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Artlav Artlav is offline
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Default Orulex collision detection experiment
by Artlav 01-28-2009, 08:07 PM

Experimental "solid" collision detection system for Orulex:
http://orbides.1gb.ru/orbf/collision_orulex_090128.php

ADD:
Version with tilting support.
http://orbides.1gb.ru/orbf/collision...90128-tilt.php

ADD2:
Version with UMMU support fixed and no tilting support.
http://orbides.1gb.ru/orbf/collision...90128-ummu.php

Usage:
Unpack, activate collision-core module.
Compatible with all 2008 and 2009 Orulex versions (0.9.0+).

The module is a meshland derivative made specifically for vessel-ground collision detection for Orulex.

It should provide solid collisions, stability of landed vessels at all time accelerations, state save/load support and minimal UMMU support.

It should also be stable - no jerking of the vessels, no jumping into space at warp speed, just hit&land.

If you're testing it, please write back if it is not so, under what conditions there are bugs, any suggestions you want to share, etc.

Last edited by Artlav; 01-28-2009 at 09:02 PM.
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Old 01-28-2009, 08:23 PM   #2
Woo482
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what's the UMMU support like ?
EDIT1: I have just downloaded it as soon as the Hight Map is down I will go in to orbiter to try it
EDIT2: is this like MeshLand ?
EDIT3: Its working fine no impact on FPS but I have not landed properly yet but that's just me landing wrong

Last edited by Woo482; 01-28-2009 at 09:05 PM.
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Old 01-28-2009, 09:07 PM   #3
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Quote:
Originally Posted by woo482 View Post
 what's the UMMU support like ?
If you download the fix below (or above) - walking around the mesh with WASD keys (default ones fire RCS's which screws the motion).

Version with UMMU support fixed and no tilting support:
http://orbides.1gb.ru/orbf/collision...90128-ummu.php

Quote:
Originally Posted by woo482 View Post
 is this like MeshLand ?
It is MeshLand in essence, but instead of "one addon to rule them all" general purpose collision system it is a separateable special-case implementation of it.

I was thinking about making a sort of Universal Collisions SDK, something add-on developers can link to their DLL's to make their vessels landable Shukra-style, or collideable MeshLand centrifuge/hover carrier style.

That is the only way i found to make it work acceptably out of the Orbiter core.

UMMU on the edge of the Brighton Impact Crater:
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Old 01-28-2009, 09:19 PM   #4
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I keep getting a CTD on load with the XR2 I will post my log soon let me just try again
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Old 01-28-2009, 09:28 PM   #5
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Quote:
Originally Posted by woo482 View Post
 I keep getting a CTD on load with the XR2 I will post my log soon let me just try again
I get it too, the crash happens with XR2 on the Moon in the XR2 vessel module, will investigate.
No crash on Mars.
What happens on your side?
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Old 01-28-2009, 09:33 PM   #6
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It just CTD's with no errors
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Old 01-28-2009, 09:37 PM   #7
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Quote:
Originally Posted by woo482 View Post
 It just CTD's with no errors
Um, planet? Scenario? Place and time? Conditions? Orulex version? Collision version?
Other sets of answers?
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Old 01-28-2009, 09:40 PM   #8
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Latest Orulex on earth with the latest collision plugin from the link above.
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Old 01-28-2009, 09:45 PM   #9
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Ok, planet? Scenario? Place and time? Conditions?
Other sets of answers?
Any combination where it works?
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Old 01-28-2009, 09:50 PM   #10
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I just told you all the stuff you wanted to know above and it was the 1st XR2 Scenario at the top of the folder.
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Old 01-29-2009, 06:25 AM   #11
Artlav
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Quote:
Originally Posted by woo482 View Post
 I just told you all the stuff you wanted to know above and it was the 1st XR2 Scenario at the top of the folder.
More precisely, i was interested if other scenarios work or not and if there is a scenario that work. Like one on Olympus.

Anything in the Orbiter, XR2Ravenstar or Orulex logs?
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Old 01-29-2009, 04:49 PM   #12
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ok tried it again and it still crashes and the Orulex and orbiter logs are not created
EDIT1:mars works but what Velocity should I land at ? I just Tried to land and I bounced up about 100 Meters
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Old 01-18-2010, 05:19 AM   #13
dumbo2007
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Was wondering if development on this is still continuing.
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Old 01-18-2010, 06:37 AM   #14
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Quote:
Originally Posted by dumbo2007 View Post
 Was wondering if development on this is still continuing.
More or less. Orulex is long-obsolete and there is little interest in imperfect ground collision detection, but the system itself is still being developed along with NASSP and a few toys surface occasionally - look for Asteroids game for example.
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Old 01-19-2010, 05:00 PM   #15
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I am trying to get an understanding of how you implemented this - for collision detection do you use bounding sphere detection....like if a body comes in a certain radius of a object you notify the body that it has collided ? Is there also a notification of the amount of reaction force to a colliding body ?
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