Discussion Addon Builing

Firefly99

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Hey everyone!
I want to learn to build ships For orbiter 2010. I've kind of looked online for tutorials but i haven't found anything real simple and fast. if anyone could help me learn or point me in the right direction i would be gratefull. thanks.
 
Hello, and :welcome: to the forum! For add-on development tutorials, take a look at the bottom of the Tutorial Page in the section titled Tutorials for Addon Developers.
 
Tutorials

See the section near the bottom "Tutorials for Addon Developers"

ar81 has several simple tutorials for Anim8or.

If you're new to programming you should look at Vinka's Spacecraft3 generic DLL module for vessels.

:welcome: to Orbiter-Forum!
 
ok, now i got that to work, but can i use the same thing to create VC's? (Virtual Cockpits) how do i make those? i didn't see a tutorial for creating VC's under the 'Orbital Tutorials'. Any ideas?
 
To build a ship with a functional virtual cockpit involves 1) building a mesh of the cockpit, 2) creating textures for that mesh, and 3) writing a DLL (C++ code) to make the virtual cockpit controls active. If you want to see a working example, take a look at the default DeltaGlider's source code here: $ORBITER_ROOT\Orbitersdk\samples\DeltaGlider\DeltaGlider.cpp
 
So im guessing its complex and not very straight-forward and easy?
 
That depends on what you mean by complex. It's certainly a non-trivial excercise as you need to be competent in C++. A virtual cockpit not something that can be added with 10 minutes of work.
 
Making addons in the most basic term is as easy as your skill, competence, and quality of overall planning makes it. The better your skill in modelling, texturing, and coding, the easier all three will be to you. The more competent you are, by which I really mean how readily you can adapt your skill to adapt to Orbiter's requirements, the easier it will seem.

The better your overall plan, the less likely you'll get halfway through and get stuck. Designing addons is sometimes a long and complicated process, and having a clear and well laid-out plan to refer back to is always helpful when you're lost in the middle and can't see for the code.

But really, it depends on you. How long you spend on it, how much effort and attention you pour into it, how much care you treat it with, all this determines the quality of the final product much more than your actual skill with a compiler or a brush. If you're just looking to whack something together in half an hour, throw it on OHM and inflict it on the community, then there are many other addon developers whose lead you are following.

Conversely, if you want to release a high-quality, revered addon, you need to spend time on it. You need to work at it, make it do what you want it to, essentially craft it into life, and all this takes time and effort (and generally a fair bit of coffee). And when it's done, you need to test it, and break it, go back and fix it, test it some more, rinse and repeat until you can't break it any more, and then let someone else try to break it (beta).

It's probably a somewhat whimsical description, but I doubt if many of the other developers of good-quality addons would disagree with the assessment. Remember that there is no rush to get things out, unless of course you're silly and tell everyone what you're planning on making too early, so you get harassed for release dates every twenty minutes...
 
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