General Question Seeking developing help/mentor.

OrtSurfer

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Hello everybody!

I have a goal to develop a vessel with alot of moving parts, cargo ability (perhaps a mix of UCGO and XR style payload), UMMU capable with oxygen limit, and damage detection.

I realize that this is alot to undertake as a first project for a newbie to developing/programming, So I plan on doing a number of small projects to help familiarize myself with the procedures neccessary to produce a quality vessel with limited bugs.

The problem is I have very little background in this field. What I am looking for is someone/s who has developed a vessel which utilizes one or more of the above parameters, and is willing to guide me through things. I'm not looking for someone to hold my hand through the whole process, just someone who I can refer to when I have no idea where to turn.

I have alot of the tutorials made by Pablo Luna saved/favorited, Just need help getting things in simpler terms from time to time.

Thanks in advanced!
 
In general, boardmembers here are very willing to help, so I think there won't be a problem if you just turn to the community in general when you have no Idea where to turn. It's often even more effective than a single advisor, as different people are more proficient at different things (for example, you wouldn't want me to teach you about animations...).

As it stands, your project seems easily divisible into several milestones, so I'd suggest you start by hacking it up into smaller junks, and then tackle them bit by bit.
 
Thanks, I guess your right. I should have known that!

Should I divide each of the features up into smaller vessels or should I start on the big project and hack away at it?
 
Thanks, I guess your right. I should have known that!

Should I divide each of the features up into smaller vessels or should I start on the big project and hack away at it?

I would go for the smaller projects. At least some work can be released that way, regardless of how the big project fares.
 
Contrary to the above, I'd suggest starting whichever project you feel inspired to release. Practising with implementing features is best done with unreleased test vessels. Grab the Shuttle PB mesh and add UMMU, or UCGO, or both. Practise animating the ailerons, or make your own mesh of three or four basic shapes and animate them as you please. The development environment is yours to do with as you please - nothing and no one forces you to release anything. And so I suggest practising behind the scenes, and then coming out with a cool release somewhere down the road that covers a combination of many or all of your acquired skills. End users tend to be happier that way, I think.
 
Thanks for the seuggestions!

One final question before I launch into it.

Should I start a single thread to post all my questions ( this one for instance) to avoid flooding the forum, or should I post each question individually/asking groups of questions?
 
Should I start a single thread to post all my questions ( this one for instance) to avoid flooding the forum, or should I post each question individually/asking groups of questions?

You can create a development thread and post your questions there.
 
Should I divide each of the features up into smaller vessels or should I start on the big project and hack away at it?


I picked up my first Orbiter plugin project 3 years ago when I joined escapetomsfate in building OBSP. We've been working hard for years now and the project still isn't done.

We each build our own bit of the program and we add features as time goes on. We started with the basics and continued on. It's like building a house - you don't start with the roof.

My part in OBSP is to create autopilots and artificial intelligence. When I joined the project, I already had several years of general C++ experience, but I had *no clue* how to create autopilots or AI. The project was a big learning experience for me and it continues to push me to learn new things and to use already existing knowledge to solve problems.

Moral of the story... if you know you're someone that is patient enough to spend months or even years on a single project, then go ahead and start a large project. Start with something simple - just make your ship fly. As you learn more about Orbiter's API and get more confident with the code, you'll be able to build animations and other systems.
 
Contrary to the above, I'd suggest starting whichever project you feel inspired to release. Practising with implementing features is best done with unreleased test vessels. Grab the Shuttle PB mesh and add UMMU, or UCGO, or both. Practise animating the ailerons, or make your own mesh of three or four basic shapes and animate them as you please. The development environment is yours to do with as you please - nothing and no one forces you to release anything. And so I suggest practising behind the scenes, and then coming out with a cool release somewhere down the road that covers a combination of many or all of your acquired skills. End users tend to be happier that way, I think.

That is true, but Ive always thought its important to remember that even relatively simple addons can be quite popular if theyre done right. Take this one for an example

[ame="http://www.orbithangar.com/searchid.php?ID=4427"]http://www.orbithangar.com/searchid.php?ID=4427[/ame]

So dont feel that you have to have the most complex addon with all of the bells & whistles to be release ready. If its well done & fits a useful role people will like it :thumbup:.

On a side note, I cant make any commits, but Ill be willing to help as best I can with whatever youre doing. Creating a development thread is a good idea.
 
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