OHM AA-Missile 0.98

Topper

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Downloading now. The log complained in 0.97 about Left.dds, Right.dds and Body.dds. I hope it's been fixed as well.

EDIT: ouch. The size precludes me from d/loading it right away. Could you also reduce the size by excluding debug and non-essential files (*.pdb, *.ncb, *.suo at least)? TIA

done...
 

Jason_25

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Great job on .971. It works for me now.

The attachment config file seems to be case sensitive though.

I even fired 2 missiles and the first one hit and the second automatically chose a new target.

I am attaching a working missile attachment file for the XR-2 and default Space Shuttle. Please rename extension to .cfg.
 

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  • MissileAttachment.txt
    1.7 KB · Views: 31

Carmen A

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Does the missile automatically 'kill' the target upon a single hit?

I'll need a "dummy practise" mode or directions on how to reduce/disable the kill chance :3
 

Wishbone

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There is no Textures folder in the archive. Which is not something to fret about - think everybody has done the same.
 

Jason_25

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Just tried this on a clean Orbiter install and I cannot reproduce the crash.

It will crash with custom missile attachments if you don't edit the config file right. This seems to be because the missile detects a collision with the carrying aircraft.

I do get the errors in the log file but it works correctly nonetheless.
 

Carmen A

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If it requires editing and will not work out of the box then I will not use the addon or recommend it to others until said issues are fixed, period.
 

Topper

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I've also tested it on a clean installation.
I've got the texture errors and a warning because of the function "oapiRegisterMFDMode".
(I will replace this by one of the next updates), but no CTD so i can't debug the bug...

Can someone with a CTD try to add the missile dircetly to the scn file?
You can just paste this in your scn file:

Hunt-AA-Missile-1:AAMissile
STATUS Orbiting Earth
RPOS 3648651.32 4490636.78 -2670968.80
RVEL 484.895 -283.947 389.198
AROT -58.52 -41.14 54.49
VROT 0.12 0.16 0.00
AFCMODE 7
PRPLEVEL 0:1.000000
NAVFREQ 0 0
END

it is intersting to now, if you get a CTD by loading the vessel or if the function to create missiles has a bug.

I've attached the code to create the missiles, if somone can see the bug...
But think the code is ok, beacause on some installations it's working.
For more details, the sdk's are included at the orbit hangar release package.

Code:
void AAMissileMFD::LoadPayload()
{
	OBJHANDLE hAimVessel;
	VESSEL *FocusedVessel=oapiGetFocusInterface(); //oapiGetFocusInterface();
	ATTACHMENTHANDLE AtF151A;
	ATTACHMENTHANDLE AtAim;
	ATTACHMENTCONFIG *ATT_CFG;

	omParser myparser;
	if (FocusedVessel->GetClassName()!=NULL)
	{
		MissileCount = myparser.ReadParamStruct(FocusedVessel->GetClassName());
		ATT_CFG = myparser.getParamStruct();
	}
	else return;

	if (MissileCount == 0) return;
	VECTOR3 m1offset[MAXMISSILES];
	const VECTOR3 Keiner = {0,0,1};
	const VECTOR3 ReleaseDir = {0,1,0};
	VESSEL *AimVessel;
	VESSELSTATUS VS;
	FocusedVessel->GetStatus(VS);
	if (FocusedVessel->GetClassName() == NULL) return;
	if (strcmp(FocusedVessel->GetClassName(),"AAMissile")== 0) return;

	//Creating missile vessels with it's names, attachmend points and attach the missile to this points
	for (int lauf = 0; lauf != MissileCount; lauf++)
	{
		m1offset[lauf].x = ATT_CFG[lauf].x;
		m1offset[lauf].y = ATT_CFG[lauf].y;
		m1offset[lauf].z = ATT_CFG[lauf].z;
		char MissileName[64];
		char* CarrierStr = FocusedVessel->GetName();
		char Strnumber[64];
		sprintf(Strnumber,"%i",lauf+1);
		strcpy(MissileName,CarrierStr);
		strcat(MissileName,"-AA-Missile-");
		strcat(MissileName,Strnumber);
		if (oapiGetObjectByName(MissileName) == NULL) //Create missile only if the name not exist
		{
			hAimVessel = oapiCreateVessel(MissileName,"AAMissile", VS);
			AimVessel = oapiGetVesselInterface(hAimVessel);
			AtF151A = FocusedVessel->CreateAttachment(false,m1offset[lauf],ReleaseDir,Keiner,"A",true);
			AtAim = AimVessel->CreateAttachment(true,Keiner,ReleaseDir,Keiner,"A",true);
			AimVessel->SetThrusterGroupLevel(THGROUP_MAIN,0);	
			FocusedVessel->AttachChild(hAimVessel,AtF151A,AtAim);
		}
	}
}
 
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Jason_25

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Sorry to be so unspecific in my last post.

The default scenarios work almost perfectly for me. The only crashing that I can get with the current version is when the config file is setup incorrectly for the spacecraft I am trying to use.

To be even more clear I have no problems myself I am just trying to help others.
 

n72.75

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I get a CTD when I press 'L'
 

ZombiezuRFER

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Every time I try to load the missiles I get CTD'd. I also cannot select a target with the module on o_O
EDIT:
Turned off everything, even orbiter sound, and the loading CTD still happens. I can occasionally target it seems, but infrequently, and it only seems to happen with this module.
 
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Topper

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Every time I try to load the missiles I get CTD'd. I also cannot select a target with the module on o_O
EDIT:
Turned off everything, even orbiter sound, and the loading CTD still happens. I can occasionally target it seems, but infrequently, and it only seems to happen with this module.

I'ts true you can only select a target if a missile is attached ;-)

I was able to reproduce the CTD with version 0.96, but i'm not able to repudce it with the current version (9.71) here:
[ame="http://www.orbithangar.com/searchid.php?ID=3324"]AA-Missile 0.971[/ame]

Don't forget to overwrite all existing files please.

[EDIT]
to stay on the topic here, i've open a new thread to find the bug, so please don't report more about the bug here in the comment thread.
The link to the "Debug Thread" is here:
http://www.orbiter-forum.com/showthread.php?t=20586
 
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ZombiezuRFER

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Now the bugs were fixed and I can fire. Excellent work man! Absolutely brilliant! OMP will be far more fun now :D
 

Spacethingy

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New version works A-OK! :thumbup:

Good bug-hunting Topper......

After all that, do the missiles delete the vessel on impact? I don't think they do, but then my launching skills are... err... shall we say a little eratic... :lol:

Missile trails are cool. It's actually one of my fave things about Orbiter, its smoke effects, and this addon makes good use of it.
 

Carmen A

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Excellent news! Just back from a starfleet command mission in OMP and next in line shall of course be, Top Gun over Ascension v2.0. With missiles of course :3
 

Carmen A

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For multiplayer compatability a "Simulated weapons" mode is needed, that fires missiles that track but don't destroy/delete the target. cos if you tried to delete someone, you CTD!

Besides, having a Red Flag mode for simulated ACM is perfectly adequate, orbiter is not an online combat sim !
 

colligpip

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Just wanted to say I love this addon.. I don't suppose we could have a space version as well? I know Orbiter is not a combat simulator blah blah but it would be great fun. Also instead of deleting the craft that gets hit could you not delete fuel instead to give us a chance to bail out:) Also any chance of counter measures etc. Keep up the good work thanks
 
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