.orbiter-forum.com/showthread.php?t=5284
Initial idea from over there: http://orbiter.dansteph.com/forum/read.php?f=1&i=20661&t=20661
What is done so far:
The vessel module generator, capable of generating a dll vessel with defined:
1. Basic parameters (size, mass, pmi, cross section, rotation drag, touchdown points, etc, etc)
2. Engine and fuel parameters (N fuel tanks, M engines, G engine groups, most of linking combinations)
3. Engine exhaust streams
4. Meshes and their visibility settings
5. Animations (single-level tree, multiple components)
Vessels are insulated one from each other, defined by a typical cfg file, no limits on naming and amount.
Planned generator capabilities are:
1. Panels
2. VC's
3. Airfoils, landing gears, other meaning-filled animations
4. UMMU and crew
5. Bells and whistles.
Now, the idea is that it is a nice graphical interfaced vessel editor, and here is where i hit the ground.
My ideas of a nice graphical interface are somewhat undefined and biased towards console&compiler type-and-run interface.
In any case, World Studio was supposed to be an user-friendly interface, which it clearly wasn't.
That gets us to the point of this thread:
Add-on developers, how do you define a "nice graphical interfaced vessel editor" you would want to use?
What will be a good way to define animations?
What will be a good way to edit panels and VC's?
What will be a good way to input various parameters of a vessel?
Please share your ideas. There aren't much composed yet, so anything can be accepted.
The basic system lines are like on the image below, and are subject to discussion too.
The 3D part will be able to render and run the vessel Orbiter-precise, thanks to OGLA engine. Above that is a touch and pick extension, allowing for specifying groups and locations on the mesh, as well as dragging parts around.
I considered to make the parts that are positionable to be defined in the 3D section, and their non-visible parameters typed in on the windows at the sides.
The animations definition are the biggest problem now - considerations included a flash-like time line with points marked on it, with some sort of drag-and-record scheme, or element-by-element definition drag scheme.
The animation interface part is the most undefined.
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