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How to manage "TouchdownPoints" in a cfg file with 2016 ? Issue Tools
issueid=1308 12-13-2016 01:28 PM
Addon Developer
How to manage "TouchdownPoints" in a cfg file with 2016 ?

Hello
First excuse me for my bad English, I hope you understand ...

I have problems with the new management of contact points in Orbiter 2016 .

Before we had just to declare in a config file a "plane" triangle as this :
TouchdownPoints = 0 -3 -10 -8 3 10 8 3 10

But I saw (in the SDK) that there are 2 other parameters to declare (fricton parameters )
And also a "plane" is not enough,we must have a volume (like a cube).
But with a config-file it is not possible...

And (of course) I don't know how to do a dll.

So, here is my question :
How can we make a vessel to move gently (and turn right or left) on the ground without slipping :
In fact my tests show me that it is impossible to turn or stop the vehicle : it slips like on ice !!!

And... of course with a "config file" not a dll file...

Thank you in advance for your answers if you have one.
Issue Details
Issue Type Feature
Project ORBITER: 2010-P1 and newer
Status Request
Priority 5 - Medium
Suggested Version Revision denoted in description
Implemented Version (none)
Votes for this feature 1
Votes against this feature 0
Assigned Users (none)
Tags (none)

12-16-2016 12:22 AM
Biblical Creationist
 
The config file is referenced by the DLL file in the "VESSEL2::clbkSetClassCaps(FILEHANDLE cfg)" function. You can put any data in the config file that you want so long as you have code in the clbkSetClassCaps() function to handle what you put in the config file. TouchdownPoints have been largely replaced with the TouchdownVertex.

As for getting the vehicle to move along the ground, the friction parameters need to be set to something other than 0.0. If I remember correctly, one of the parameters is for when the brakes are off while the other is for when the brakes are on. Increase these values until you're comfortable with how the vehicle handles.

You might also want to check out my Visual Studio template projects that I've put on OrbitHangar to help get you started with making DLLs for Orbiter. I've made sure that the code compiles without any modifications needed by the user.
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10-04-2017 05:06 PM
Enthusiast !
 
This also affects LUA based vessels (all orbiter script vessels in fact).

The only workaround I've found is NOT to define points.
That way Orbiter assumes some working defaults...
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