The addon is pretty good so far, aside from the bugs that have been reported but I do have a criticism with the crane system. the snapping of the cranes is too unrealistic to me, I was hoping that you punch X, Y, and Z, and the crane will smoothly go to that position. on and all, its good so far, what types of cargo does the current grapple to?
Do you talk about the incremental positioning mode, where you press buttons to immediately change the position? Yes, that is meant to be snappy.
There are 3 modes for the crane: manual positioning, direct positioning and automatic list processing.
If you go to the cargo page for a TA hangar, there is a button labeled "MOD". With this button you can cycle through the 3 sub-pages "Cargo", "Settings" and "List".
The first is where you can grapple and ungrapple as well as display information about cargo. There won't be a limitation on cargo types. The grappling and ungrappling is not implemented yet (well, technically it is, but deactivated).
The second is where you set the speeds and modes of the crane. ATM there is only a text display of the settings, but a graphical display is planned here. This is also the place where you have a "AUT" and "DIR" button to activate auto listprocessing and direct WASD-mode, respectively. The later is just a FPS-like keyboard control, where you can move the crane in all 3 directions with WASD and QE (with SHIFT as crawl modificator). This keyboard control will be active regardless of the vessel you currently focus. The "AUT" mode is processing a list that you can assemble in the last sub-page of the three: "List".
On the list page, you see a list of 100 entries, with all empty at start. Here you can enter commands via the "TEA" button (for "teach", not for the beverage). You'll get a input dialog with the current coordinates preset, so you can always just hit enter to make it a new position point. But you can overwrite this and also enter one of these commands:
- 's' for 'STOP' to make the processing stop there
- 's xxx yyy' for 'SPEED xxx yyy' to make the processing change speeds (cruise and crawl)
- 'j xxx' for 'JUMP xxx' to make the processing continue on the appropriate entry
- 'p xxx' for 'PAUSE xxx' to make the processing stop for the appropriate number of seconds
- 'g' for 'GRAPPLE' - not implemented
- 'r' for 'RELEASE' - not implemented
Once you've assembled the list, position the cursor on one entry and go to the settings page to start auto mode. The crane will then process the list and smoothly transfer between entries according to the speed settings.
This processing is independent for every crane instance (currently 3 in the TA hangars), and also stored in the scenario file.
The reason why we did not put documentation in for that is the unfinished grapple functionality and the unpolished MFD pages.
---------- Post added at 07:52 ---------- Previous post was at 07:50 ----------
Simply beautiful.
Looks like the other bugs I've seen so far have been covered in other posts, with one exception. I used scenario editor, checked "set input focus", spawned a UCGO car for a ground-level tour, and got CTD immediately when trying to put it on the ground. Spawning and placing without input focus, then switching to the car does fine. This is on a clean 100830 install with only OrbiterSound, UCGO, XR1 v1.8, XR2 v1.3, XR5 v1.6, and AU installed.
My system is an elderly Pentium 1.8G with 1G RAM and an NVidia 512MB 7300SE/7200GS which still gets 20fps with all visual effects on while driving around the island.
That sounds like a tracker problem to me, but I have yet to confirm it.
---------- Post added at 10:11 ---------- Previous post was at 07:52 ----------
I used scenario editor, checked "set input focus", spawned a UCGO car for a ground-level tour, and got CTD immediately when trying to put it on the ground. Spawning and placing without input focus, then switching to the car does fine. This is on a clean 100830 install with only OrbiterSound, UCGO, XR1 v1.8, XR2 v1.3, XR5 v1.6, and AU installed.
I've reproduced this and it has nothing to do with AU. It is the dreaded "don't come near a Deltaglider" UMMU bug.
Try it for yourself: vanilla Orbiter install with Dan's sound, UMMU, UCGO set. Start any scenario with a Deltaglider landed in it. Now repeat your car spawning with the ScnEditor, try to place it near the Deltaglider, and you'll get a CTD.
This is now the second time I've got this bug reported as AU problem. I wonder how many innocent addon-devs got blamed for that before

.
I think we will have to put it into an FAQ section, like so:
WARNING:
There is a know UMMU/UCGO bug that crashes Orbiter whenever a UMMU/UCGO object moves near a Deltaglider object while focused. If you e.g. have a scenario with UMMU and Deltaglider nearby, and it states the UMMU as focused, you can't load this scenario. In a similar case, if you create a new UCGO with ScnEditor, and you want to place it near a Deltaglider, it will crash Orbiter if the focus is on the UCGO during placement.
To circumvent these troubles, just be sure to check (and unset) the focus before moving UMMU/UCGO.
Is anyone on Dan's beta team? Maybe you can report it there, if so.