Configuring Orbiter 2010 P1 to build a station

Dantassii

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Starting with Orbiter 2010 P1 with the add-ons listed below already installed and verified to be properly working, what additional add-ons are needed to allow one to bring space station components from various sites around the solar system to a single place to assemble a spacestation? Make sure you note the order that the add-ons need to be installed if the installation order makes any difference.

I'd like to use the X5 as my ship of choice for transporting components from planets/moons with atmospheres to the space station assembly location, but additional ships for orbital assembly and for transporting components from planets/moons without an atmosphere will be entertained.

Here's the 'default' installation.
  1. Orbiter 2010 P1
  2. Orbiter Sound 4.0 Add On
  3. X5 Vanguard Add On
  4. TransX (latest version)
  5. GlideSlope 2.0
Here's what I think I still need:
  1. 1 or more add-ons of space station assembly parts
  2. 1 or more add-ons to allow the X5 to carry these assembly parts in its cargo bay
  3. Add-ons to allow assembly of deliverable space station parts either directly from the X5 or using a space tug

If you make a suggestion for a specific add-on, please state what it will be used for and give a clear and concise reason for why you recommend it.

Add-ons must work with Orbiter 2010 P1. I've noticed a lot of older add-ons for space station assembly only work with earlier versions of Orbiter, or they aren't compatible with 2010 P1 or certain 2010 P1 add-ons.

Also, I'm looking for guides/tutorials/video clips/etc of just how to go about building your own space station in 'real-time' using Orbiter 2010 P1. The only tutorial I've been able to find is for Orbiter 2006 using some specific add-ons that do not work with 2010 P1 or how-tos for building a space station and then installing it into Orbiter as an add-on.

I want to build a space station using the simulator.

If it makes any difference, I am doing this on a Windows 7 computer with 4 CPUS, 8 Gb of RAM, and a <1 year old video card. It should be able to handle just about anything, but note I have NOT installed any of the advanced Direct3D drivers.
 
I'm building a set of missions for a station building project of my own at the moment. The modules being used are;
Kulch's Mir 2 as the core module (and his URMS attached later) and Solaris to be added later
Well's Atremis/Themis and PMA
Mustard's Pulsar v2 and Comet
Momo's Quest airlock
Hlynkacg's Transhab (two of these)
RiverCrab's MAL
Poscik's CMG (will need some dependencies, mainly the Z1 truss ass'y)
Donamy's Cupola

Mir2 functions as the "core" module, an Artemis with PMA is added to give some distance for the visiting vessel (acts as a vestibule). Another artemis is added for additional laboratory space with the Pulsar on the end adds an additional science platform.
To complete the station there are two transhabs for crew/lab space, and the MAL serves up even more science. To alleviate power concerns, Kulch's Solaris module (comes with the Mir2 package) is added. More closet space is added by the Comet.
And that airlock comes in handy for those EVA needs (and photo opportunities).

Here she is completed, I'm only on build mission 3 at the moment, so what I've got currently looks nothing like this, but it's getting there...

Station3.jpg


I'm using the shuttle, in concert with Buran and Eridanus, for construction. With Donamy's Jason LEO and the FOI teams Antaries for crew and cargo delivery. My mission list finishes construction with 15 flights.

You would be able to the same tasking with fewer flights because of the XR-5 lifting ability (she'll carry a lot!).

Keep in mind that many station modules were written/released when Orbiter '06 was the gold standard; and just because it's listed to be for Orbiter 060929 doesn't mean that it won't work with Orbiter '10. Many work just fine...

Full manifest...
1 Mir2 core Energia
2 Artemis with PMA-1 (Vestibule) Shuttle
3 Artemis with PMA-2 (Node-A) Energia/Buran
4 Expedition 1 Antaries (dock to PMA-2)
5 Z1 Truss with CMG Shuttle
6 Cupola Eridanus
7 Transhab-1 (TBA maybe Energia-M)
8 Quest airlock Shuttle
9 Solaris power block Energia
10 Expedition 2 Antaries
11 Pulsar Energia/Buran
12 MAL Shuttle
13 Transhab-2 (TBA still)
14 Comet Shuttle
15 Expedition 3 Jason
 
I guess the biggest problem is...

How to get all these lovely space station components into the X5's cargo bay and then after arrival at the construction site, get them out of the bay and docked together into a single entity.

