Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Addons > Addon Development
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

Addon Development Developers post news, updates, & discussions here about your projects in development.

Reply
 
Thread Tools
Old 08-26-2009, 03:27 PM   #16
zerofay32
Buckeye
 
zerofay32's Avatar
Default

I see a Shuttle Tow vehicle in our future.

Zerofay32
zerofay32 is offline   Reply With Quote
Old 08-26-2009, 03:37 PM   #17
wehaveaproblem
One step closer
 
wehaveaproblem's Avatar

Default

Sweet addition Dan,

Can you give us a little rundown of what will be configurable in the cfg file? I'm guessing the idea is that we can apply the file to any mesh by defining wheelbase length, ride height, turning circle etc etc?

Cheers.
wehaveaproblem is offline   Reply With Quote
Old 08-26-2009, 03:37 PM   #18
garyw
O-F Administrator
 
garyw's Avatar


Default

Quote:
Originally Posted by zerofay32 View Post
 I see a Shuttle Tow vehicle in our future.

Zerofay32
There already is one. I'm wondering if a config file from this addon can be used with the mesh to create a better version of that tow vehicle.
garyw is offline   Reply With Quote
Old 08-26-2009, 04:57 PM   #19
Schimz
Orbinaut
Default

Ahhhh.... finally...


Schimz is offline   Reply With Quote
Old 08-26-2009, 05:53 PM   #20
jinglesassy
Orbinaut
 
jinglesassy's Avatar
Default

amazing you are the best addon creator dan steph i think! and i cant wait to add this addon to my 6.4 gigabyte orbiter folder
jinglesassy is offline   Reply With Quote
Old 08-26-2009, 05:58 PM   #21
Spike Spiegel
Orbinaut
 
Spike Spiegel's Avatar
Default

I've got a couple questions about this as well. (As if you haven't gotten enough already.)

First, does the vehicle's mass come into play at all? I didn't see anything like that in the sample config file you posted. I assume you could mimic mass based on top speed, braking power, and acceleration rate, but then I didn't see acceleration rate defined in there either. Implementing mass vs. engine power and torque could be a realistic way to simulate a vehicle, especially when towing another vessel, as that increases the mass moved by the engine. I realize it may be rather late into your development cycle to implement this.

Second, had you planned to implement a virtual cockpit? I think that would add to the "immersiveness" of the simulation. This may also be more advanced than you had planned, but it's just another idea.

Finally, as long as the thing doesn't fly through the air, I think it would be a major improvement over that shuttle tow vehicle add on. When I tested that it took off like a plane, and I couldn't understand how to hitch something to it.

Thanks for your hard work.
Spike Spiegel is offline   Reply With Quote
Old 08-26-2009, 06:14 PM   #22
DaveS
Addon Developer
 
DaveS's Avatar


Default

Quote:
Originally Posted by Donamy View Post
 Will they have attachment points, to be able to tow something, to allow pushback and such ?
Quote:
Originally Posted by zerofay32 View Post
 I see a Shuttle Tow vehicle in our future.

Zerofay32
Quote:
Originally Posted by garyw View Post
 There already is one. I'm wondering if a config file from this addon can be used with the mesh to create a better version of that tow vehicle.
I wonder the same! Have a nice KSC/EDW tow vehicle nearly done. Just need something that can simulate towing operations realistically.
DaveS is online now   Reply With Quote
Old 08-26-2009, 06:58 PM   #23
dansteph
Addon Developer
 
dansteph's Avatar

Default

Lot of question,I'll try to answer all (sorry for english, typing fast and not confident)


Attachment/towing/pushback

Based on my experience (maybe there's something new?) towing is not well supported by orbiter and lead to several bug (warp speed etc). Also it could maybe done for a specific articulated vehicle but this is out of scope of UCO wich is limited by the "universal" part. (even if it's okay motion would look wrong anyway unless I allow huge config file with all possible characteristic)

Crawler

Actually UCO support only 4 wheels, also to carry something (and as long as I'm correct) only admesh method is bug free and work well, attachment is not possible on ground and lead also to warp speed bugs. This is an orbiter limitation as it was not really designed for cars.

handle trailers

Same as above, ground physic is really limited and attach is not possible. So a specific addon (one model only with is dll) could be possible but not a universal one that must deal with several shape and type of cars.

What will be configurable:

Here a small example of actual config (still in work)
http://orbiter.dansteph.com/UCOCarAzure.cfg

Light, blinking light, wheels, acceleration/braking power, max speed, Ummu mesh (so you can see crew inside), turning radar animation (You can see one in azure's rear "wing") and 3 user animation. (door, technical bay, solar panel, only rotation anim etc)

See the config file.

To be added:
Possibility of carrying normalised cargo (1.5mx1.5mx1.5m) that can ressuply car with O2, fuel or food, as I see it you define in config one point for the first cargo point and the number of row/column your truck/rover/engine can carry of them. This would save "one point parameter" that could be complicated.

Box is not an obligation, as long as the cargo fit in the cargo shape (1.5m etc)

Acceleration/brake rate

You have max speed, engine power and brake power. With those number you can define either a supercar or a slow truck. "grip" parameter define if the cars slide a lot in turn or grip on ground.

