Project Lunar Operations Station Omicron

Pyromaniac605

Toast! :D
Joined
Aug 15, 2010
Messages
1,774
Reaction score
0
Points
0
Location
Melbourne
Lunar Operations Station Omicron (LOSO for short) is a new moon base being made by me. You could consider it a reboot of my Getsui Dodai project.

Here is a WIP picture of the central building.
picture.php

Diameter: 29.99m
Height: 16.19m
Honestly it's bit small I'll probably make it a bit bigger.

Release date: A Tuesday of the future. :cheers:
 
Looking good/interesting so far...
I have no idea what Getsui Dodai project is so il go check that out now...
Will this base have any interactive capabillities? (like prelude II)

:cheers:
 
Interactivity takes coding though so if you dont know how to its probably a no-go for interactivity, i sure as heck dont no how code :(

It will be just as good with out though :)

:cheers:
 
Interactivity takes coding though so if you dont know how to its probably a no-go for interactivity, i sure as heck dont no how code :(

It will be just as good with out though :)

:cheers:
Well, I've been meaning for some time to learn coding... :hmm:
 
I'm having a bit of trouble, I'm trying to convert my .skp model to a .3ds, but Sketchup (The free version) doesn't allow you to export to .3ds, I've also tried using Autodesk's FbxConvertor and converting a .dae into .fbx, then from .fbx to 3ds, but when I try to save the .dae as an .fbx nothing happens. :(

---------- Post added at 02:02 PM ---------- Previous post was at 11:44 AM ----------

picture.php

The central building will look something like this, just without the sketchup textures.

picture.php

The quarters, a bit small so I may have 2 or 3 of these in the final version.

---------- Post added at 08:47 PM ---------- Previous post was at 02:02 PM ----------

I have two questions for the addon devs, if I were to add interactivity, via UMMU interaction zones (or whatever they're called), would I need to make it a vessel?
How exactly do you do animations, having a quick look through some code, it seems the animation is controlled by the .dll, is that correct?
 
picture.php

The quarters, a bit small so I may have 2 or 3 of these in the final version.
You could make those crew quarters out of boxes defined only in Omicron's config file, without the rigmarole of creating/converting a custom mesh.
I have two questions for the addon devs, if I were to add interactivity, via UMMU interaction zones (or whatever they're called), would I need to make it a vessel?
Yes. See UMMU's documentation on that one.
How exactly do you do animations, having a quick look through some code, it seems the animation is controlled by the .dll, is that correct?
Yes, it's controlled by a module, though you could get around it by using Spacecraft3 for simple vessels (though that would deny use of the UMMU SDK.) As for the actual process of animation, I don't know any more than you do. :embarrassed:
 
You could make those crew quarters out of boxes defined only in Omicron's config file, without the rigmarole of creating/converting a custom mesh.

Yes. See UMMU's documentation on that one.

Yes, it's controlled by a module, though you could get around it by using Spacecraft3 for simple vessels (though that would deny use of the UMMU SDK.) As for the actual process of animation, I don't know any more than you do. :embarrassed:
I'd prefer to keep the quarters as an actual mesh, as I'm probably going to add doorways and other features that won't be simple boxes.
I think I'll use a .dll, after all, what good is a base without UMMU?

If anyone could explain how the animation works, I'd be thankful. :cheers:

---------- Post added 08-08-11 at 05:47 PM ---------- Previous post was 08-07-11 at 09:41 PM ----------

picture.php

The garage, left without a door as I intend to put an animated one in.

---------- Post added at 09:41 PM ---------- Previous post was at 05:47 PM ----------

I've got a bit of a question to pose to you guys.
I'm planning on putting a launch tower on this base, but I've run into a bit of a problem, where would I redirect the force of the rockets?
The way I see it if I were to direct it along the ground as we do here on Earth I'll send dust flying everywhere that probably won't settle for centuries.
I was thinking of redirecting it diagonally up, are there any problems that could come from that?
 
