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Old 08-11-2008, 08:45 PM   #31
woo482
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i have found a bug you cannot attach DGIV cargo to a ummu or the DGIV when you are on the platform
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Old 08-11-2008, 09:25 PM   #32
penlu
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Hey, is this station a craft or a base?
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Old 08-11-2008, 09:47 PM   #33
Linguofreak
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Both. Since it's not attached to the surface of a planet, it has to be programmed into Orbiter as a vessel, but it's function for the user is that of a base.
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Old 08-11-2008, 09:51 PM   #34
Urwumpe
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Quote:
Originally Posted by penlu View Post
 Hey, is this station a craft or a base?
Both
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Old 08-12-2008, 12:15 AM   #35
eveningsky339
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Quote:
Originally Posted by astrosammy View Post
 D'oh I just jumped from the platform and the UMMU was cooked.
I can picture Artlav's list forming:

Item #37: add a fence
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Old 08-12-2008, 06:26 AM   #36
Artlav
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Quote:
Originally Posted by Urwumpe View Post
 Current behavior:
On the ground all is correct.
Ok, let's continue.

I've remapped the movement keys to ADWS array, please try it now, so to determine whether it is input problem or system problem:
http://orbides.1gb.ru/orbf/shukra-keyup-080812.zip

Quote:
Originally Posted by woo482 View Post
 can I have a list of ummu controls ? and can I make the ummu jump up into the air ?
Controls are the same as in it's normal ground operations.
The only way to jump in it is to get over the edge, where it would leap up and clear into the abyss.

Quote:
Originally Posted by woo482 View Post
 i have found a bug you cannot attach DGIV cargo to a ummu or the DGIV when you are on the platform
It's more of a limitation than a bug.
Nothing can be done with DGIV payloads dropped to the deck.

Putting a turbo pack is not impossible, but tricky.

Quote:
Originally Posted by penlu View Post
 Hey, is this station a craft or a base?
It is both and the same.

Quote:
Originally Posted by eveningsky339 View Post
 I can picture Artlav's list forming:
Item #37: add a fence
Are you sure you want me to restrict your freedom to do some extreme base jumping from the platform?
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Old 08-12-2008, 01:00 PM   #37
eveningsky339
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Quote:
Originally Posted by Artlav View Post
 Are you sure you want me to restrict your freedom to do some extreme base jumping from the platform?
On the bright side, an extreme base-jumper on Venus need not pack a parachute.
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Old 08-12-2008, 06:50 PM   #38
adamb193
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This is hard to land on, is there a way to mark the runways at a distance?
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Old 08-12-2008, 07:03 PM   #39
Urwumpe
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Quote:
Originally Posted by adamb193 View Post
 This is hard to land on, is there a way to mark the runways at a distance?
well, i suggested a optical landing system as improvement, like on aircraft carriers.

Otherwise, just do training. the best landing strategy I have for the swift 1 is to approach the runway with 90 m/s at about 8° angle for better aiming. closer to the runway, usually when the proximity warning of Orbitersound starts, cut thrust and increase AOA with dropping velocity until you are 70 m/s fast. If you make this right, the velocity vector marker is still exactly at the touchdown point. Use thrust now again to keep velocity stable. When you are above the runway, close to the controlled crash into it, cut thrust again and prepare for hitting the brakes.


I flew about 10 landings with the Swift 1 until I was happy with the outcome, and missed the first 4 landings. Be lucky that, while air pressure is the same as on Earths surface, the density of the atmosphere is still about 50% higher - and thus, you have 50% more lift&drag for the same velocity.

Artlav: The WASD steering works, I only notice once small bug now: When I want to jump backwards over the rim, the UMMU astronaut jumps forward a few meters and then slowly moves forward until dropping over another rim, without player control. But still an improvement.
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Old 08-12-2008, 09:49 PM   #40
Artlav
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Quote:
Originally Posted by Urwumpe View Post
 The WASD steering works, I only notice once small bug now: When I want to jump backwards over the rim, the UMMU astronaut jumps forward a few meters and then slowly moves forward until dropping over another rim, without player control. But still an improvement.
Hm. Nice thinking. Fixed that one. Now it jumps back-forward.
You can still stop the motion with wheel arrest button.

