Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Addons > OrbitHangar Addons & Comments
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

OrbitHangar Addons & Comments Addons uploaded at Orbithangar.com will automatically generate a new thread in this forum for comments. The thread link will also be included on the addons page.

Reply
 
Thread Tools
Old 07-10-2017, 12:41 AM   #61
Donamy
Beta Tester


Default

So attachment to a SC3 vessel is not possible ?
Donamy is offline   Reply With Quote
Old 07-10-2017, 12:44 AM   #62
fred18
Addon Developer

Default

Quote:
Originally Posted by Donamy View Post
 So attachment to a SC3 vessel is not possible ?
Sure, why not?

I'm just having some issues with sc3 myself, not related to general vehicle, but to my orbiter setup (which i'll fix some day). Due to this i couldn't properly testing your addon, but i gave a look at the files and i think that the rot vector you specified there should be 0 0 1, that's it
fred18 is offline   Reply With Quote
Old 07-10-2017, 12:47 AM   #63
Donamy
Beta Tester


Default

On which vehicle ?
Donamy is offline   Reply With Quote
Old 07-10-2017, 01:08 AM   #64
fred18
Addon Developer

Default

In the sc3 one: you specified the rot vector as 0 0 -1, but i think it should be 0 0 1
fred18 is offline   Reply With Quote
Old 07-10-2017, 01:37 AM   #65
Donamy
Beta Tester


Default

I found the issue. I had to attach the SC3 vehicle to 0:1,GV_JLG_45Ebase

I didn't realize there were two attachments on the parent.

Thanks Fred !!
Donamy is offline   Reply With Quote
Thanked by:
Old 08-15-2017, 01:13 PM   #66
gattispilot
Addon Developer
 
gattispilot's Avatar
Default

Is there a way you could isolate the needed stuff to add into an existing solution so the user could make their vehicle work great like your code does?

Like in Ummu/ucgo Dan had copy this and paste,....
gattispilot is online now   Reply With Quote
Old 08-16-2017, 03:35 PM   #67
fred18
Addon Developer

Default

Well, most of the addon is needed. But since there are a couple of options to exploit it even from other vessels (see the outer vessel option) why don't you just use that?
fred18 is offline   Reply With Quote
Thanked by:
Old 08-16-2017, 05:25 PM   #68
gattispilot
Addon Developer
 
gattispilot's Avatar
Default

Thanks. Sure but there are specific vehicles that have advanced steering like 360 steering (6 wheel). I will look into it.
I have not tried a vehicle with a trailer. I guess the trailer wheels turn also?
gattispilot is online now   Reply With Quote
Old 08-16-2017, 05:46 PM   #69
fred18
Addon Developer

Default

Quote:
Originally Posted by gattispilot View Post
 Thanks. Sure but there are specific vehicles that have advanced steering like 360 steering (6 wheel). I will look into it.
I have not tried a vehicle with a trailer. I guess the trailer wheels turn also?
no, the trailer is just towed around
fred18 is offline   Reply With Quote
Thanked by:
Old 08-28-2017, 10:39 PM   #70
gattispilot
Addon Developer
 
gattispilot's Avatar
Default

I have got a question:
Always_Upright = FALSE ;if set to TRUE vehicle will always remain parallel to the ideal ground, without following terrain's inclinations

If set to TRUE the vehicle won’t
follow the terrain and will always
stay aligned with the planet’s axis


So if set to true it will not follow the hills,....
I have it set as False and the vessel is upside down in the ground?
gattispilot is online now   Reply With Quote
Old 08-28-2017, 11:04 PM   #71
fred18
Addon Developer

Default

Quote:
Originally Posted by gattispilot View Post
 So if set to true it will not follow the hills,....
I have it set as False and the vessel is upside down in the ground?
Maybe inverted coordinates for front and rear axles? just guessing
fred18 is offline   Reply With Quote
Old 08-30-2017, 12:28 AM   #72
gattispilot
Addon Developer
 
gattispilot's Avatar
Default

Well I fixed it. I raised the center of gravity so it is riding just above the surface. It was good on a landing pad but the sank halfway down the wheel other places.

The Molab has only a front axle I added some mesh parts for the rear wheels.

I guess the trailer can be a specific vessel with an attachment point. It would nice to see the trailer wheel move.



The other thing I want to try it it to make a GV vessel of a suited guy so they could walk around. I have this in 2010with Ummu but no ummu in 2016 yet

---------- Post added 08-29-17 at 05:45 AM ---------- Previous post was 08-28-17 at 07:20 PM ----------

So by Using GeneralVehicle you can kinda get UMMU.


---------- Post added at 07:28 PM ---------- Previous post was at 05:45 AM ----------

So following the mmu code in Atlantis. I want to create a GV_UMMu vessel and dock to the vessel then undock and walk away,........