Any suggestions?
 
As far as getting them into an XR-5 cargo bay, that can be done with a simple edit to their .cfg file. I'd have to look up exactly how, but there is a tutorial available on the 'Hangar that explains it perfectly.

Getting them out of the bay is easy too, add Yuri's Universal RMS to the XR-5.

As far as getting the modules together as a "single" unit, out of the box it isn't possible. But, there may be a way to do so using Interplanetary Modular Spacecraft. http://www.orbiter-forum.com/showthread.php?t=28837&highlight=IMS

What it would require is some work to each modules config file so that it would interact with the IMS "command" vessel. I'd recommend you play around with IMS using the Greg Burch building blocks and see what it's capable of.

That said, have you seen Thorton's ISS? Or Donamy's ISS A-Z? They look (and act) fantastic, but each module is separate. It's a small inconvenience, but never a show-stopper.
 
each module is separate. It's a small inconvenience, but never a show-stopper.

I've never even found it an inconvenience because I have a habit of moving things around on my spacestation to allow for changes/other modules or because I broke something. :lol:
 
How to get all these lovely space station components into the X5's cargo bay and then after arrival at the construction site, get them out of the bay and docked together into a single entity.

Any suggestions?

You might give a try to [ame="http://www.orbithangar.com/searchid.php?ID=3262"]Universal Cargo Deck, release 4[/ame] and [ame="http://www.orbithangar.com/searchid.php?ID=3312"]Universal Cargo Deck carrier for the XR5[/ame]

TCR Phase 6-00g.JPG

As PhantomCruiser pointed out, there is also [ame="http://www.orbithangar.com/searchid.php?ID=3373"]Universal Remote Manipulator System, release 3[/ame].
 
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Ha-HA! (using best Claptrap voice)

[ame="http://www.orbithangar.com/searchid.php?ID=3853"]Tutorial: Configuring Payloads for XR Vessels[/ame]

I found it!
 
Tutorials!

Now we're getting somewhere. :)

Another issue now....

Some of the modules (like the Direct3D 11 add on) only claim to work with the BETA version of the next release of Orbiter.... some modules (SpaceCraft3) only claim to work with Orbiter 2006. I don't want to install SVN (I have enough fun with it at work) and 2010 P1 is the current release version...

Need some better advice on some of these things. Maybe someone could create a huge matrix showing add-ons on the side and versions across the top with a flag showing GREEN if 100% compatible, YELLOW if kinda compatible, use at your own risk, and RED it won't work no matter what you do with that version of Orbiter.

Anyone know if someone has already put together such a matrix?
 
I'm using a BETA of orbiter (2010 P2) and Spacecraft3 works fine as long as the [ame="http://www.orbithangar.com/searchid.php?ID=4661"]stage.dll patch[/ame]. Unfortunately there isn't a matrix of what works with what but it's not a bad idea... maybe something on the wiki?
 
Second the wiki idea for add-ons X orbiter versions.
But what add-ons to include?

Can't OH output this? Is there any way to externally query the database? If so, it could be programed to output the matrix....
 
...Some of the modules (like the Direct3D 11 add on) only claim to work with the BETA version of the next release of Orbiter.... some modules (SpaceCraft3) only claim to work with Orbiter 2006. I don't want to install SVN (I have enough fun with it at work) and 2010 P1 is the current release version...

Perhaps the DXD11 only works with the beta, but DXD9 works fine with Orbiter 2010 (P1). http://www.orbiter-forum.com/showthread.php?t=18431
Not only that, but with a single mouse click it will create the symbolic links for you, allowing sound, SC3 and multistage to operate fine.

There is also a list that has add-ons that have been verified for use with Orbiter 2010... http://www.orbiter-forum.com/showthread.php?t=16177
 
Ok. Update for all who are following this thread. I've installed SSBB 4.0 and 4.1 plus the X5 Payload add on and woo hoo it all seems to work in Orbiter 2010 P1. I understand how to put the modules into the X5 while it is sitting on the ground. Is there any tutorials on how to use the Universal RMS to manipulate modules and dock them together? I have discovered that somewhere along the way the Dragonfly has become broken. 2 components of it no longer work (probably due to an add on). Anyway, I can't use the Dragonfly to dock pieces parts together.

