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Old 10-13-2016, 01:44 PM   #91
DaveS
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Quote:
Originally Posted by gattispilot View Post
 Still can't get it to compile.
So what I have done. I made a new folder in Orbiter2016orbitersdk/samples/crawler
Unzip the file. Move the mesh and textures to the correct folders. unzip the Libr
The libUltra sources goes into a folder above the Crawler sources. For now I recommend this folder layout:
-Orbitersdk
--libUltra
--Space Shuttle Ultra (Crawler_VC2010.sln goes here)
---Crawler (Crawler sources goes here)

---------- Post added at 03:44 PM ---------- Previous post was at 03:35 PM ----------

And OrbiterSound 4.0 is also required to compile the sources. I didn't include the actual sound files due to OS 4.0 not being fully compatible with Orbiter 2016.
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Old 10-13-2016, 04:42 PM   #92
Longjap
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So, got some spare time today. Finished the cubesat6U's for the EM1 scenario.
Including cubesat spring cannons inside ICPS. I always rotate the ICPS to make it look cool. Now you can set up cute little missions for the cute little cubesats while you wait to get to the moon. Like a NEA visit or something.
Planning to make a animated solar sail for it.



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Old 10-14-2016, 10:36 AM   #93
gattispilot
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Ok a couple of things. Images of my crawler in sc4 and dll. The axis are correct. Y up, z fore and aft.
dll

sc4


I raise my crawler to the surface.

Code:
DWORD ntdvtx = 4;
static TOUCHDOWNVTX tdvtx[4] = {
	{ _V(0, .001, 20), 1e5, 1e2, 0.5, 0.005 },
	{ _V(-15, .001, -20), 1e5, 1e2, 0.5, 0.005 },
	{ _V(15, .001, -20), 1e5, 1e2, 0.5, 0.005 },
	{ _V(0, 5, 0), 1e5, 1e2, 0.5 }// new point just to make a closed shape (more are not needed as the crawler is unlikely to get upside down)
};

Next trying to compile the ssu crawler.
This is how I have it set up as


Then I try to open the crawler2010.sln


---------- Post added 10-14-16 at 05:36 AM ---------- Previous post was 10-13-16 at 03:47 PM ----------

So I was able to attach the tower to my crawler.

A couple of issues. Not sure why when I added the tower from the scn editor and placed it with te crawler it placed it up above the ground.

Code:
BEGIN_SHIPS
slscrawler1:Spacecraft\Spacecraft
  STATUS Landed Earth
  POS -80.6041920 28.6035450
  HEADING 186.80
  ALT -0.177
  AROT -119.514 2.210 171.743
  AFCMODE 7
  NAVFREQ 0 0
  CONFIGURATION 1
  CURRENT_PAYLOAD 0
END
TOWER:SLSTOWER2
  ARM_STATUS 1.0000 0.0000 0.0000 1.0000 0.0000 0.0000 1.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 1.0000 0.0000
  ARM2_STATUS 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 0.0000 
  POST 0 
  STATUS Landed Earth
  POS -80.6041920 28.6035450
  HEADING 186.80
  ALT 164.506
  AROT -115.776 2.746 171.905
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
  XPDR 0
END



This is a sc4 version so there are limits. Like the moving attachment ( though a robitic arm might work). only 1 camera

Since my dll version doesn't put the crawler correctly
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Old 10-14-2016, 05:20 PM   #94
Donamy
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A moving attachment should work. And SC5 will have multiple robotic arms.
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Old 10-14-2016, 05:46 PM   #95
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sc5? Well I will see about adding the moving attachment. That fixes that but still multiple camera would be nice
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Old 10-14-2016, 07:56 PM   #96
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For gattispilot:

Are you concerned about SC3/4 doing the animations you want?

I did this in SC3 sometime ago, used Greg Burch's robot arm .ini as a template for starting. The Blue Streak rocket gets attached/detached several times and erected by the A-frame as a robotic arm.
If its a help, I'll dig out the .cfg and .ini files.

http://vid89.photobucket.com/albums/...pscd6ee18e.mp4

N.
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Old 10-14-2016, 08:02 PM   #97
Longjap
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Quote:
Originally Posted by Notebook View Post
 For gattispilot:

Are you concerned about SC3/4 doing the animations you want?

