Question SSBB assembly questions

Dantassii

HUMONGOUS IMS shipbuilder
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I've started construction of a space station using the SSBB 4.1 modules, a couple of XR5's, and a URMS. I've discovered that I have a few questions:

Q1) How do you undock SSBB modules from each other if you dock them in the wrong spot? Do you have to use the Scenerio editor?

Q2) The animations don't seem to be working 100%. Animations fired off by a letter seem to work, but the <Left Space> # commanded animations appear to be ignored. I'm running Orbiter 2010 P1 on Windows 7 with the Dx9 client if that makes any difference. Any ideas on how to get these to work?

Q3) In SSBB 4.0 there appears to be a nuclear reactor animated module, but in the examples that came with SSBB 4.1 and the X5 add-on it seems to be missing. Was it removed?

Q4) Are there any known problems with putting an SSBB module in a corner where it would be expected to dock with 2 modules at the same time? Will it dock with both? Just one? Which one?
 
Q1) How do you undock SSBB modules from each other if you dock them in the wrong spot? Do you have to use the Scenerio editor?
You can change focus to one of the docked modules, and undock the desired port. Beware of what this may do to your MFDs, though.
Q2) The animations don't seem to be working 100%. Animations fired off by a letter seem to work, but the <Left Space> # commanded animations appear to be ignored. I'm running Orbiter 2010 P1 on Windows 7 with the Dx9 client if that makes any difference. Any ideas on how to get these to work?
Make sure that it's LShift + numpad numbers. Even then, it can be finicky, at least on my machine. A few tries usually is successful.
Q3) In SSBB 4.0 there appears to be a nuclear reactor animated module, but in the examples that came with SSBB 4.1 and the X5 add-on it seems to be missing. Was it removed?
It may just not have been used in the examples. I cannot test this at the moment, lacking an SSBB installation.
Q4) Are there any known problems with putting an SSBB module in a corner where it would be expected to dock with 2 modules at the same time? Will it dock with both? Just one? Which one?
There are no problems. It should dock with both modules in most circumstances.
 
There are no problems. It should dock with both modules in most circumstances.

I was under the impression it would only dock with one, as Orbiter's superstructures are arranged as trees.
 
I just tried to add the nuke reactor from the SSBB 4.0 lunar station to the XR5 Animated components mission and the XR5 totally ignores it... even if it's the only thing to load it behaves as if it isn't even there. Obviously there's something wrong, but I have no clue where the problem is.

Any ideas?
 
You may need to take a look at the config file. [ame="http://www.orbithangar.com/searchid.php?ID=3853"]Tutorial: Configuring Payloads for XR Vessels[/ame]

The reactor may have just been overlooked as far as a modified .cfg file maybe?
 
Well, it's definitely a Spacecraft3 type module. I'll double check the file based on the stuff in the tutorial. My printer has just given up the ghost, so I can't print out the Tutorial... :( Figures, I'd buy 3 new ink containers and the printer dies on me...
 
Update on my space station building situation.

I figured out what needed to be done to the Nuclear Generator from SSBB 4.0 to get it to dock with an X5. Woo hoo! It was all in the documentation... just had to find WHICH documentation. I had to create a couple of INI files for the 2 reactors I wanted to use and create a config file for the reactor (it was missing) and BINGO, I got 2 reactors into the bay of my X5.

New questions:
Q5) Once a station is built, anyone have any good ways for keeping it in orbit? The moon is a relatively unstable environment over time so being able to do minor orbital maneuvering and orientation changes is a plus. Even my X5 is having problems with keeping the whole stack pointing in the direction I want it and forget about raising the orbit. I need something with efficient main thrusters and significant attitude control thrusters. And any MFDs useful for space station orbit maintenance would be appreciated as well.
 
I realise I might be a bit late with the suggestion here, but have you taken a look at the CMG? http://www.orbithangar.com/search_quick.php?text=cmg
There's a list of dependencies required, but the gyro will keep the station oriented as you please, then you can just use a visiting vehicle to adjust you altituse as you need it.

