OHM XR Facility

OrbitHangar

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Author: pennyblack

This is a Beta release of the XR Facility and is a work in progress.

This Facility is an advanced hanger and cargo system used for the loading
and unloading of vessels within Martin Schweiger's Orbiter.

Installation of the Facility, it's operations as well as addon requirements are detailed in the manual found in your Orbiter\add-on-docs called XR Facility Manual.

3D art and concepts by PennyBlack and C++ Programing by Russ Hicks

UPDATE NOTICE...
 
Removed unused textures.
Editted materials on doors.
Created new Scenario files.
 
Simply overwrite existing files during installation.

Some scenarios will require the Cargo Pack found here



DOWNLOAD
 
Awesome addition to XR fleet. congratulations guys.

Picture
 
Very cool! I love how it's a vessel with a functioning crane and doors, not to mention the new payloads!
 
Looks great! :thumbup:
 
wow cool! can't wait to try this. I'm going to try to find a place for it near my Wideawake runway. :tiphat:
 
I'm going to try to find a place for it near my Wideawake runway. :tiphat:

Just make sure that you keep the co-ordinates of the surface base and vessel the same, incase your unaware they are seperate componants...

In your Orbiter\Config\Earth\Base\XR_Facility.cfg
BASE-V2.0
Name = XR_FacilityH
Location = -80.7104807 28.6304492
Size = 100
MapObjectsToSphere = TRUE

Location in the config file must match the location of the vessel in your custom scenario file...

BEGIN_SHIPS
XR_Hanger_001:XR_Facility
STATUS Landed Earth
POS -80.7104807 28.6304492
HEADING 60.00
AFCMODE 7

You can remove the taxiway by deleteing this section from the above configuation file if you want it to snuggle up to another taxiway without overlap.

MESH
FILE XR_Facility\XR_Taxiway
POS 0 0 0
ROT 30
SCALE 1 1 1
OWNMATERIAL
UNDERSHADOWS
END

Just in case you require the info. :)

(I'll have to add this to the manual update.)
 
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Just make sure that you keep the co-ordinates of the surface base and vessel the same, incase your unaware they are seperate componants...

In your Orbiter\Config\Earth\Base\XR_Facility.cfg
BASE-V2.0
Name = XR_FacilityH
Location = -80.7104807 28.6304492
Size = 100
MapObjectsToSphere = TRUE

Location in the config file must match the location of the vessel in your custom scenario file...

BEGIN_SHIPS
XR_Hanger_001:XR_Facility
STATUS Landed Earth
POS -80.7104807 28.6304492
HEADING 60.00
AFCMODE 7

You can remove the taxiway by deleteing this section from the above configuation file if you want it to snuggle up to another taxiway without overlap.

MESH
FILE XR_Facility\XR_Taxiway
POS 0 0 0
ROT 30
SCALE 1 1 1
OWNMATERIAL
UNDERSHADOWS
END

Just in case you require the info. :)

(I'll have to add this to the manual update.)
Wiil the crane work when you move the base to another location?
 
Can the crane only grapple those specific cargoes? I tried it with an XR5 UCGO container and the crane wouldn't detect it as a cargo.
 
Can the crane only grapple those specific cargoes? I tried it with an XR5 UCGO container and the crane wouldn't detect it as a cargo.

The crane only works with the cargo that shipped with it.

We are not compatible with UCGO, out of respect to Dan and his size restriction.

So I can't use Dan's nice sdk to code with and I am at the edge of my skill set with just getting the crane to do what it does.

I hope this helps people understand why we are not compatible with UCGO.

Thanks
 
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The crane only works with the cargo that shipped with it.

We are not compatible with UCGO, out of respect to Dan and his size restriction.

So I can't use Dan's nice sdk to code with and I am at the edge of my skill set with just getting the crane to do what it does.

I hope this helps people understand why we are not compatible with UCGO.

Thanks

Well the XR5 container is not UCGO itself, just a platform for carrying them. Do you know what the attachment id for the crane is?
 
what about somebody make an addon for this addon which adds a specific UCGO crane so that we can load up UCGO cargos? (yeah I know we're going to get another 'yo dawg' here :P )
 
How about just making the XR5 UCGO cargo container a smart container,with the permisson of the author of course.:)
 
Well the XR5 container is not UCGO itself, just a platform for carrying them. Do you know what the attachment id for the crane is?

what about somebody make an addon for this addon which adds a specific UCGO crane so that we can load up UCGO cargos? (yeah I know we're going to get another 'yo dawg' here :P )

At some point the crane will be UCGO compatible. We are at some point going to open up the SCC code so developers can make their own cagro add ons. The issue is we needed to get into beta to test what we have done so far. The SCC is still in development as well as the crane. I don't want to open up the SCC code because I am not done with the crane and I don't know how much is going to change.

Here is our dream. lol

This is all going to lead into being able to build things in space and at land bases. The SCC will help supply the goods needed to do this. We may have space ports that manage cargo with a data base. So there is a lot to be developed and cargo management I feel is the core to all this.

---------- Post added at 03:55 PM ---------- Previous post was at 01:52 PM ----------

Wiil the crane work when you move the base to another location?

Not only will it work, but you can have more then one crane.
 
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Hello,I found a bug, sometimes the elevation numbers in the cranes readout changes drastically ,after picking up a container.
 
Great job..Too bad its a heavy with my system..Framerate drops Dramaticly..Definetly needs good graphics card..:tiphat:
Can u tell me how I can Retain the base for scenery and remove everything else..Looks awesome..!!
 
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