Hi George! I still fly SimCopter (and Streets of SimCity too!), so I can relate to damage
in simulators and thier physics.
![:)](http://orbiter.dansteph.com/forum/Smileys/orbitersmiley/smilie5.gif)
As long as the pilot has a reasonable way to fix damage
while in flight they'll enjoy it. I recall alpha testing an Flight Simulator 98 panel for Dai Griffiths. It
was a Shorts 360 panel he was doing for the Shorts factory in Belfast Ireland, and every detail
down to the last button had to be accurate. He made a damage module for it that even included
the effects of not disconnecting a ground start cart before taxiing away. (Huge Bang, Loss of
#2 Engine, Increase in Prop RPM, etc.) While testing the panel, every time he flew the plane
everything worked flawlessly, everytime I flew the plane I had to pull the Emergency Landing
Gear release in the roof console to lower the gear.
He also modeled the effects of not paying attention to an engine fire light. (Loss of power,
etc) that culminated in the wing burning through after 3 minutes and the aircraft losing all
lift on that side of the aircraft.
I agree that it would be possible to do some scenarios that revolve around the daily duties of the
Delta Glider III even without the goal based system that SimCopter had (Leave base, rescue
SimPerson, bring SimPerson to hospital, return to base). One of the biggest things that Orbiter
lacks right now is a consistant way to save scenarios in progress. You can save a Quicksave
scenario using Ctrl-S, but that doesn't work with space ships using the Multistage.DLL, they tend
to have funny things happen to them. You can't chain scenarios together into a "Career" either.
Even with those limitations all your ideas for scenarios are really great. Once Dan releases
the DG III (and I think he's done with it, but he's just waiting till he gets a start on programming
the DG IV before he's going to release it!
![:)](http://orbiter.dansteph.com/forum/Smileys/orbitersmiley/smilie5.gif)
) we could revisit the topic.
Christopher