Ok, I have to completely close Orbiter, to get any changes in the attachment point. Also, getting different results from Dx7 and Dx9.
1) this simple plugin allows to set Touchdown points via cfg file
2) it works for specific vessel's names or for specific vessel's classes. So if for example you want to have specific touchdown points for a Deltaglider that in your scenario will be called GL01, you'll have to create the GL01.cfg inside the config/TD_Pts_Updater/ folder while if you want all the Deltagliders to have your specific touchdown points you'll have to create the Deltaglider.cfg file in the same folder
3) it won't work properly for vessels who set Touchdown points during simulations by themselves (the DG for example changes its TD points while lowering and raising the gear), but there is nothing that can be don for that.
4) you probably will not see any changes for already landed vessels until you move them either by their engines or (suggested) via scenario editor. This is because in the scenario also the arot and alt parameters and saved and used to restore the state, so if it seems to you that nothing changed, try first to move the vessels.
Yes it prints the values! :thumbup:the plugin prints out the values it uses in orbiter.log, so users have a reference starting point
BEGIN_DESC
END_DESC
BEGIN_ENVIRONMENT
System Sol
Date MJD 53329.6270717623
Help CurrentState_img
END_ENVIRONMENT
BEGIN_FOCUS
Ship minisat100
END_FOCUS
BEGIN_CAMERA
TARGET minisat100
MODE Cockpit
FOV 50.00
END_CAMERA
BEGIN_HUD
TYPE Surface
END_HUD
BEGIN_MFD Left
TYPE Orbit
PROJ Ship
FRAME Ecliptic
REF Earth
END_MFD
BEGIN_MFD Right
TYPE Surface
SPDMODE 1
END_MFD
BEGIN_SHIPS
minisat100:spacecraft/spacecraft4
STATUS Landed Earth
POS -80.5906239 28.5189627
HEADING 299.15
ALT 0.825
AROT 150.385 -6.591 -114.644
AFCMODE 7
PRPLEVEL 0:0.968004
NAVFREQ 0 0
CONFIGURATION 1
CURRENT_PAYLOAD 0
END
END_SHIPS
BEGIN_TD_Pts_Updater
END
N = 3
POINT_1 = 0 4 -1.2
POINT_2 = 4 -4 -1.2
POINT_3 = -4 -4 -1.2
In Dx9 it just sits there. In Dx7 it rolls over and bobs a little.Yes it prints the values! :thumbup:
I tried some manual variations, they reduced bouncing but I was never able to get a landed state.
Here's something we can all test.
You need my Test Satellite (Vinka's Spacecraft4)
Scenario
TD Points (minisat100.cfg)Code:BEGIN_DESC END_DESC BEGIN_ENVIRONMENT System Sol Date MJD 53329.6270717623 Help CurrentState_img END_ENVIRONMENT BEGIN_FOCUS Ship minisat100 END_FOCUS BEGIN_CAMERA TARGET minisat100 MODE Cockpit FOV 50.00 END_CAMERA BEGIN_HUD TYPE Surface END_HUD BEGIN_MFD Left TYPE Orbit PROJ Ship FRAME Ecliptic REF Earth END_MFD BEGIN_MFD Right TYPE Surface SPDMODE 1 END_MFD BEGIN_SHIPS minisat100:spacecraft/spacecraft4 STATUS Landed Earth POS -80.5906239 28.5189627 HEADING 299.15 ALT 0.825 AROT 150.385 -6.591 -114.644 AFCMODE 7 PRPLEVEL 0:0.968004 NAVFREQ 0 0 CONFIGURATION 1 CURRENT_PAYLOAD 0 END END_SHIPS BEGIN_TD_Pts_Updater END
Once it loads try to rotate the ship, just to take it off the landed state.Code:N = 3 POINT_1 = 0 4 -1.2 POINT_2 = 4 -4 -1.2 POINT_3 = -4 -4 -1.2
Then let it rest.
It remains stable, although it never reaches the landed state as it should...
; N = number of points,
; POINT_X = x y z stiffness damping mu mu_lng
;see orbiter api guide for further details
;mass=100;
;xtx_target=-0.1;
;xtst=(-1)*(mass*9.80655)/(3*xtx_target);
; » xtst = 3269.85
;xtda=0.9*(2*sqrt(mass*xtst));
; » xtda= 1029.28684048714
N = 3
POINT_1 = 0 4 -1.2 3269 1029 1 1
POINT_2 = 4 -4 -1.2 3269 1029 1 1
POINT_3 = -4 -4 -1.2 3269 1029 1 1
:thumbup:
Yes.
I'm also testing with the heavy .dll landers from World of Colliers.
But I have the same issue.
They only rest after a few seconds if I manually set mu and mu_lng to zero.
This prevent landing autopilots from working, because they never get the landed state.
Any chance you can add a parameter to force a landed status ?
