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#1 |
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Aperiodic traveller
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Experimental "solid" collision detection system for Orulex:
http://orbides.1gb.ru/orbf/collision_orulex_090128.php ADD: Version with tilting support. http://orbides.1gb.ru/orbf/collision...90128-tilt.php ADD2: Version with UMMU support fixed and no tilting support. http://orbides.1gb.ru/orbf/collision...90128-ummu.php Usage: Unpack, activate collision-core module. Compatible with all 2008 and 2009 Orulex versions (0.9.0+). The module is a meshland derivative made specifically for vessel-ground collision detection for Orulex. It should provide solid collisions, stability of landed vessels at all time accelerations, state save/load support and minimal UMMU support. It should also be stable - no jerking of the vessels, no jumping into space at warp speed, just hit&land. If you're testing it, please write back if it is not so, under what conditions there are bugs, any suggestions you want to share, etc. Last edited by Artlav; 01-28-2009 at 09:02 PM. |
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#2 |
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GFX Staff
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what's the UMMU support like ?
EDIT1: I have just downloaded it as soon as the Hight Map is down I will go in to orbiter to try it EDIT2: is this like MeshLand ? EDIT3: Its working fine no impact on FPS but I have not landed properly yet but that's just me landing wrong Last edited by woo482; 01-28-2009 at 09:05 PM. |
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#3 |
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Aperiodic traveller
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If you download the fix below (or above) - walking around the mesh with WASD keys (default ones fire RCS's which screws the motion).
Version with UMMU support fixed and no tilting support: http://orbides.1gb.ru/orbf/collision...90128-ummu.php It is MeshLand in essence, but instead of "one addon to rule them all" general purpose collision system it is a separateable special-case implementation of it. I was thinking about making a sort of Universal Collisions SDK, something add-on developers can link to their DLL's to make their vessels landable Shukra-style, or collideable MeshLand centrifuge/hover carrier style. That is the only way i found to make it work acceptably out of the Orbiter core. UMMU on the edge of the Brighton Impact Crater:
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#4 |
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GFX Staff
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I keep getting a CTD on load with the XR2 I will post my log soon let me just try again
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#5 |
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Aperiodic traveller
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#6 |
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GFX Staff
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It just CTD's with no errors
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#7 |
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Aperiodic traveller
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#8 |
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GFX Staff
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Latest Orulex on earth with the latest collision plugin from the link above.
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#9 |
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Aperiodic traveller
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Ok, planet? Scenario? Place and time? Conditions?
Other sets of answers? Any combination where it works? |
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#10 |
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GFX Staff
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I just told you all the stuff you wanted to know above and it was the 1st XR2 Scenario at the top of the folder.
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#11 | |
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Aperiodic traveller
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Quote:
Anything in the Orbiter, XR2Ravenstar or Orulex logs? |
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#12 |
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GFX Staff
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ok tried it again and it still crashes and the Orulex and orbiter logs are not created
EDIT1:mars works but what Velocity should I land at ? I just Tried to land and I bounced up about 100 Meters |
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#13 |
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Crazy about real time sims
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Was wondering if development on this is still continuing.
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#14 |
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Aperiodic traveller
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More or less. Orulex is long-obsolete and there is little interest in imperfect ground collision detection, but the system itself is still being developed along with NASSP and a few toys surface occasionally - look for Asteroids game for example.
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#15 |
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Crazy about real time sims
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I am trying to get an understanding of how you implemented this - for collision detection do you use bounding sphere detection....like if a body comes in a certain radius of a object you notify the body that it has collided ? Is there also a notification of the amount of reaction force to a colliding body ?
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