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Arrow LER2016
by OrbitHangar 06-27-2018, 10:09 AM


Author: gattispilot

LER for 2016.  So now explore the Lunar Surface

 

updated crab steering and slowed the straighten wheels.  Changed view key from G to V



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Old 07-05-2018, 10:24 AM   #2
gattispilot
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Updated the LER. Fixed the crab steering and changed the view key to V rather than G
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Old 07-12-2018, 10:47 AM   #3
gattispilot
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I wonder if I should raise the touchdown points so it appears to be above the surface rather than in it?
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Old 07-12-2018, 01:57 PM   #4
4throck
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Is that my Altair ? Strange to see the 4 pads sinking on level ground.
The LER seems to skink by the same amount...

Can you check that

the default inline graphics gives the same result?
your terrain interpolation settings
are you placing vessels by scenario with ALT values ?
moving to another place gives the same results ?
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Old 07-14-2018, 02:07 PM   #5
emin2004
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msl rover bodies disappear fix it for me and upload it to orbithanger?

it would be grateful if you do this
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Old 07-16-2018, 01:37 PM   #6
gattispilot
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Quote:
Originally Posted by emin2004 View Post
 msl rover bodies disappear fix it for me and upload it to orbithanger?

it would be grateful if you do this

What?


So I am confused.


Here is the same scn but run in d3d9. Notice how the wheels are good.

my d3d9

I think this is for the beta orbiter?


So how can I tell if I have the high res or default low res terrain?
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Old 07-18-2018, 12:06 PM   #7
gattispilot
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So by using hi res texture and d3d9 you get this:

Low res you get the ler lower in the ground.
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Old 07-23-2018, 10:48 AM   #8
gattispilot
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So in d3d9 using hi res
you get this:


but in nond3d9 hi res:



Not sure if I should make a not d3d9 version and raise the touchdown point?
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Old 07-23-2018, 04:02 PM   #9
jacquesmomo
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Just for info, me also I had some problem with shadows in kourou-ELS area :
- without D3D9 no problem, the shadows are on the ground.
- with D3D9 the shadows are... too high!... (they are 1 to 2 meters above the ground...)

I do not know why....
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Old 07-23-2018, 04:15 PM   #10
Interceptor
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Quote:
Originally Posted by jacquesmomo View Post
 Just for info, me also I had some problem with shadows in kourou-ELS area :
- without D3D9 no problem, the shadows are on the ground.
- with D3D9 the shadows are... too high!... (they are 1 to 2 meters above the ground...)

I do not know why....
Post the problems in the D3d9 thread,so they can be made aware,and hopefully fix the problems.
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Old 05-12-2019, 01:14 AM   #11
gattispilot
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So I am trying to make an eva guy for the LER. I am using a lot of GV code and the ler.
trying to duplicate the way UMMu moved
So I can move forward and backwards, left and right.
But I can only rotate direction aka heading only when not moving.

Code:
void eva2016::MoveAround(){
	memset(&vs2, 0, sizeof(vs2));
	vs2.version = 2;
	GetStatusEx(&vs2);
	
	if (leftmove == 0)TURN_proc = 0;
	if (rightmove == 0)TURN_proc = 0;
	if (leftmove == 1)TURN_proc = .25;
	if (rightmove == 1)TURN_proc = .75;
	double sinTurn = sin(2 * PI * TURN_proc);
	double cosTurn = cos(2 * PI * TURN_proc);
	//change heading
	sprintf(oapiDebugString(), "hdchange %6.6f surfhd %2.2f rudderchange %d  ", d_hdg, vs2.surf_hdg, i3);

	if (i3 < 0){//LEFT TURN
		d_hdg = d_hdg + .00001;//rate of steering change of heading
		vs2.surf_hdg -= d_hdg;
		//sprintf(oapiDebugString(), "turn %d  SURFHDG %2.2f", i3,  vs2.surf_hdg);

