OHM HD 28185 System

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Author: donatelo200

The HD 28185 system is 138 Light years away in the constelation Eridanus.  It has one confermed planet that is 5.7x the mass of Jupiter.

Features
- many fictional moons and planets to explore
- Finitar is breathable to UMmus

Requierd Add-ons
DeltaGlider IV-2
Universal MMU 2.0

Please report any bugs you find on the Forum.

Fix
- Fix to the HD 28185 star cfg


DOWNLOAD
 
Can't wait to try it

loved your other systems. Have you ever considered creating other systems adjacent to Sol so you can make the trip "seamlessly"? I've used the Moon of a Moon technique myself with vary degrees of success, too many star systems and things start getting pretty sketchy, crashes a lot.
 
I really don't know how to use the moon with a moon unfortunatly. I am planing on making it compatible with orbiter galaxy when it is finished.
 
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Downloading it now, and can't wait to try it out. Your star systems are beautiful. :thumbup:
 
How do you go about using a seperate solar system? Do you need to create a fresh orbiter install? Or do you need MSSS?
 
How do you go about using a seperate solar system? Do you need to create a fresh orbiter install? Or do you need MSSS?

You install it like any other addon, and then run a scenario set in that system.

If you want to switch systems, use MSSS.
 
thank you T.Neo:) Downloaded and installed. Looks beautiful:) I'll have to check it out more later tonight. Have a wedding to get ready for atm.
 
Adding other star systems to the Sol cfg

What I call the Moon-Moon technique is that in the Sol.cfg you can do something along the lines of

Planet12 = Alpha Centauri
Alpha Centauri:Moon1 = PandoraA
Alpha Centauri:Moon1:Moon1 = Pandora
Alpha Centauri:Moon2 = Beta Centauri
Alpha Centauri:Moon2:Moon1 = Tatooine

In the above example you add two new CFG files based on the 3D sun mesh and texture, except you etit them to have the appropriate mass and size for the star you wish to add and then give them an orbital distance of a couple hundred AU where one AU is slightly less than 1.5e11 meters. The only two 'bugs' if you want to call them that are:

One - the 3D su meshes and textures don't emit / act as light sources so the only light is from good ol sol. but the 3d sun "shine" in that there are no shadows on its mesh from sol.

Two - giving stars and their respective planets accurate realworld distances means meshes become very shaky relative to eachother, especailly during docking and while on surfaces. So when I've played with it I've used a scaling system that works for me, take their real distance in Light years, take the square root and multiply by say, 100 AU. This provides variable disances that follows some kind of rule while being far enough that gravity from the neighboring stars does not interfere.

In learned how to do this from the Awsome Star Wars Universe add-on. If you look carefully one of the moons in that system has its own moon.

also make sure your new moons and planets and stars all have the following lines in their cfg's

EllipticOrbit = TRUE ; ignore perturbations
HasElements = TRUE ; orbital elements follow

otherwise things get weird.
 
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Oh, man, the moon of moon tech. is so simple, that i have discovered it by myself in one day :D
Also, i have tried to make a sector with some systems, but with that sun.dll it looks very bad.
So lets make only 1, but really good, beautiful, realistic system.
 
What I call the Moon-Moon technique is that in the Sol.cfg you can do something along the lines of

Planet12 = Alpha Centauri
Alpha Centauri:Moon1 = PandoraA
Alpha Centauri:Moon1:Moon1 = Pandora
Alpha Centauri:Moon2 = Beta Centauri
Alpha Centauri:Moon2:Moon1 = Tatooine

In the above example you add two new CFG files based on the 3D sun mesh and texture, except you etit them to have the appropriate mass and size for the star you wish to add and then give them an orbital distance of a couple hundred AU where one AU is slightly less than 1.5e11 meters. The only two 'bugs' if you want to call them that are:

One - the 3D su meshes and textures don't emit / act as light sources so the only light is from good ol sol. but the 3d sun "shine" in that there are no shadows on its mesh from sol.

Two - giving stars and their respective planets accurate realworld distances means meshes become very shaky relative to eachother, especailly during docking and while on surfaces. So when I've played with it I've used a scaling system that works for me, take their real distance in Light years, take the square root and multiply by say, 100 AU. This provides variable disances that follows some kind of rule while being far enough that gravity from the neighboring stars does not interfere.

In learned how to do this from the Awsome Star Wars Universe add-on. If you look carefully one of the moons in that system has its own moon.

also make sure your new moons and planets and stars all have the following lines in their cfg's

EllipticOrbit = TRUE ; ignore perturbations
HasElements = TRUE ; orbital elements follow

otherwise things get weird.
Sounds simple. As for the 3D sun i've built meshes and textures for A G and M class stars. F B and O stars i have textures but havent made meshes for them.
 
You have some texture problems with a few of your surface bases. (See attached)

Also, I get a CTD when selecting any base that is not on the planet currently being rendered, although I think that's an Orbiter that I only just discovered now.

Tested in 2006. I can't get this addon to work in 2010 at all.
 

Attachments

  • 10.06.27 22-30-47 Demtra Ice Base.jpg
    10.06.27 22-30-47 Demtra Ice Base.jpg
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  • 10.06.27 22-58-03 GL-01.jpg
    10.06.27 22-58-03 GL-01.jpg
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You have some texture problems with a few of your surface bases. (See attached)

Also, I get a CTD when selecting any base that is not on the planet currently being rendered, although I think that's an Orbiter that I only just discovered now.