I'm having a bit of trouble, I'm trying to convert my .skp model to a .3ds, but Sketchup (The free version) doesn't allow you to export to .3ds, I've also tried using Autodesk's FbxConvertor and converting a .dae into .fbx, then from .fbx to 3ds, but when I try to save the .dae as an .fbx nothing happens.

If you are having trouble with conversion, you can send me them if you want. I can convert them to 3d's if you want :)
 
I'm planning on putting a launch tower on this base, but I've run into a bit of a problem, where would I redirect the force of the rockets?
The way I see it if I were to direct it along the ground as we do here on Earth I'll send dust flying everywhere that probably won't settle for centuries.
I was thinking of redirecting it diagonally up, are there any problems that could come from that?

Maybe some sort of speed limit on the power the rockets can untill there a certain height, with the Moons weaker gravity im guessing rockets would need less force to lift off, start the rockets with a very slow engine power up upon lift off, reduce power even more untill very clear off the ground so no environment threat is caused, then just increase throttle untill clear of the base? (look at the apollo lander for an example? and how the capsule part lifted off the moon)

Just my thoughts, i dont know if its possible or in anyway correct.

Redirecting the thrust upwards may work, i think there are one or two (reality) problems though.
For example directing the exhaust upwards could heat up and damage the ship, or put great pressure and stress on the base? again i dont know if im correct, its just my thoughts. I think its been done somewhere on earth (engine exhaust redirected upwards) so it can be done on the moon right?

Base is looking good though!

:cheers:
 
Last edited:
I'm having a bit of trouble, I'm trying to convert my .skp model to a .3ds, but Sketchup (The free version) doesn't allow you to export to .3ds, I've also tried using Autodesk's FbxConvertor and converting a .dae into .fbx, then from .fbx to 3ds, but when I try to save the .dae as an .fbx nothing happens. :(

Try this website ---------> https://www.babel3d.com/

It used to be free to use, but now it just requires a login...

Current supported formats:
Input --> Output
3ds,obj,skp,dwg,dxf,3dm,step,iges,stp,igs --> 3ds,obj,xaml
dwg,dxf --> dwg,dxf,dwf,pdf
jt,step,stp,iges,igs,obj --> glovius
step,iges,stp,igs --> step,iges,vrml,stl
skp --> glovius
stl --> glovius
 
Maybe some sort of speed limit on the power the rockets can untill there a certain height, with the Moons weaker gravity im guessing rockets would need less force to lift off, start the rockets with a very slow engine power up upon lift off, reduce power even more untill very clear off the ground so no environment threat is caused, then just increase throttle untill clear of the base? (look at the apollo lander for an example? and how the capsule part lifted off the moon)

Just my thoughts, i dont know if its possible or in anyway correct.

Redirecting the thrust upwards may work, i think there are one or two (reality) problems though.
For example directing the exhaust upwards could heat up and damage the ship, or put great pressure and stress on the base? again i dont know if im correct, its just my thoughts. I think its been done somewhere on earth (engine exhaust redirected upwards) so it can be done on the moon right?

Base is looking good though!

:cheers:
I wasn't talking about redirecting it upwards, I said diagonally, it shouldn't touch the rocket at all.

Try this website ---------> https://www.babel3d.com/

It used to be free to use, but now it just requires a login...

Current supported formats:
Input --> Output
3ds,obj,skp,dwg,dxf,3dm,step,iges,stp,igs --> 3ds,obj,xaml
dwg,dxf --> dwg,dxf,dwf,pdf
jt,step,stp,iges,igs,obj --> glovius
step,iges,stp,igs --> step,iges,vrml,stl
skp --> glovius
stl --> glovius
Thanks, jedimaster. :thumbup:
 
You could take inspiration from a Soyuz's blast pit to redirect the exhaust. Constructing such a thing would depend on earth-moving techniques being adapted to lunar conditions and a suitable concrete being developed from lunar materials, which seems simpler than some above ground reinforced structure . The lunar regolith that was dug out could be used to make a berm around the bowl, preventing dust outside from being affected and helping the exhaust go up and away. And serve as a wall to keep things from going into the pit by accident.

