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Old 10-05-2016, 09:59 PM   #31
gattispilot
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I am getting transparent boosters.


I don't want to step on any toes. But I think the crawler is too big.


From what I saw the crawler is 40 x 35
https://en.wikipedia.org/wiki/Crawler-transporter

But the MS Crawler is 46.7 x 69.6

But I love the animation of the threads
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Old 10-06-2016, 09:24 AM   #32
fred18
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Quote:
Originally Posted by gattispilot View Post
 I don't want to step on any toes. But I think the crawler is too big.

From what I saw the crawler is 40 x 35

But the MS Crawler is 46.7 x 69.6

But I love the animation of the threads
Well the real crawler was built for a specific rocket, while this one should withstand any possible rocket the user might think of

Anyway I have to say that I built the crawler most as eyecandy, I didn't expect it to become so popular
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Old 10-06-2016, 09:43 AM   #33
gattispilot
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Ok. I like the Animation

Yeah but it being larger the legs at the lauchpad would hit it.

So Could you make it smaller or send me the code and I can make it smaller and deal with the animations. Just asking.

So any else getting transparent boosters?
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Old 10-06-2016, 09:57 AM   #34
fred18
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Originally Posted by gattispilot View Post
 Ok. I like the Animation
Thanks

Quote:
Originally Posted by gattispilot View Post
 Yeah but it being larger the legs at the lauchpad would hit it.
it wasn't intended for a specific launchpad, on the contrary it was thought for users who develop their own pads, so it was only a matter of building the pad of the right dimensions.

Quote:
Originally Posted by gattispilot View Post
 So Could you make it smaller or send me the code and I can make it smaller and deal with the animations. Just asking.
Code will be public with the ms2015 release, I'll attach the code of everything to it. But changing the size of the crawler it's a mess. it contains some 600 animations, if you change the groups or anything it may lead to early crazyness
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Old 10-06-2016, 10:51 AM   #35
gattispilot
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Ok. Thanks. Sounds good.

---------- Post added at 05:51 AM ---------- Previous post was at 05:14 AM ----------

Ok. I am missing something.

It saves the z and y but when it reloads they are 0.
Code:
void PADLIFT::clbkSaveState(FILEHANDLE scn)
{
	char cbuf[256];

	sprintf(cbuf, " %3.2f",  PAD_proc);
	oapiWriteScenario_string(scn, "PAD", cbuf);

	sprintf(cbuf, " %3.2f", PAD_pos.y);
	oapiWriteScenario_string(scn, "PADy", cbuf);

	sprintf(cbuf, " %3.2f", PAD_pos.z);
	oapiWriteScenario_string(scn, "PADz", cbuf);

	


	// ORBITER, default vessel parameters
	SaveDefaultState (scn);

	




	// UMmu, this will save all our members of crew in scenario
	// as airlock state depend of your ship (you may have a real animated airlock)
	// it's your responsabilites to save and reload UMmu's airlock state.
}
void PADLIFT::clbkLoadStateEx (FILEHANDLE scn, void *status)
{
	char *line;
	while (oapiReadScenario_nextline (scn, line)) 
	{
		// call this method to let PayloadManager to load its internal parameters

		// UMMU, Load all saved member from scenario. 
		// Return TRUE when a "UMMUCREW" line is encountered 
		// FALSE when it must pass this line to you or default parser
	
		if (!_strnicmp(line, "PAD", 3)) {
			sscanf(line + 3, "%3.2f", &PAD_proc);
		}
		if (!_strnicmp(line, "PADy", 4)) {
			sscanf(line + 4, "%3.2f", &PAD_pos.y);
		}
		if (!_strnicmp(line, "PADz", 4)) {
			sscanf(line + 4, "%3.2f", &PAD_pos.z);
		}
		// ORBITER, unrecognised option - pass to Orbiter's generic parser
	
		        
		// ORBITER, unrecognised option - pass to Orbiter's generic parser
		ParseScenarioLineEx (line, status);
		
		

		SetAttachmentParams(PAD, PAD_pos, _V(0, -1, 0), _V(0, 0, -1));