I did this in SC3 sometime ago, used Greg Burch's robot arm .ini as a template for starting. The Blue Streak rocket gets attached/detached several times and erected by the A-frame as a robotic arm.
If its a help, I'll dig out the .cfg and .ini files.

http://vid89.photobucket.com/albums/...pscd6ee18e.mp4

N.
You guys keep amazing me.
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Old 10-15-2016, 11:27 AM   #98
gattispilot
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Quote:
Originally Posted by Notebook View Post
 For gattispilot:

Are you concerned about SC3/4 doing the animations you want?

I did this in SC3 sometime ago, used Greg Burch's robot arm .ini as a template for starting. The Blue Streak rocket gets attached/detached several times and erected by the A-frame as a robotic arm.
If its a help, I'll dig out the .cfg and .ini files.

http://vid89.photobucket.com/albums/...pscd6ee18e.mp4

N.
No I can get the pad to elevate and grap the tower

---------- Post added 10-15-16 at 06:27 AM ---------- Previous post was 10-14-16 at 03:09 PM ----------

Ok this is what I have.
Code:
[PARENT_ATTACH_0]
NAME="crawlertop"
POS=(0,6.27,0)
DIR=(0,-1,0)
ROT=(0,0,-1)
LOOSE=0
RANGE=10.

[ROBOTIC_ARM]
JOINT_0_NAME="PADTOP"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
GRAP_SEQ=0
GRAP_ATTACH=0

[ANIM_SEQ_0]
INIT_POS=0.0
DURATION=90.

; PADTOP
[ANIM_COMP_0]
SEQ=0
RANGE=(0,1)
GROUPS=10
TYPE=TRANSLATE
SHIFT=(0,4,0)
I can press "space" and get the pad top to move and the attachment point moves also. BUT the direction and rotation change rather than just the position

Here it is at robotic arm at 0. The attachment values are all wrong

Last edited by gattispilot; 10-15-2016 at 01:34 PM.
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Old 10-15-2016, 12:00 PM   #99
Notebook
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Dredged out the F2 add-on I made using SC3, getting the usual "see log" messages. When I remember what's missing, I'll get into the syntax and see if I can help.

EDIT:

Had to print out Vinka's documentation, but got it all working.

This is the .ini file for the A-Frame, it attaches to the Handling Frame and rotates it to the vertical. Its the only RMS in the chain I think.

Quote:
[CONFIG]
MESHNAME="spacecraft\A_Frame"
SIZE=9.
EMPTY_MASS=1000
COG=0.18

[PARENT_ATTACH_0]
NAME="rms"
POS=(0, 2.65, 3.4)
DIR=(0, 0, -1)
ROT=(1,0, 0)
RANGE=3
LOOSE=1

[ROBOTIC_ARM]
JOINT_0_NAME="A_FramePitch"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
GRAP_SEQ=0
GRAP_ATTACH=0

; A_FramePitch
[ANIM_SEQ_0]
INIT_POS=0
DURATION=10

;A_FramePitch : This is the grapple point motion
[ANIM_COMP_0]
SEQ=0
TIP_1=(0,2.65,3.4)
TIP_2=(0,2.65,-3.4)
TIP_3=(0,2.85,3.4)
ROT_PNT=(0, 0.15, 0)
ROT_AXIS=(1, 0, 0)
ANGLE=-90

;A_FramePitch : This is the A_Frame meshes animation
[ANIM_COMP_1]
SEQ=0
GROUPS=1,2,3,4,5,6,7,8,9,10,11,12
RANGE=(0,1)
ROT_PNT=(0, 0.15, 0)
ROT_AXIS=(1,0,0)
ANGLE=-90

Comparing, I can't see anything, except yours is a translation not a rotation. Don't see why it wouldn't work?



N.

Last edited by Notebook; 10-15-2016 at 04:08 PM.
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Old 10-16-2016, 11:40 AM   #100
gattispilot
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yes. If I change the grap sequence to 1 then the attachment is fine. I tried making the the joint a rotation and the same issue

Code:
[PARENT_ATTACH_0]
NAME="rms"
POS=(0,6.27,0)
DIR=(0,-1,0)
ROT=(0,0,-1)
LOOSE=0
RANGE=50.
ID="GS"

[ROBOTIC_ARM]
JOINT_0_NAME="PADTOP"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
GRAP_SEQ=1
GRAP_ATTACH=0

[ANIM_SEQ_0]
INIT_POS=0.0
DURATION=90.