I do kind of worry about the exhaust polluting your bases environment though. As that stuff comes back down, I suppose it might accumulate in one general arc outward from the launch site, and it it might be hazardous for any number of reasons, unburnt propellent being one that springs to mind. I don't know enough to say how hazardous it could be, or what could be done.

Except for warning signs. If you put up a sign saying don't go here, bad idea, you don't have to deal with the exhaust field you made. :P
 
Okay, I was going to set the base up before I got texturing (I'm not so sure about having a launch tower now, I'll still think about it, but it seems unlikely), but I can't seem to figure out how 3ds to msh works, when I start it it opens a command prompt window with a heap of text that is of no use when I manage to screen capture it. Any help would be appreciated.
 
Use 3ds2mshgui.exe. Otherwise, as a helpful crutch for the future, start learning how to work in command prompt, and grab the latest FAR manager. YMMV
 
Use 3ds2mshgui.exe. Otherwise, as a helpful crutch for the future, start learning how to work in command prompt, and grab the latest FAR manager. YMMV
Thanks, I seem to remember something of the sort, but I couldn't remember where to get it. I'll get them all placed and textured and then post some screenshots to show how it'll be set out before I start coding them proper. :thumbup:

---------- Post added at 09:31 PM ---------- Previous post was at 09:04 PM ----------

Great, something's causing a CTD BSoD, I think it's the scenario rather than the base config as I can run every other scenario except the one at my base just fine. :(
I'll post both just in case.
Base config
Code:
BASE-v2.0
Name = LOSO
Location = -82.32 +18.34
Size = 500

BEGIN_NAVBEACON
VOR LOSO 24.32 +18.34 121.30
END_NAVBEACON

; === List of visuals ===
BEGIN_OBJECTLIST
MESH
    FILE LOSO\MainBuilding
    TEX LOSO\MainBuilding
    POS 0 0 0
    SCALE 1 1 1
    SHADOW
    PRELOAD
END
END_OBJECTLIST
Scenario
Code:
BEGIN_DESC
XR2 Ravenstar landed at Lunar Operations Station Omicron.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51984.6063688554
END_ENVIRONMENT

BEGIN_FOCUS
  Ship XR2-01
END_FOCUS

BEGIN_CAMERA
  TARGET XR2-01
  MODE Cockpit
  FOV 40.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE Surface
  SPDMODE 1
END_MFD

BEGIN_MFD Right
  TYPE Map
  REF Moon
  BTARGET Brighton Beach
  TRACK ON
END_MFD