So I guess I'm looking for 1 of 2 things:
1) Tutorials on how to use the Universal RMS
2) Replacement space tug for the broken Dragonfly

Any suggestions?
 
URMS is pretty intuitive to use. Select it using [F3] and if you are using the external view you will see it on the screen (if in the cockpit view, I think you'll see a view along the arm, with a graphic overlay using the default client that won't be there in D3D9).
From there press [Ctrl]+[SpaceBar] and the dialog box will appear.

[ame="http://www.orbithangar.com/searchid.php?ID=1292"]Space Tugs, release 4[/ame] Kulch's Tranzit space tug works pretty well.
 
Problem is Space Tugs, release 4 is only for Orbiter 2006... and/or it requires additional add-ons that don't work with Orbiter 2010 P1..... so unless there's a Release 5 for Orbiter 2010, I guess I'm stuck without a tug...
 
Space tugs work fine in Orbiter 2010, as do all of Kulch's work. The proof is in the earlier screenshot. The tag at the 'hangar just hasn't been updated to reflect that it works with both versions.

From my earlier post... "Keep in mind that many station modules were written/released when Orbiter '06 was the gold standard; and just because it's listed to be for Orbiter 060929 doesn't mean that it won't work with Orbiter '10. Many work just fine."

Space Tankers is a pretty good thing to have as well, and the Albatross even works with AutoFCS.

Do you have any screen shots of your station in progress yet?? Screenshot are always welcome here.
(and here too http://www.orbiter-forum.com/showthread.php?t=20)
 
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Ok, I've been able to get one of the tugs from the references tug add on to dock with my Arrow.. next stop.. trying to get the Universal Remote Manipulator System installed on my X5 so I can grab stuff and hold it steady while my tug docks with it....
 
Ok, I've figured out how to use the URMS and I've attached one to my X5 (may need a 2nd one in the rear of the cargo bay..). I've got a new question however:

What's the step by step process one should use to release a module from the cargo bay, snag it with the URMS, and then dock it to the docking port on the X5. Something like this:

1. Position the URMS just above the module.
2. Goto the X5 cargo bay and ungrapple the module.
3. Quickly go to the URMS (using F3) and perform a 'grapple nearest object'.
4. Hope that it grabs the module before it gets too far away.
5. Position the module using the URMS so that it's right above the docking port on the X5.
6. ???? (How do I dock the module????)

Any solution must work in Orbiter 2010 P1 and that includes any additional add-ons that required for the solution to work.

Step 6 above is the one I'm having problems with... unless I've messed up steps 1-5 already. Once I get the first module attached to the docking port, how do I dock the 2nd one to the first one? As the 2nd one won't have any propulsion, I can't free-fly it into the 1st one, and as my space station gets larger, having it 'dock' with the free-flying, unpowered module isn't going to work either. Is there a 'dock' button that I'm missing somewhere in the SSBB documentation? Or 'attach' key?

I hope.

Any suggestions would be appreciated.

Thanks!
 
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You should be able to use the URMS and grab the cargo right out of the bay, no need to go back to the XR-5 to jettison the module.

At the bottom of the dialog box for the URMS there should be some text that memtions how close you are to the nearest object (and if you can grapple it or not). I don't remember right off hand what the distance criteria is, sorry. But if you are using it with the in-line graphics client you can select the [Highlight nearest object] box. This will cause the nearest object to flash red, and it'll change to green when you are close enough to grapple. This doesn't work with the D3D9 though, it'd be neat if it did, but it isn't a show stopper.

As for getting it to dock with the XR-5, just position the module right above with the URMS and tweak the position until you are satified that it's lined up. Then release the payload, if your calibrated eye is correct, it'll snap into position and you'll be docked.

Here something else. While the URMS dialog box is active, you can select something else (XR-5, the module being moved, whatever) and the dialog box will still be there allowing you to control the RMS.

You can also change the size of the URMS to make it bigger or smaller, it's in the scenario editor dialog box. If you've got one that spans the length of the XR-5 cargo bay, you've got a very big RMS.
 
Hmm. Well, I am using the D3D9 client due to some other add-ons needing it and the documentation that comes with the URMS specifically states that you cannot grapple things that are docked with another ship. I assume this means grappled things in the cargo bay as well as things docked to a docking port.

I'll give it a whirl tonight and see how it goes.

Thanks!
 
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