Modified the model import stuff (now I've got more to grips with the Collada format) to apply the modelled transform for each object exported from Blender. Was having to 'apply transform' to each object in Blender before export and ended up with intermediate files and other bad stuff. Should be faster and more flexible getting stuff from Blender into the game now. Win :)
Well. Had to revert back to visual studio 2003 today (made servicable via several workarounds), due to the ridiculous 'cannot open file yadder yadder' bugs in vs2008. There's a fix planned in the first service pack, whenever that may be. Quite shocking that Microsoft *still* can't get things right after so many years :( Then again, with Vista to work with, could *anyone* manage it?! Basically most of my Carrier hackage time recently has been spent fighting bugs and problems with Microsoft's stuff.
Well in the few moments of snatched hackage between kid feeds & work, I recently got a new laptop which should help get more stuff done. Unfortunately though, it's got Vista on it which is the biggest pile of shoite I've seen in a long time. I even had trouble opening pdf files due to non-existant licensing issues FFS :(
Anyways, got VS2008 installed (my 2003 edition is unsupported on Vista of course - 'please upgrade'!) and building C2 (very slowly I might add!)
Currently having to meddle with the Walrus set-up after fixing the Manta dynamics - bouncy capsizing problems ahoy in rough water. I had hoped to find a single config that worked for all vehicles, but ended up having to use a number of per-vehicle coeffs in there :-/ Starting to feel nice and 'physical' now though :)
Argh! All the tweaking I did to get the Manta flight model working? Wasted. Turns out that the Newton physics has quite a large default damping factor which has been affecting the calculations in the aerodynamics model. I thought it was proving a bit hard to tune - basically the drag calcs were getting swamped by the damping, and now the Manta flies like a squashed banana. Ah well, should be easier to tweak and more stable this time round, with things actually working as expected :)
Added a Todo list up there ^^, idea stolen straight from Evil Steve's journal - ta Steve! :) Now you can all see the bare essentials left to do for Alpha level release. Must... focus... What am I letting myself in for?!
[ed] Note: I decided ALPHA level is having the complete game mechanics present in basic form MINUS the enemy carrier AI.