		

	}

			
	// as airlock state depend of your ship (you may have a real animated airlock)
	// it's your responsabilites to save and reload UMmu airlock state and set it accordingly
	// to your airlock. IE: call here "SetAirlockDoorState" TRUE of FALSE depend
	// of your animated airlock
}
Code:
padlift:PADLIFT
  PAD  228.22
  PADy  10.33
  PADz  228.22
  STATUS Landed Earth
  POS -80.6041220 28.6048050
  HEADING 0.00
  ALT 0.816
  AROT 61.370 4.533 8.239
  AFCMODE 7
  NAVFREQ 0 0
  XPDR 0
END
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Old 10-06-2016, 11:04 AM   #36
fred18
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in the sscanf try to use "%lf" instead of "%3.2f"
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Old 10-06-2016, 11:46 AM   #37
Longjap
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Quote:
Originally Posted by gattispilot View Post
 I am getting transparent boosters.
Hmm, strange. The textures are nothing different from the others I used. It might be the mesh itself but I've no idea what could cause it. I'm wondering if anyone else has this problem. You're using the D3D9 client or another?

---------- Post added at 11:46 AM ---------- Previous post was at 11:16 AM ----------

Quote:
Originally Posted by fred18 View Post
 I tested it and it's an astonishing work! My best congrats!!!

now I'm looking at the details to see if there are points to help you with ms2015 or if it could be exploited more.

If I have questions or ideas I'll get back to you.
Well I have lots of ideas but then I should face the inevitable and get into coding.
I'd like the core stage to do a de-orbit burn after jettison of the ICPS. Right now I can't control it after it being a jettisoned stage. Probably need to make a module for that.

As I'm a sucker for eyecandy I was also thinking about animating the exhaust textures of the shuttle engines. It seems orbiter doesn't support animated textures though so I thought about making a continuous animated transparent 3D cone which is slaved to the throttle. But transparent objects seem to act weird and clipping stuff out of view when I first tested it. And since I've never seen it done before maybe a lot of work for little gain.

Also changing of textures during flight, so the tank get charred after booster sep like the guys of SSU did.

Lots to learn.
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Old 10-06-2016, 11:55 AM   #38
fred18
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Quote:
Originally Posted by Longjap View Post
 I'd like the core stage to do a de-orbit burn after jettison of the ICPS. Right now I can't control it after it being a jettisoned stage. Probably need to make a module for that.
that would be a first module to code not too difficult, could be a good starting point.

If I may suggest at the beginning lua scripting it's quite helpful to start to get in touch with coding and you can anyway get most of the result you need if it's not too complicated

Quote:
Originally Posted by Longjap View Post
 As I'm a sucker for eyecandy I was also thinking about animating the exhaust textures of the shuttle engines. It seems orbiter doesn't support animated textures though so I thought about making a continuous animated transparent 3D cone which is slaved to the throttle. But transparent objects seem to act weird and clipping stuff out of view when I first tested it. And since I've never seen it done before maybe a lot of work for little gain.
I see it not that easy, but I'm not a graphic expert so I may be wrong

Quote:
Originally Posted by Longjap View Post
 Also changing of textures during flight, so the tank get charred after booster sep like the guys of SSU did.
That's quite easy to do, of course you have to get into coding for it, but if you need help I made the same also for the jarvis dll so just ask

Did you try the version I posted for the fairing jettison?
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Old 10-06-2016, 12:11 PM   #39
gattispilot
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Quote:
Originally Posted by Longjap View Post
 Hmm, strange. The textures are nothing different from the others I used. It might be the mesh itself but I've no idea what could cause it. I'm wondering if anyone else has this problem. You're using the D3D9 client or another?

Not D3D9


Quote:
Originally Posted by Longjap View Post
 
As I'm a sucker for eyecandy I was also thinking about animating the exhaust textures of the shuttle engines. It seems orbiter doesn't support animated textures though so I thought about making a continuous animated transparent 3D cone which is slaved to the throttle. But transparent objects seem to act weird and clipping stuff out of view when I first tested it. And since I've never seen it done before maybe a lot of work for little gain.