BEGIN_PANEL
END_PANEL


BEGIN_SHIPS
ISS:ProjectAlpha_ISS
  STATUS Orbiting Earth
  RPOS -1740325.22 -6014409.70 2484587.16
  RVEL -7033.463 2678.415 1579.789
  AROT 132.20 30.34 169.41
  PRPLEVEL 0:1.000
  IDS 0:588 100 1:586 100 2:584 100 3:582 100 4:580 100
  NAVFREQ 0 0
  XPDR 466
END
Mir
  STATUS Orbiting Earth
  RPOS -6512915.64 -818389.08 -1213854.98
  RVEL 1434.740 -194.326 -7588.315
  AROT 65.45 -60.96 23.62
  VROT -0.10 -0.03 -0.01
  IDS 0:540 100 1:542 100 2:544 100
  XPDR 482
END
Luna-OB1:Wheel
  STATUS Orbiting Moon
  RPOS 2153524.21 613560.15 625.10
  RVEL -405.567 1423.048 0.786
  AROT -0.03 0.01 142.07
  VROT 0.00 0.00 10.00
  IDS 0:560 100 1:564 100
  XPDR 494
END
XR2-01:XR2Ravenstar
  STATUS Landed Moon
  BASE LOSO
  POS -82.32 18.34
  HEADING 303.76
  PRPLEVEL 0:1.000 1:1.000 2:0.052
  IDS 0:199 100
  NAVFREQ 94 524 84 114
  XPDR 193
  SECONDARY_HUD 1
  LAST_ACTIVE_SECONDARY_HUD 0
  ADCTRL_MODE 0
  TAKEOFF_LANDING_CALLOUTS 0.000000 0.000000 0.000000 0.000000
  APU_FUEL_QTY 0.870
  LOX_QTY 0.999568
  CABIN_O2_LEVEL 0.209
  CREW_STATE 0
  INTERNAL_SYSTEMS_FAILURE 0
  MWS_ACTIVE 0
  COOLANT_TEMP 32.615
  DMG_0 1.000000 Left Wing
  DMG_1 1.000000 Right Wing
  DMG_2 1.000000 Left Aileron
  DMG_3 1.000000 Right Aileron
  DMG_4 1.000000 Landing Gear
  DMG_5 1.000000 Nosecone
  DMG_6 1.000000 Retro Doors
  DMG_7 1.000000 Top Hatch
  DMG_8 1.000000 Radiator
  DMG_9 1.000000 Airbrake
  DMG_10 1.000000 Left Main Engine
  DMG_11 1.000000 Right Main Engine
  DMG_12 1.000000 Left SCRAM Engine
  DMG_13 1.000000 Right SCRAM Engine
  DMG_14 1.000000 Fore Hover Engine
  DMG_15 1.000000 Aft Hover Engine
  DMG_16 1.000000 Left Retro Engine
  DMG_17 1.000000 Right Retro Engine
  DMG_18 1.000000 Forward Lower RCS
  DMG_19 1.000000 Aft Upper RCS
  DMG_20 1.000000 Forward Upper RCS
  DMG_21 1.000000 Aft Lower RCS
  DMG_22 1.000000 Forward Star. RCS
  DMG_23 1.000000 Aft Port RCS
  DMG_24 1.000000 Forward Port RCS
  DMG_25 1.000000 Aft Star. RCS
  DMG_26 1.000000 Outboard Upper Port RCS
  DMG_27 1.000000 Outboard Lower Star. RCS
  DMG_28 1.000000 Outboard Upper Star. RCS
  DMG_29 1.000000 Outboard Lower Port RCS
  DMG_30 1.000000 Aft RCS
  DMG_31 1.000000 Forward RCS
  DMG_32 1.000000 Bay Doors
  IS_CRASHED 0
  MET_STARTING_MJD -1.000000
  INTERVAL1_ELAPSED_TIME -1.000000
  INTERVAL2_ELAPSED_TIME -1.000000
  MET_RUNNING 0
  INTERVAL1_RUNNING 0
  INTERVAL2_RUNNING 0
  ACTIVE_MDM 1
  TEMP_SCALE 2
  CUSTOM_AUTOPILOT_MODE 0
  AIRSPEED_HOLD_ENGAGED 0
  ATTITUDE_HOLD_DATA 0.000000 0.000000 0 0
  DESCENT_HOLD_DATA 0.000000 -3.000000 0
  AIRSPEED_HOLD_DATA 0.000000
  ARM_DOORS 0 0
  TERTIARY_HUD_ON 1
  GEAR 1 1.0000
  RADIATOR 1 1.0000
  HOVER_DOORS 1 1.0000
  XRUMMU_CREW_DATA_VALID 1
  UMMUCREW XI0-Lee_Nash-39-65-78
  UMMUCREW XI1-Kara_Miller-32-65-58
  UMMUCREW XI2-Sharon_Valerii-26-67-54
  UMMUCREW XI3-Cameron_Mitchell-36-65-77
  UMMUCREW XI4-Samantha_Carter-33-66-53
  UMMUCREW XI5-Daniel_Jackson-35-68-75
  UMMUCREW XI6-Teal_c-31-64-104
  UMMUCREW XI7-Vala_Mal_Doran-30-67-53
  UMMUCREW XI8-Elizabeth_Weir-36-68-56
  UMMUCREW XI9-John_Sheppard-34-64-77
  UMMUCREW XI10-Rodney_McKay-35-72-90
  UMMUCREW XI11-Teyla_Emmagan-27-68-57
  UMMUCREW XI12-Ronon_Dex-32-63-97
  UMMUCREW XI13-Carson_Beckett-38-74-95
  PAYLOAD_SCREENS_DATA 0.2 0 1 1
END
SH-03:ShuttleA
  STATUS Landed Earth
  BASE Habana:4
  POS -82.3982414 23.0005396
  HEADING 70.00
  PRPLEVEL 0:1.000 1:1.000
  NAVFREQ 0 0
  XPDR 0
  PODANGLE 0.0000 0.0000
  DOCKSTATE 0 0.0000
  AIRLOCK 0 0.0000
  GEAR 0 0.0000
  PAYLOAD MASS 0.0 0
END
PB-01:ShuttlePB
  STATUS Landed Earth
  BASE Habana:1
  POS -82.4000000 22.9994604
  HEADING 22.00
  PRPLEVEL 0:1.000
  NAVFREQ 0 0
END
GL-02:DeltaGlider
  STATUS Landed Mars
  BASE Olympus:3
  POS -135.4300000 12.7366196
  HEADING 0.00
  PRPLEVEL 0:1.000 1:1.000
  NAVFREQ 0 0 0 0
  XPDR 0
  GEAR 1 1.0000
END
SH-01:ShuttleA
  STATUS Landed Moon
  BASE Brighton Beach:1
  POS -33.4375000 41.1184067
  HEADING 0.00
  PRPLEVEL 0:1.000 1:1.000
  NAVFREQ 0 0
  XPDR 0
  PODANGLE 0.0000 0.0000
  DOCKSTATE 0 0.0000
  AIRLOCK 0 0.0000
  GEAR 0 0.0000
  PAYLOAD MASS 0.0 0
END
XR2PayloadCHM-01-1:XR2PayloadCHM
  STATUS Landed Moon
  POS -33.4452780 41.1217635
  HEADING 149.98
  ATTACHED 0:0,XR2-01
  NAVFREQ 0 0
END
END_SHIPS