Code:
	CreateDock(_V(-1.352, 2.40, -1.132), _V(0, 1, 0), _V(0, 0, -1));
Code:
void MOLAB::SeparateMMU(void)
{
	if (HATCH_proc > .8){

		// Create MMU at docking port
		DOCKHANDLE hDock = GetDockHandle(0);
		if (GetDockStatus(hDock)) return; // something is already attached to this docking port

		int i;
		char name[256];
		OBJHANDLE hVessel;
		for (i = 0;; i++) {
			sprintf(name, "%s-MMU-%d", GetName(), i + 1);
			hVessel = oapiGetVesselByName(name);
			if (!hVessel) break;
		}

		VESSELSTATUS vs;
		EVA = 1;
		GetStatus(vs);
		hMMU = oapiCreateVessel(name, "GV_UMMU", vs);
		Dock(hMMU, 0, 0, 1);
		

		oapiSetFocusObject(hMMU);
	}
}
Then the cfg for GV_UMMU:
Code:
ClassName=GeneralVehicle
Module=GeneralVehicle

Empty_Mass = 100			;[kg] empty mass (almost unused)
Mesh = ADVANCEDAPOLLO				; meshname
Cockpit_pos = 0 .456 .254	; [m m m] Position of the cockpit camera
Acceleration = 1.15			; [G] Acceleration factor expressed in Gs
Brake = 2					; [G] Deceleration factor expressed in Gs
Max_Speed = 10				; [km/h] Max Speed
Reverse_Max_Speed = 50		; [km/h] Max Speed in Reverse
Steering_Speed = .1  		; Steering wheel velocity factor
Full_Pedal_Time = 2			; [s] seconds from the beginning of pressing of Acceleration or Brake and the full power is applied
Max_Steering_Angle = 30  	; [DEG] Max steering of the front wheels per side
Height_From_Ground = 1.9	; [m] height of the center of gravity from the ground
Always_Upright = FALSE   	;if set to TRUE vehicle will always remain parallel to the ideal ground, without following terrain's inclinations
Four_Wheels_Steering = FALSE ;if true also rear wheels will steer

;Mesh Groups - just specify using space between them

;Rear_Right_Groups = 5
;Rear_Left_Groups = 6
;Front_Right_Groups = 0 3
;Front_Left_Groups = 1 4
;Middle_Axles_N = 1
;Middle_Groups_1 = 5 7 0 10


Camber = 0							;[DEG] camber angle of the front wheels, no  camber is implemented for rear wheels.

BEGIN_DOCKLIST
0 2 0   0 -1 0   0 0 1    588
END_DOCKLIST

I need to adjust the GV_UMMU DOCK. But when I undock the guy it is ok still I apply throttle it starts to spin.
gattispilot is online now   Reply With Quote
Thanked by:
Old 08-30-2017, 07:13 AM   #73
fred18
Addon Developer

Default

Maybe it s just that the steering is turned
fred18 is offline   Reply With Quote
Thanked by:
Old 08-30-2017, 10:45 AM   #74
gattispilot
Addon Developer
 
gattispilot's Avatar
Default

Not sure what you mean.
Well In space it works. But if I attach to a GV_vessel for the wheels part is where the issue is. I have adjusted the dock so it is above the surface.
When I undock the guy and start to move he spins maybe along the z axis?

So I got rid of the dock and just create a vessel.

I also increased the mass of the eva guy.

This is what I get when I create the guy.
Code:
EVAGUY:GV_UMMU
  STATUS Orbiting Moon
  RPOS 911705.615 1175612.957 893562.399
  RVEL -2.7595 -0.3875 2.1751
  AROT -97.704 -54.640 65.201
  AFCMODE 7
  IDS 0:588 10
  NAVFREQ 0 0
END
Once I switch to him and give some throttle he does good.
Code:
void MOLAB::SeparateMMU(void)
{
	if (HATCH_proc > .8){

		OBJHANDLE OBLIVIONBIKE;
		VESSELSTATUS2 vs;
		vs.version = 2;
		vs.flag = 0;
		GetStatusEx(&vs);
		VECTOR3 ofs = _V(-1.5, 1.9, -1.5);
		VECTOR3 rofs, rvel = { vs.rvel.x, vs.rvel.y, vs.rvel.z };
		VECTOR3 vel = { 0, 0, 0 };
		Local2Rel(ofs, vs.rpos);
		GlobalRot(vel, rofs);
		vs.rvel.x = rvel.x + rofs.x;
		vs.rvel.y = rvel.y + rofs.y;
		vs.rvel.z = rvel.z + rofs.z;
		vs.vrot.x = 0.00;
		vs.status = 0;




		VESSEL *OBLIVIONBIKE_vessel;
		OBLIVIONBIKE = oapiCreateVesselEx("EVAGUY", "GV_UMMU", &vs);
		OBLIVIONBIKE_vessel = oapiGetVesselInterface(OBLIVIONBIKE);
	}
}
I might need to code an eva guy so that the status is always landed?
gattispilot is online now   Reply With Quote
Old 07-14-2018, 02:12 PM   #75
emin2004
Orbinaut
 
emin2004's Avatar
Default

curiosity rover's body disappears can you fix it and upload it to orbithanger?
emin2004 is offline   Reply With Quote
Reply

  Orbiter-Forum > Orbiter Addons > OrbitHangar Addons & Comments


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 05:37 PM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.
Copyright 2007 - 2017, Orbiter-Forum.com. All rights reserved.