With just a little bit of study, you could tweak a modules .cfg file to add a docking port for the gyro, then you'd not need the Z1 mesh.
 
2nd to PhantomCruiser. Really for anyone looking to build their own custom space station, seriously needs to consider adding the CMG to their manifest. I find it essential to keeping the station under attitude control. And when the station is under attitude control you will find things are made considerable easier. Docking for one, but also like PC said, altitude boosts. And it is rock solid, no RCS firing with APs getting lost aimlessly, no jittering, the station is just locked in and you can plan your approach and all terminal operations accordingly.
 
I'm looking over CMG 2.0 but it has a bunch of required add-ons that I don't have yet... including 1 that doesn't seem to exist any more.... Are all of those scenerio add-ons really needed?

------------- update --------------
I downloaded CMG 2.0 and all the required downloads... then all the required downloads for those.. and then all the required downloads for those.. something like 9 different downloads (not including 3 I couldn't find). I installed them all, then went into my station and included a CMG on it... docked it to my station... and then... nuttin.... Guess I forgot something because it won't incorporate into my station and I can't get anything to show up in the MDF.
 
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I'm not entirely sure what the "bare minimum" needed for the CMG to work is, but I can attest, that on one of my installations I only have the ISS 3.2, ISS a-z and the CMG.

Select it (CMG) using scenario editor, and you should see a graphic overlay with the commands listed. I think the [3] key (not the numpad [3] but the actual [3] key switches the CMG from free-flight to active mode.

I'll mess around with it here soon to be sure...

And we're back. Confirmed. The [3] key actuates the gyro on/off.
 
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I am pretty sure you dont need 9 different addons for CMG 2.0 to work, as that is also the one I use. I did stick it in the Z1 and the Z1 on a truss for my station, but I suppose you dont need to do that if you don't want. But whatever it takes, it is worth it, trust me.

It has inertial hold (though that mode is buggy, it is remembered on loading a saved scenario,), it has LVLH which is essential for docking imo (which is not buggy, leave it in LVLH and it will stay there across sessions), you can set for free drift, you can dictate the rate of change, the exact attitude for LVLH, and it holds the attitude rock solid. The old CMG for ISS 3.2 would jitter, which can get real annoying real quick when docking when all your MFDs are jittering around. Also the jittering was severe enough to be visible. CMG 2.0 has none of that.
 
Is there a user manual for it? I mean all the commands and what they do and what all the acronyms (LVLH????) mean? :)

I was able to add it too my space station using the scenario editor.. but I couldn't figure out:
1) how to turn it on
2) how to use it once it was turned on

It doesn't appear to be IMS compatible as I can't integrate it, but that's not surprising.

I will give it another try and see if I can figure out by trial and error how to get it to work. Right now, after 9 assembly mission, my space station is still 'small' enough that my XR5 can point it in the right direction. I usually leave it in posigrade direction before undocking and it seems to turn a bit in free-flight, but it's never rotating fast enough that I can't dock with it a few hours later (round trip from station to Brighton Beach back to station is still under 12 hours and that is a landing after < 1 orbit from undocking and immediate take off after loading).

---------------- Update -------------------
I gave it another try and bingo! figured it out. Problem is my graphics resolution is odd and the HUD gets cropped off on the right side, a problem noted by several others in the add-on's main thread.

Onward to building my station.....
 
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I dunno about IMS. It is not D3D9 compatible therefor I refuse to use it.

As for the commands, I could have sworn I had them in a .txt file somewhere yet I cannot for the life of me find it atm. If I do I will let you know. 3 is LVLH, G is INTRL iirc. then it is like, ctrl+1,2,3 I think to open the dialog boxes to enter the degrees for roll, pitch, and yaw.

btw, LVLH is local vertical local horizon. What it does is hold your station at an attitude relative to the Earth. It is important for terminal operations. When I used the term 'Inertial', I mean that it will hold the attitude so the stars remained fixed, thus you will get the sensation that the station is tumbling head over heels as it orbits the earth. Useful attitude-mode for periods of station construction.
 
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