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Old 08-16-2018, 05:59 PM   #76
jacquesmomo
Kourou CSG addon Developper
 
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Bonjour Fred

I have (once again !) another question....

I understood the use of the option "Four_Wheels_Steering"

But I would like to adapt this feature for the esa truck at Kourou :
I would like that the 4 wheels of the front could turn... but in the same direction ...

I do not know if it is possible.


explanations:

The truck (it is still a prototype mesh) whith the wheels "on line"


The truck with the 4 front wheels turned: the second set of wheels does not turn in the right direction :


What I would like (photoshop editing) :



I think that is not planned, but I would like confirmation.

Thank you in advance for your answer
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Old 08-16-2018, 09:21 PM   #77
fred18
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well I went around the code and made some tests but the fact is that the reference axis are hard-coded, and there is no way I see to do it without changing that bit of code in the dll.

I do not plan to update the module soon, because I'm deeply in something else at the moment (I'm back at coding and working on the space network).

BUT

Since it was quite easy but I don't have time to update the docs etc, I made a special version of the module that fits your purpose, so you can test it. If it works in some time I'll update the full addon.

attached you may find the updated dll (is for Orbiter 2016).

to obtain the effect you want, just add the call:
Code:
Inverse_Rear_Steering = TRUE
in the cfg file. Let me know if it works!

Fred
Attached Files
File Type: zip GV_jaques.zip (174.8 KB, 5 views)
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Old 08-17-2018, 09:21 AM   #78
jacquesmomo
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Hi Fred

Quote:
Originally Posted by fred18 View Post
 well I went around the code and made some tests
I do not plan to update the module soon, because I'm deeply in something else at the moment (I'm back at coding and working on the space network).
I understand... no probleme, take all time you need...


And thanks for your quick response ... and for the new dll for test.

It works !!!!! BUT...

I noticed a curious thing :
it works but sometimes it does not work as if "Inverse_Rear_Steering = TRUE" was not taken into account.
I have to restart the SCN one or more times, and at some point it works.

I noticed this too :
if it does not work, I move the truck forward and then I quit Orbiter.
Then I restart Orbiter with the "(Current state) .scn" and then it works.

So, I do not understand why it works sometime and why it does not work sometime again....

But I am very happy and I will be able to continue to modelize this truck ...

I give you the files so that you can test.



One more time thank you for your indispensable modules!

Jacques
Attached Files
File Type: zip ELA3_Truck_Jacquesmomo.zip (41.2 KB, 2 views)

Last edited by jacquesmomo; 08-17-2018 at 09:28 AM.
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Old 08-17-2018, 01:52 PM   #79
Donamy
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I have that problem with Orbiter 2016 all the time. If you find a solution, please let me know.
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Old 08-17-2018, 02:17 PM   #80
fred18
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What options for terminating orbiter do you have?

they are located in extra - debugging options - orbiter shutdown options

I always use "terminate orbiter process" to be sure that everything is erased in the memory. I think that also respawn orbiter should work the same way. If you have the first option active "deallocate memory and display launchpad dialog" could be the cause since as far as i know the memory is not cleaned completely with that option.

Actually to go a bit more technical, there are not any global variable in GeneralVehicle (I always make my best o never use them), so if that's the cause I don't see why it is happening anyway.

But give it a try, even if this is not the case, it could solve a lot of issues with a lot of addons.
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Old 08-17-2018, 03:01 PM   #81
martins
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On a general note regarding the choice of shutdown options:
  • "deallocate memory" is the cleanest option, because it tries to clean up allocated memory and reset its state in an orderly fashion
  • the "terminate process" options are hacks to work around modules not cleanly shutting down
For users, I would recommend the "deallocate memory" option unless you encounter problems, e.g. crashes on shutdown when using specific addon modules.

If you run into problems with "deallocate memory" not related to an addon, (i.e. occurring without loading any modules not part of the Orbiter core), then let me know about it.

For developers, I would very strongly recommend the "deallocate memory" option during writing and testing your addon modules, to spot problems early.

Some other things developers are strongly encouraged to test:
  • make sure multiple instances of your module (if applicable) work ok, e.g. multiple simultaneous instances of a vessel class or MFD mode)
  • for vessel addons: make sure that deleting a vessel instance works (you can delete vessels in the scenario editor)
  • for MFD addons: if your MFD can reference an object (e.g. target a vessel), make sure that deleting that vessel while targeted by the MFD is handled gracefully
  • for all addon types: make sure that jumps in simulation time forward and backward are handled ok (simulation time can be set in scenario editor)

Any other suggestions for useful generic tests for addon developers?
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Old 08-27-2018, 02:13 PM   #82
emin2004
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Code:
Mesh not found: .\Meshes\gale\marsrocks.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\bradbury.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\yellowknife.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\gale.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\meteorite.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\marsrocks.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\valley.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\valley.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\marsrocks.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\mars_crater.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\mars_bigcrater.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\mars_lava.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\marsrocks.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\mars_orange.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\marsrocks.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\bradbury.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\bradbury.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\valley.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\mars_orange.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\mars_lava.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\SKYCRANECRASH2.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\BACKSHELLCRASHNEW.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
000000.000: Module MSL_ROVER.dll ......... [Build 150529, API 100830]
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: Finished initialising panels
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: VESSEL::GetHorizonAirspeedVector
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: oapiGetFocusShipAirspeedVector
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\marsrocks.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\bradbury.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\yellowknife.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\gale\gale.msh
[MeshManager::LoadMesh | .\Mesh.cpp | 1238]
===============================================================
============================ ERROR: ===========================
Could not load vessel module: MSL
[Vessel::LoadModule | .\Vessel.cpp | 5747]