Also changing of textures during flight, so the tank get charred after booster sep like the guys of SSU did.

Lots to learn.
But you can animate the exhaust stream

Last edited by gattispilot; 10-06-2016 at 12:16 PM.
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Old 10-06-2016, 12:33 PM   #40
Longjap
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Quote:
Originally Posted by gattispilot View Post
 Not D3D9
Ok, I'm using the official release of Orbiter 2016 with the D3D9 client of Jarmonik as provided on the homepage. http://d3d9client.codeplex.com/

Maybe it fixes the problem.

---------- Post added at 12:29 PM ---------- Previous post was at 12:16 PM ----------

Quote:
Originally Posted by fred18 View Post
 that would be a first module to code not too difficult, could be a good starting point.

If I may suggest at the beginning lua scripting it's quite helpful to start to get in touch with coding and you can anyway get most of the result you need if it's not too complicated


I see it not that easy, but I'm not a graphic expert so I may be wrong



That's quite easy to do, of course you have to get into coding for it, but if you need help I made the same also for the jarvis dll so just ask

Did you try the version I posted for the fairing jettison?
Yeah, I probably going to try the de-orbit code first and I would like your help for the textures with it, thanks! I'll PM you the charred tex of the tank.

The fairings, I've tested a little last evening, at first glance it seemed to squash the bug. What I noticed though, was that the engine parameters at the stages section again didn't save to the .ini? Maybe a you fixed the fairings in an older build? I'll report more detailed at your thread when I have some time tonight.

---------- Post added at 12:33 PM ---------- Previous post was at 12:29 PM ----------

Quote:
Originally Posted by gattispilot View Post
 But you can animate the exhaust stream
How?!
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Old 10-06-2016, 12:44 PM   #41
gattispilot
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Quote:
Originally Posted by Longjap View Post
 
How?!
Just like the vector of the thrust. As long as just don't have parent/child of the thrust it shouldn't be too hard.

Not sure what you are trying to do though
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Old 10-06-2016, 01:20 PM   #42
fred18
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Quote:
Originally Posted by gattispilot View Post
 Just like the vector of the thrust. As long as just don't have parent/child of the thrust it shouldn't be too hard.

Not sure what you are trying to do though
I think that a way to do it could also be to play with particle stream and exhaust textures. check the jarvis_m core stage exhausts and particle definitions, i remember a nice effect of the exhaust, as if they were animated

---------- Post added at 14:20 ---------- Previous post was at 13:50 ----------

Quote:
Originally Posted by Longjap View Post
 What I noticed though, was that the engine parameters at the stages section again didn't save to the .ini? Maybe a you fixed the fairings in an older build? I'll report more detailed at your thread when I have some time tonight.
Made some tests and they seem to work to me.
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Old 10-06-2016, 03:57 PM   #43
Zach121k
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Any reason why Lowering the tower makes the platform sink into oblivion
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Old 10-06-2016, 04:10 PM   #44
gattispilot
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How are you lowering the tower? With the new touchdown points it will cause issues. I will make a new one that has one set of touchdown for on the ground and another set when on the hill
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Old 10-06-2016, 04:14 PM   #45
DaveS
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Quote:
Originally Posted by fred18 View Post
 Well the real crawler was built for a specific rocket, while this one should withstand any possible rocket the user might think of

Anyway I have to say that I built the crawler most as eyecandy, I didn't expect it to become so popular
The size isn't the limit. The Crawler interfaces with the Mobile Launcher at 4 points, each 27.432 m apart. As long as the interfaces are in the right locations on the bottom of the ML platform, the Crawler won't have an issue. The real problem is the combined launcher/platform weight. For SLS they had to reinforce and upsize the 16 (4/corner) hydraulic Jacking, Equalization and Leveling (JEL) cylinders on Crawler Transporter-2 leaving it the only Crawler capable of moving SLS on its ML (combined weight 76840000 kg) . CT-1 is only capable of moving the original design load of 72320000 kg.
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