BEGIN_ExtMFD
END
Edit: Actually, it's not just this scenario some others seem to do it. :(

---------- Post added 08-13-11 at 01:33 PM ---------- Previous post was 08-12-11 at 09:31 PM ----------

Okay, my BSoD issues appear to be solved. :)
Anyway, I think someone needs to fire the construction workers.
picture.php

In case anyone is wondering, that thing in the background is an improperly converted and textured moonbase maing building. :lol:

I'll convert the building again and scale it up a bit, then try and figure out what settings to use in UVMapper. :P

---------- Post added at 01:48 PM ---------- Previous post was at 01:33 PM ----------

Dammit, this is confusing, can anybody help me out with the axis order? :P

---------- Post added at 02:08 PM ---------- Previous post was at 01:48 PM ----------

Somebody please explain what order I should put the axises in, I've tried 10-20 times and it always ends up upside down or sideways. :(
 
Last edited:
yxz, but I have ships built along the +Y axis in Wings 3D. You can use Shipedit to rotate/flip the mesh, though.
 
Thanks, Wishbone, I've got the rotation right, but now it's half in the ground, time to fiddle around with the translation until I get that right. >.<

---------- Post added at 03:32 PM ---------- Previous post was at 02:43 PM ----------

Now that that's done... I have to figure out how to get UV Mapper to get the model mapped in a usable form... I have no clue what I'm doing. :P
 
Back
Top