Last edited by PhantomCruiser; 08-27-2018 at 11:09 PM. Reason: Added code tags to avoid wall of text
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Old 08-27-2018, 02:25 PM   #83
fred18
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???
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Old 08-27-2018, 02:27 PM   #84
gattispilot
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This is from someone trying to get my MSl to work.
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Old 08-27-2018, 02:31 PM   #85
Urwumpe
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Quote:
Originally Posted by emin2004 View Post
 Could not load vessel module: MSL
[Vessel::LoadModule | .\Vessel.cpp | 5747]
That went clearly into the wrong thread. Can some moderator fix this and maybe explain in kind calm words, that this forum is populated with humans, not robots. Some words of prose describing the problem is required, just a log is bad communication and will not help solving the problems.
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Old 08-27-2018, 02:33 PM   #86
emin2004
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Quote:
Originally Posted by Urwumpe View Post
 That went clearly into the wrong thread. Can some moderator fix this and maybe explain in kind calm words, that this forum is populated with humans, not robots. Some words of prose describing the problem is required, just a log is bad communication and will not help solving the problems.
i know i got it from the log
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Old 08-27-2018, 02:39 PM   #87
gattispilot
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I know. They posted in the wrong area. They are trying to get my MSl to work. I did try to make a General vehicle MSL. MAybe that is why they posted here.
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Old 08-27-2018, 03:14 PM   #88
Urwumpe
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Quote:
Originally Posted by emin2004 View Post
 i know i got it from the log
Yes, but to explain this a bit better:

For most people here in the forum, your log will appear at first glance like trying to "read the matrix". Its just technical gibberish and it takes a lot of time and focus to scan for the errors. Only very few people here can look at a log file without feeling stupid and far less can find the single line that went wrong among 2000 lines of log (Or worse: My record was finding this line in 20 million lines of log)

Also, your log does not tell the whole truth: It does not tell us much about the scenario you started, your Orbiter configuration, what happened in Orbiter, any Windows error pop-ups or some strange freak accidents like your coffee spilling into your PC.

So please, take the time and describe your problem considering that: What did you try to do, what happened, how did it happen, which circumstances are important about the error (Moon phase might not contribute, but a hot GPU can)

The more information you can give the better. Just 20% of the information about your problem will arrive at the other people in the forum in the best case anyway, but if you try less hard to communicate it well, it will approach zero.

And next, find the proper thread for your question. If you would be somebody else, would you expect to find questions about a MSL add-on in a generalvehicle thread? Sure not. Better find something more fitting or make a new thread the next time. This makes it more likely the person will find your question that can really answer it.
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Old 10-10-2018, 02:07 PM   #89
jacquesmomo
Kourou CSG addon Developper
 
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Bonjour Fred


I just want to report to you an anomaly (but not serious) with General_vehicle.

Explanation :

I have made (still for Kourou) a rocket + mobile platform + truck

With :
- the rocket (ariane 5) is a multistage2015 vessel attached on a "ghost" support
- the "ghost" support is attached to the mobile platform
- the mobile platform is a spacecraft vessel
- the truck is a "general_vehicle" vessel and tows the mobile platform + rocket.

Everything works well, everything is functional... BUT...

If we move with all the objects and if we stop (anywhere) and after we save the situation,
when we restart the "current state" situation, the mobile platform + rocket is still in its original location...
To avoid this, it is necessary - before leaving orbiter - to release (detach) the trailer and there it works ...

I tested this with spacecraft 3 and 4 (for the platform) and the result is same.

Explanation with images :





Of course this is not very important, but I wanted to notify this to you.
And always and again a big thank you for your modules: without them, I could not do anything !!!


Last edited by jacquesmomo; 10-11-2018 at 11:51 AM.
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Old 10-12-2018, 04:58 PM   #90
fred18
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Quote:
Originally Posted by jacquesmomo View Post
 Bonjour Fred

I just want to report to you an anomaly (but not serious) with General_vehicle.
Hi jacques,
thanks for the report. I think I know very well why in general this is happening, even though I don't see why it happens in your specific case.

This is clearly happening because attached vessels as child do not have their status updated by orbiter core, they just stay where the parent is and that's it. When the parents detaches the child then the child's status gets updated.

So what's happening here is that the status of the platform never gets updated while is towed away and when you save the scenario the status that gets saved is the original one.
If you detached manually then the orbiter core automatically update the status of the child and then when you saved it is saved correctly.
Now, usually the attachment status gets saved in the scn, so when you reload it you find your vessel attached to its parent, whatever the status of the child is.
In this case looks like the attachment status is not saved to the scn, and that's the issue. I quite do not see why, I don't remember if there is anything in the code about it but I'll check. Could you please post the .scn when you save it without detaching before saving?

Thanks
Fred

---------- Post added at 17:58 ---------- Previous post was at 17:50 ----------

I think I found a possible explanation in the meantime:
When the sim is reloaded with a towed attached vessels, GV detaches it and then reattaches it again. If I remember correctly this is done for resetting some of the parameters of the towing code.

Now when I tested it there was no issue because it was a simple towing of another vessel, while in your case there is a chain of vessels attached and that messes up the small logic of the procedure.

This still leave me puzzled though...

so if you can post two scenarios:

1) attach the truck to the platform, tow it around, do NOT detach it, close the scn and post it here
2) reopen the scn, don't do anything and post it again here.

Let me know!
Fred
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