Virtual cockpit

The maximum I can do is a mesh that would be displayed inside, not a full working virtual cockpit with instruments.
I think I'll add this above but I must make some test (zoom and FOV problem). (cockpit mesh should be one group only so the modeler must be confident with unwrap UVW texturing)


What other author can add:

Author can do brand new cars,truk,rover without one line of programation. Those vehicles can carry or not normalised cargo and be of any kind (I think even boat could work in some extent or gravitation speeder without weels, even heli if you don't care that it land ).

What would be cool is other long range vessel that could carry more cargo than DGIV (only one) but this require some programation (I'm ready to give the code for that)

Beta test

Beta test will open I think within one week. Documentation will be done last but there is already a "in cockpit" help display with all key and essential function. ("H" key in cockpit)

Cheers

Dan
dansteph is offline   Reply With Quote
Old 08-26-2009, 07:34 PM   #24
Oceanic
Tutorial Publisher
 
Oceanic's Avatar
Default

wow Dan this look's amazing!
Oceanic is offline   Reply With Quote
Old 08-26-2009, 07:37 PM   #25
Donamy
Beta Tester


Default

It may be possible to use TetherMFD if an attachment were used.
Donamy is offline   Reply With Quote
Old 08-26-2009, 09:29 PM   #26
dansteph
Addon Developer
 
dansteph's Avatar

Default

Quote:
Originally Posted by Donamy View Post
 It may be possible to use TetherMFD if an attachment were used.
Yes but there is a huge difference beetween pulling something with addforce and have a rolling object that follow exactly a hardware connection.

Maybe someone found a solution that I don't know but connecting two vessel on ground via attachment always led to unstability and bug in Orbiter.

Cheers

Dan
dansteph is offline   Reply With Quote
Old 08-26-2009, 09:46 PM   #27
Dig Gil
LearninProgram,Slackin DigTech
 
Dig Gil's Avatar
Default

I've got a question about the container for cars, that in their turn are cargo for DGIV:

If on of, let's say, my vans have a cargo on it, then that van goes to the payload bay of DGIV, will the van's cargo still be there after unloading it from DGIV?

---------- Post added at 09:46 PM ---------- Previous post was at 09:44 PM ----------

There's also a concern from my part about momentum an inertia of the vehicles: are they reliable and realistic?

Last edited by Dig Gil; 08-28-2009 at 09:05 AM.
Dig Gil is offline   Reply With Quote
Old 08-26-2009, 10:08 PM   #28
garyw
O-F Administrator
 
garyw's Avatar


Default

Quote:
Originally Posted by Donamy View Post
 It may be possible to use TetherMFD if an attachment were used.
Or universal RMS, the vehicle on the end of the "tow" wouldn't have realistc towing motion but it's an option
garyw is offline   Reply With Quote
Old 08-26-2009, 10:32 PM   #29
dansteph
Addon Developer
 
dansteph's Avatar

Default

Quote:
Originally Posted by Dig Gil View Post
 I've got a question about the container for cars, that in their turn are cargo for DGIV:
If on of, let's say, my vans have a cargo on it, then that van goes to the payload bay of DGIV, will the van's cargo still be there after unloading it from DGIV?
THAT'S a good question
Well, I don't know... mmhh let me brainstorming a bit...

[...]
[...] <- (brainstorming)
[...]

Well, at first I would say no. Cargo is internal to UCO code and cargo code on other vessel don't have access. At second I would say it's not *that* bad because huge cars that carry cargo are not usually carried with their content.

Quote:
Originally Posted by Dig Gil View Post
 
There's also a concern from my part about momentum an inertia of the vehicles: are de reliable and realistic?
I would say it's not that bad, there is inertia, glide, you feel the weight at acceleration and braking, you'll judge and make comment when the beta will be up. But it's far from actual cars simulation of course. There is no motion of the hull for example.
(did you saw the videos?)
http://orbiter.dansteph.com/forum/re...=20873&t=17793

cars in orbiter is just a salt on space travel, a way to not end the trip at landing, not the final purpose of Orbiter. (I would not choose it as a base for this)

As every addon (or simulation) I think there is a middle point to find.
Doing one accurate driving addon with only one car with advanced physic is not simple in orbiter (without good road or ground scenario it would be also very poor), allowing this for any user cars via a user configuration would be even more complicated. It may end with so much parameters and complexity that it would miss completely the point of "universality" and thus no addons author would add their work.

Dan

Last edited by dansteph; 08-26-2009 at 10:42 PM.
dansteph is offline   Reply With Quote
Old 08-26-2009, 11:18 PM   #30
Dig Gil
LearninProgram,Slackin DigTech
 
Dig Gil's Avatar
Thumbs up

This is great! I've had even bookmarked, some time ago, the videos (yes, I've watched them already) in case the concept were lost forever.

Quote:
Originally Posted by dansteph View Post
 Well, at first I would say no. Cargo is internal to UCO code and cargo code on other vessel don't have access. At second I would say it's not *that* bad because huge cars that carry cargo are not usually carried with their content.
Dan
I warn you that this may be an excuse for crashing Orbiter... Also what about UMMU in that example van instead of cargo? (like recipe for disaster )

Notice:
I've updated the OrbiterWiki page about this project!
http://www.orbiterwiki.org/wiki/Univ...rs_for_Orbiter
I hope some registered user uses what I've wrote to make something nicer.
Dig Gil is offline   Reply With Quote
Reply

  Orbiter-Forum > Orbiter Addons > Addon Development


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 11:15 PM.

Quick Links Need Help?


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

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright 2007 - 2017, Orbiter-Forum.com. All rights reserved.