Tested in 2006. I can't get this addon to work in 2010 at all.
The surface base textures i thought i fixed. But i guess not. I'm no surface base builder so i don't know how to fix it.:uhh: As for orbiter 2010 i forgot to switch the HD 28185 star config. See if the file below fixes it for orbiter 2010.
Thanks for reporting the bugs.
 

Attachments

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The new system config works perfectly in 2010.

Oddly enough, the skewed landing pads appear normal in the 2010 version. The only persistent problem is that insanely long threshold on the Finitar spaceport's runway. Not a big deal, though.

You planets are beautiful, though. No complaints there! :thumbup:

---------- Post added 28-06-10 at 01:11 PM ---------- Previous post was 27-06-10 at 11:59 PM ----------

Another bug. If you start in any scenario on a planet, Orbiter will crash when you get into space. There is nothing in the log. :shrug:
 
Another bug. If you start in any scenario on a planet, Orbiter will crash when you get into space. There is nothing in the log. :shrug:
Huh thats wierd what planet are you getting into space with and vessle?
 
moon of moon by cmoon55

Oh, man, the moon of moon tech. is so simple, that i have discovered it by myself in one day :D
Also, i have tried to make a sector with some systems, but with that sun.dll it looks very bad.
So lets make only 1, but really good, beautiful, realistic system.


Fair enough, I agree that adding a system like this results in seeing a 'sun' in the night sky from time to time, but given that most systems planets are multipul AU's away from their respective stars I've found it only minimally objectional. I guess it's a matter of tastes and priorities. I've replaced the sun textures with the surface tex of Yavin from the SW add-on to simunlar red dwarfs and so-called brown dwarfs, looks pretty cool to me to see a huge deep orange orb looming over the horizon.

I like to play with it when I feel in the mood to do some relativistic warping about the galaxy using the RWarp MDF.

But you're right, if you want to play around in an extra-solar solar system for any length of time you should just copy your craft over to the SCN file for that stand-alone system.

Cheers:cheers:

---------- Post added at 07:53 PM ---------- Previous post was at 07:45 PM ----------

I checked out the preliminary "orbiter galaxy" add-on, and I absolutely love the concept, I can't wait to use it when it comes out. I'd love to be able to just fly from one star to another without having to re-boot scenarios or cutting and paste-ing. Maybe I too fussy but it irks me that I can't fly to others stars and their planets the same way I can from LEO to the moon. I'm no programmer or developer by any stretch of the imagination so maybe I don't appreciate the difficulty involved in adapting Orbiter to allow for that.
 
I've replaced the sun textures with the surface tex of Yavin from the SW add-on to simunlar red dwarfs and so-called brown dwarfs, looks pretty cool to me to see a huge deep orange orb looming over the horizon.
I have an M star texture and brown dwarf texture if you wan't to use them.
 
It's any ship. DeltagliderIV, Shuttle-A, Battlestar. Even moving the camera out of the atmosphere when focused on a landed vessel will result in a CTD. I tried this on Finitar, as well as Deltra.

This is only when loading a scenario where the camera is inside of an atmosphere.
 
It's any ship. DeltagliderIV, Shuttle-A, Battlestar. Even moving the camera out of the atmosphere when focused on a landed vessel will result in a CTD. I tried this on Finitar, as well as Deltra.

This is only when loading a scenario where the camera is inside of an atmosphere.
I'm at a loss as to why this happens but, i suspect it's the surface base. Also this only happens when i zoom out on Finitar and it only happens occasionaly. I can get into space without a CTD any time i wan't with any vessle oddely enuf.
 
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Fair enough, I agree that adding a system like this results in seeing a 'sun' in the night sky from time to time, but given that most systems planets are multipul AU's away from their respective stars I've found it only minimally objectional. I guess it's a matter of tastes and priorities. I've replaced the sun textures with the surface tex of Yavin from the SW add-on to simunlar red dwarfs and so-called brown dwarfs, looks pretty cool to me to see a huge deep orange orb looming over the horizon.

I like to play with it when I feel in the mood to do some relativistic warping about the galaxy using the RWarp MDF.

But you're right, if you want to play around in an extra-solar solar system for any length of time you should just copy your craft over to the SCN file for that stand-alone system.

Cheers:cheers:

---------- Post added at 07:53 PM ---------- Previous post was at 07:45 PM ----------

I checked out the preliminary "orbiter galaxy" add-on, and I absolutely love the concept, I can't wait to use it when it comes out. I'd love to be able to just fly from one star to another without having to re-boot scenarios or cutting and paste-ing. Maybe I too fussy but it irks me that I can't fly to others stars and their planets the same way I can from LEO to the moon. I'm no programmer or developer by any stretch of the imagination so maybe I don't appreciate the difficulty involved in adapting Orbiter to allow for that.

Oh, yea, orbitergalaxy is great tool

---------- Post added at 07:47 AM ---------- Previous post was at 07:37 AM ----------

By the way, author, you have used lava fields, and they are looks great:)
Ill update my Arou soon, so you can see my version of lava rivers:)
And yeah, the game crashed when i was looking on some planet, try to delete an atmosphere parameters of planet which is dont use it.
I had a problem like this, when i tried to make a "heat" using haze.
Good luck collegue God :D
 
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