Why the keypad controls not working is a question, i'll keep the ADWS for a backup.

Once again, can anyone else reproduce the UMMU control problem?

Quote:
Originally Posted by adamb193 View Post
 This is hard to land on, is there a way to mark the runways at a distance?
Quote:
Originally Posted by Urwumpe View Post
 well, i suggested a optical landing system as improvement, like on aircraft carriers.
I haven't figured out the workabouts of a whole glideslope indicator system yet, so that is what is done for now:

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Old 08-13-2008, 07:59 AM   #41
Ursus
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Originally Posted by Artlav View Post
 Once again, can anyone else reproduce the UMMU control problem?
You mean that the numeric keypad doesn't work? The numeric keypad doesn't work for... just a second... Aha! I just tried turning off NumLock and it works now. Maybe I should see if that lets me steer the Delta Glider while taxiing.


-----Posted Added-----


(Re: Taxi Steering)

Nope... Once the vessel starts moving, I can turn it with the RCS, but it's like sliding around on the ice. The vessel keeps going in the same direction.
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Old 08-13-2008, 09:47 AM   #42
Artlav
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Shukra Venus Balloon Station Alpha Release 080813
Shukra_Venus_Station_080813


-Fixed some UMMU bugs
-Added runway lights
-Added ADWS as UMMU controls
-Added more animations
-Added UMMU-interactable components

A lot still to be tested, so feedback is welcome as always.

New controls:
UMMU:
To move, set ROT or OFF mode
Motion as in ground mode, secondary - ADWS
Airlock B is on.
E - action button

Platform:
Alt+C - Stow/Retract landing strip
Alt+V - Stow/Retract probe
Alt+B - Cycle dropper
Numpad + - Raise station
Numpad - - Lower station

Quote:
Originally Posted by Ursus View Post
 You mean that the numeric keypad doesn't work? The numeric keypad doesn't work for... just a second... Aha! I just tried turning off NumLock and it works now.
Now, a question to Urwumpe - do you have NumLock on?

Quote:
Originally Posted by Ursus View Post
 Nope... Once the vessel starts moving, I can turn it with the RCS, but it's like sliding around on the ice. The vessel keeps going in the same direction.
The steering is not supposed to work yet.

The runway lights:


The dropper button:
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Old 08-13-2008, 10:58 AM   #43
Urwumpe
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Quote:
Originally Posted by Artlav View Post
 Now, a question to Urwumpe - do you have NumLock on?
Both. At first I had numlock on, like always, but I also toggled it in later tries, without a change.
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Old 08-13-2008, 11:03 PM   #44
adamb193
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Took the station to Earth, it needs a giant Zepplin ballon! Or you could style it in a 30's sci fi style and you have a Zepplin base!

The Air Pirates take off from their secreat island base to plunder the sea and skys! We need some WWI planes! This add-on is amazing it is actually makeing me explore Venus!
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Old 08-15-2008, 08:44 PM   #45
Artlav
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Quote:
Originally Posted by Urwumpe View Post
 Both. At first I had numlock on, like always, but I also toggled it in later tries, without a change.
Is there anything special with your keyboard?

Quote:
Originally Posted by adamb193 View Post
 Took the station to Earth, it needs a giant Zepplin ballon! This add-on is amazing it is actually makeing me explore Venus!
This is only a first step of a first in the series.
As is as, the ideas are welcome. The next two of the series will be something like that:

The Hades balloon station.
A deep atmospheric research station, locates at the 30Km altitude with pressurized hull, lifted by the breathing air.
The upper part contains a landing deck for 2 DG's.
The whole thing is more of a submarine than a balloon, but the balloon it is.



The Elysion balloon station is exactly the opposite of Hades, and is designed as long-term nice conditions habitation.
The sphere is suspended by it's own breathing air buoyancy above the Venus clouds or among their tops, providing lots of sunlight and a good view.
The rings on a side is a magnetic trap to capture and decelerate the incoming vessels, putting them on the pads at the side. The air is thin up where it is, so other landing methods are impractical.



Feedback and ideas are welcome.
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