; PADTOP
[ANIM_COMP_0]
SEQ=0
RANGE=(0,1)
GROUPS=10
TYPE=TRANSLATE
SHIFT(0,4,0)
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Old 10-16-2016, 01:41 PM   #101
Notebook
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How is it working without the TIP values?

Quote:
SEQ=0
TIP_1=(0,2.65,3.4)
TIP_2=(0,2.65,-3.4)
TIP_3=(0,2.85,3.4)

Edit
Disregard. forgot you can animate attached meshes without the rms.

Don't know if its releavent.
Just for curiosity, put Sc3 and Woomera 6B into Orbiter 2016. Base is a mess, as I'd expect, but the Handling Dollie that has the Handling Frame and BlueStreak_F2 attached starts sliding
all over the place. New version surface levels and friction differences I suppose?

N.

N.

Last edited by Notebook; 10-16-2016 at 05:45 PM.
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Old 10-16-2016, 06:12 PM   #102
gattispilot
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I saw that and added it but not change:
Code:
[PARENT_ATTACH_0]
NAME="rms"
POS=(0,6.27,0)
DIR=(0,-1,0)
ROT=(0,0,-1)
LOOSE=0
RANGE=50.
ID="GS"

[ROBOTIC_ARM]
JOINT_0_NAME="PADTOP"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
GRAP_SEQ=0
GRAP_ATTACH=0

[ANIM_SEQ_0]
INIT_POS=0.0
DURATION=90.

; PADTOP
[ANIM_COMP_0]
SEQ=0
RANGE=(0,1)
GROUPS=10
TYPE=TRANSLATE
SHIFT(0,4,0)
TIP_1=(0,6.27,0)
TIP_2=(0,-5.27,0)
TIP_3=(0,6.27,-1)
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Old 10-16-2016, 08:15 PM   #103
Longjap
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Updated zip, you need spacecraft4 to make use of the cubesats:
http://francophone.dansteph.com/?pag...nguage=english

- Added details to ICPS. Including dispensers for cubesats.
- Corrected the core stage thrust KNvac. It was set in sealevel.
- Set the orbit insertion to 185km / 1850km. I've read the EM1 orbit insertion will 40km periapsis and 1850km apoapsis, but I've no idea how this can be achieved. If someone can fill me in here. 185 1850 is after ICPS burn on apoapsis. This burn is not needed now.
- Inverted flight, again my interpretation of what I think will likely happen. If I'm wrong please let me know.
- Added two cubesats to shoot away!
- ICECUBE: https://en.wikipedia.org/wiki/Lunar_IceCube
- NEA_SCOUT: https://en.wikipedia.org/wiki/NEA_Scout

Both have animations and only RCS thrust.

SHIFT 1: ON/OFF ;basically turns on lights at the back.
SHIFT 2: SOLAR_DEPLOY ;First stage of solar panel deployment
SHIFT 3: SOLAR_DEPLOY2;Second stage of solar panel deployment. Please wait till first animation is finished.
SHIFT 4: ANTENNAS; Antenna deployment
SHIFT 5: SEND_DATA; Turn on another light that's flickering like your router.
SHIFT 6: SOLAR_SAIL; Only for NEA scout.

Let me know if everything works correctly. And have fun!

Download: https://www.dropbox.com/s/svii9pdr55...A_0.2.zip?dl=0




Last edited by Longjap; 10-16-2016 at 08:38 PM.
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Old 10-16-2016, 08:22 PM   #104
Interceptor
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Hi Longjap,is the last link you just added for the complete SLS update,or,only for the cubesats?
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Old 10-16-2016, 08:34 PM   #105
Longjap
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Quote:
Originally Posted by Interceptor View Post
 Hi Longjap,is the last link you just added for the complete SLS update,or,only for the cubesats?
It's a complete update. Well, for the block 1a. So you can overwrite the files. If you've made changes to the config of your previous SLS block 1a and you would like to keep them, make a back up first or give it another name.

EM1 scenario is the updated version. The other scenario's of block 1b and 2 don't work with this I think. I'll attend to them on a later stage.
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