Orbiter Shipyard Project: Gathering ideas

It will have the standard
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You mean it won't have transrotscaparentate? I was getting my hopes up. :(
 
no I know what kind of animation it has I meant to say how do you set it up. is it on a Time line ?
 
I am not a huge fan of the 3-slider, one for each axis, animation control. Of course I don't think that you can create a curve based animator for an axis based animation. But I really have never worked with animation in orbiter.

What kind of displays will the shipyard have? A rotating ship display for basics, firing bursts with RCS\Main\Hover\Retro engines to see contrails, or what? It would be nice to have the RCS deploy all its engines to see the effect that the RCS might have (so you can see if your R\M\H\R engine contrails are too large for the nozzle its supposed to be coming out of.)
 
Anything new?

Hello, i'm back. Artlav, is there anything new? Like, is the beta coming anywhere close to finishing? No one has posted anything here for awhile...
 
Artlav, is this project "still go for launch".

it looks revoultionary and it would be a shame to see it die.
 
The project is in a slow stall for now, but i hope to get it up to running speed by the time O2009 comes out.

The problem is that making a user-friendly interface is not as easy as i thought, by some couple orders of magnitude, and i don't want it to get a nice place among the restroom-quality brainf**k-interfaced software that there's a lot of.

It has to be A. useful, and B. usable. Until that - no release.

(Also, it's OGLA engine, and the red devil bug is still there).
 
Will it be possible to add CVE-light support to the Shipyard? IMHO it is a very useful library which would benefit everyone.


Keep up the good work! Once the Orbiter Shipyard is out, it will allow more people to become rocket scientists without being a rocket scientist ;)
 
The project is in a slow stall for now, but i hope to get it up to running speed by the time O2009 comes out.

The problem is that making a user-friendly interface is not as easy as i thought, by some couple orders of magnitude, and i don't want it to get a nice place among the restroom-quality brainf**k-interfaced software that there's a lot of.

It has to be A. useful, and B. usable. Until that - no release.

(Also, it's OGLA engine, and the red devil bug is still there).
Aww man!!! I was hoping I would be out by now. Oh well, beggars can be choosers I suppose...

(Wow, it's been like 5 months since I was last here at O-F...)
 
Aww man!!! I was hoping I would be out by now. Oh well, beggars can be choosers I suppose...
Unfortunately, OSH release date now is likely either July 2009 or Christmas 2009.

Will it be possible to add CVE-light support to the Shipyard? IMHO it is a very useful library which would benefit everyone.
I'm not sure why and how it will fit in. Generate code based on it's classes? Why?
 
Sorry, maybe I misunderstood the general concept of CVE-lite and/or Orbiter Shipyard. But what I meat was the following:

Use Orbiter Shipyard to make vessels that are compatible with CVE-lite payloads and use Orbiter Shipyard for making CVE-lite payloads.
 
So Artlav, how's OSH coming? Anything new around here at O-F? I haven't been here or played Orbiter for like 2-3 months!
Similar for me - haven't played Orbiter for a while, much less developed anything for it. Watching O-F every now and then, didn't notice anything strikingly new.

OSH is pretty much where it was a month ago, release date speculation aims at either July-August 2009 or Christmas 2009.

About payloads - i was thinking about making a separate payload system, but CVEL might be worth considering. In any case, it will be a latter-in-development decision.
 
About payloads - i was thinking about making a separate payload system, but CVEL might be worth considering. In any case, it will be a latter-in-development decision.

What about Kulchs Payload Manager? or Attachments?
 
I think the best way to customize animations would be to give people two points. One point they put to define where the animated object will attach to the ship, and will not move from that point, and another point to define where the object will end up after the animation. Once that is done, they can type in a small text box how long, in seconds, they want the animation to be. Or, alternativly, they could just have the two points define where it ends up, if it detaches from the ship. Also, a feature to add more points for the more complicated animations.

Just my 2 cents.
 
This looks to have come a long way, the screens look pretty amazing... Obviously your doing something right, and I can't wait to see this amazing piece of development in the hands of developers that work with spacecraft.dll. Creative people who just can't do .dll's for their ships.

I for one can't wait to see Greg Burch's add-ons converted over into .dll format. I can't wait to see what you've done.
 
Now I was thinking: Will Vinka's DLL's became obsolete after the releasing of the Shipyard? Anyway, I've already played around with the Station Shipyard and the only problems I've found were it crashed once, threatened to do so another and the way we put things together is very limitative but probably that's only because of being for ISS-like SpaceStations only. I consider it like a Demo of the OSH!
 
the way we put things together is very limitative but probably that's only because of being for ISS-like SpaceStations only. I consider it like a Demo of the OSH!
In a way, it is intended to be an OSH preview, as the two shares quite a lot of code, entire dll generator included.

The idea behind Station Shipyard was procedural generation, so adding a design interface and mating it with the OSH took a big bit out of the actual content generated. Procedural generation is not just something you can make up to pre-defined specs, it takes some time and lucky thinking.

Anyway, I've already played around with the Station Shipyard and the only problems I've found were it crashed once, threatened to do so another
Any details about the crash, especially if reproducible, will be appreciated (in the related thread please).
 
some suggestions from me

1. Perhaps you can add a universal cargo payload which can be intergrappleable with DGIV or XR fleet payloads

2. Give it machinery for maintenance like it have CO2 scrubber and Fuel Tanks under the hood which can be changed with others' and also with interchangeability with other vessels from the yard, in short, give it a bay for the machinery, and also make it so that it can be maintained in a ground workshop or in orbit.

3. A universal engine bay, so that every engine made for a vessel can be attached to another and can be changed, such as, you can launch with an anti-matter engine and change it to ion engine for interplanetary vessel and change it again for a chemical engine for reentry, or something like that. And of course, a vessel can have several engine bays.

4. Universal Cockpit? with a one-for-all Flight Computer?

Well that's all, if it's not implemented it's still okay, I'd still happy by being able to make any vessel. ;)
 
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