	}
	if (i3 > 0){//RIGHT TURN

		d_hdg = d_hdg + .00001;//rate of steering change of heading
		vs2.surf_hdg += d_hdg;
		//sprintf(oapiDebugString(), "turn %d SURFHDG %2.2f", i3,  vs2.surf_hdg);
		if (vs2.surf_hdg>2 * PI){ vs2.surf_hdg -= 2 * PI; }
	}
	if (i3 == 0){// no change of heading
		d_hdg = 0;
	}

		
		if (FORWARDgear == 1)//MOVING FORWARD
		{
			if (i3 < 0){//LEFT TURN
				d_hdg = d_hdg + .00001;//rate of steering change of heading
				vs2.surf_hdg -= d_hdg;
				//sprintf(oapiDebugString(), "turn %d  SURFHDG %2.2f", i3,  vs2.surf_hdg);

			}
			if (i3 > 0){//RIGHT TURN

				d_hdg = d_hdg + .00001;//rate of steering change of heading
				vs2.surf_hdg += d_hdg;
				//sprintf(oapiDebugString(), "turn %d SURFHDG %2.2f", i3,  vs2.surf_hdg);
				if (vs2.surf_hdg>2 * PI){ vs2.surf_hdg -= 2 * PI; }
			}
			if (i3 == 0){// no change of heading
				d_hdg = 0;
			}
			
			
			
			
			
			
			sprintf(oapiDebugString(), "hdchange1 %6.6f surfhd %2.2f rudderchange %d  ", d_hdg, vs2.surf_hdg, i3);
			//sprintf(oapiDebugString(), "roll %6.6f pitchs %2.2f pitchs %d  ", d_hdg, vs2.surf_hdg,i3);
		if (TURN_proc == 0){//wheels are straight so move with heading
			d_lat = (targetSpeed*oapiGetSimStep()*cos(vs2.surf_hdg) / each_deg);
			d_lng = (targetSpeed*oapiGetSimStep()*sin(vs2.surf_hdg) / each_deg);
		}
		else {//wheels are not straight so move no matter the heading
			d_lat = (targetSpeed*oapiGetSimStep()*(cosTurn) / each_deg);
			d_lng = (targetSpeed*oapiGetSimStep()*(sinTurn) / each_deg);
		}
		//sprintf(oapiDebugString(), "turn %2.2f cos %2.2f sin %2.2f lat %2.2f lng %2.2f", TURN_proc, cosTurn, sinTurn, d_lat, d_lng);

		vs2.surf_lat += d_lat*RAD;
		vs2.surf_lng += d_lng*RAD;

	}
		if (REVERSEgear == 1)
		{
			if (TURN_proc == 0){//wheels are straight so move with heading
			d_lat = (targetSpeed*oapiGetSimStep()*cos(vs2.surf_hdg) / each_deg);
			d_lng = (targetSpeed*oapiGetSimStep()*sin(vs2.surf_hdg) / each_deg);
		}
		else {//wheels are not straight so move no matter the heading
			d_lat = (targetSpeed*oapiGetSimStep()*(cosTurn*-1) / each_deg);
			d_lng = (targetSpeed*oapiGetSimStep()*(sinTurn*-1) / each_deg);
		}
		//sprintf(oapiDebugString(), "turn %2.2f cos %2.2f sin %2.2f lat %2.2f lng %2.2f", TURN_proc, cosTurn, sinTurn, d_lat, d_lng);

		vs2.surf_lat -= d_lat*RAD;
		vs2.surf_lng -= d_lng*RAD;

	}
//movesideways
	if ((leftmove == 1) || (rightmove == 1)){
		{
		
		d_lat = (targetSpeed*oapiGetSimStep()*cosTurn / each_deg);
		d_lng = (targetSpeed*oapiGetSimStep()*sinTurn / each_deg);
	}

	vs2.surf_lat -= d_lat*RAD;
	vs2.surf_lng -= d_lng*RAD;

}




		lng = vs2.surf_lng;
		lat = vs2.surf_lat;
		hdg = vs2.surf_hdg;
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