[CONFIG]
MeshName ="EVAdummy"
FOCUS=1
Size = 50
Empty_Mass = 90
Fuel_Mass = 50
ATTITUDE_THRUST=5110
ISP=3200
Camera = (0,0,0)
[PARENT_ATTACH_0]
name= "object"
POS=(0.00,-2.04,-1.10)
DIR=(0,0,1)
ROT=(0,1,0)
LOOSE=0
ID=GS
RANGE=0.5
[CHILD_ATTACH_0] ; attachment to ground
NAME="Attach"
POS=(0.0,0.0,0)
DIR=(0,1,0)
ROT=(0,0,1)
LOOSE=0
RANGE =5
[ROBOTIC_ARM]
JOINT_0_NAME="left right"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,25)
JOINT_1_NAME="forward back"
JOINT_1_SEQ=1
JOINT_1_RANGE=(0,25)
JOINT_2_NAME="up down"
JOINT_2_SEQ=2
JOINT_2_RANGE=(0,25)
JOINT_3_NAME="pitch"
JOINT_3_SEQ=3
JOINT_3_RANGE=(-360,360)
JOINT_4_NAME="yaw"
JOINT_4_SEQ=4
JOINT_4_RANGE=(-360,360)
JOINT_5_NAME="roll"
JOINT_5_SEQ=5
JOINT_5_RANGE=(-360,360)
GRAP_SEQ=0
GRAP_ATTACH=0
[ANIM_SEQ_0] ;EVA_translate, left right
INIT_POS=0.5
DURATION=100
[ANIM_SEQ_1] ;EVA_translate, forward back
INIT_POS=0.5
DURATION=150
[ANIM_SEQ_2] ;EVA_translate, up down
INIT_POS=0.5
DURATION=100
[ANIM_SEQ_3] ;EVA_pitch
INIT_POS=0.5
DURATION=100
[ANIM_SEQ_4] ;EVA_yaw
INIT_POS=0.5
DURATION=100
[ANIM_SEQ_5] ;EVA_roll
INIT_POS=0.5
DURATION=100
[ANIM_COMP_0] ;EVA_translate, left Right
SEQ=0
GROUPS=0
RANGE(0,1)
TYPE=TRANSLATE
SHIFT=(50,0,0)
[ANIM_COMP_1] ;EVA_translate, forward back
SEQ=1
GROUPS=0
RANGE(0,1)
TYPE=TRANSLATE
SHIFT=(0,50,0)
PARENT=0
[ANIM_COMP_2] ;EVA_up down
SEQ=2
GROUPS=0
RANGE(0,1)
TYPE=TRANSLATE
SHIFT=(0,0,50)
PARENT=1
[ANIM_COMP_3] ;EVA_pitch
SEQ=3
GROUPS=1
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0,0)
ROT_AXIS=(1,0,0)
ANGLE=720
PARENT=2
[ANIM_COMP_4] ;EVA_yaw
SEQ=4
GROUPS=1
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0,0)
ROT_AXIS=(0,1,0)
ANGLE=720
PARENT=3
[ANIM_COMP_5] ;EVA_pitch
SEQ=5
GROUPS=1
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0,0)
ROT_AXIS=(0,0,1)
ANGLE=720
PARENT=4
[ANIM_COMP_6] ; tip
SEQ=0
RANGE=(0,1)
TIP_1=(0.0,0.0,0.0)
TIP_2=(0.0,1.0,0.0)
TIP_3=(0.0,0.0,1.0)
PARENT=5
after a few seconds is ok (from my tests I found out that orbiter probably wait 5 seconds to see if a vessel is actually landed) but mu = 0 is counter intuitive. It is a friction coefficient so the higher it is the quicker the vessel should get to rest :hmm:
let the orbiter core do his job properly.
BEGIN_SHIPS
DC-6:DC-6
STATUS Landed Earth
POS -80.6826101 28.5969478
HEADING 330
RCSMODE 0
AFCMODE 7
PRPLEVEL 0:1.000000
NAVFREQ 94 481
CONFIGURATION 1
CURRENT_PAYLOAD 0
END
ClassName = DC-6
Module = Spacecraft4
N = 3
POINT_1 = 0 -2.45 10.34 2000000 100000 1.0 0.01
POINT_2 = -3.5 -2.45 -2.3 2000000 100000 1.0 0.1
POINT_3 = 3.5 -2.45 -2.3 2000000 100000 1.0 0.1
TD Points Updater: Vessel Definition found for name DC-6
point1 : 0.000 -2.450 10.340 2000000.000 100000.000 1.000 0.100 ;<<<<< this is ok
point2 : -3.500 -2.450 -2.300 2000000.000 100000.000 1.000 0.100 ;<<<<< this is ok
point3 : 3.500 -2.450 -2.300 2000000.000 100000.000 1.000 1.000 ;<<<<< should be 0.1
N = 3
POINT_1 = 0 -2.45 10.34 2000000 100000 1.0 0.01
POINT_2 = -3.5 -2.45 -2.3 2000000 100000 1.0 0.1
POINT_3 = 3.5 -2.45 -2.3 2000000 100000 1.0 0.1
TD Points Updater: Vessel Definition found for name DC-6
point1 : 0.000 -2.450 10.340 2000000.000 100000.000 0.100 0.010 ;<<<<< this is ok
point2 : -3.500 -2.450 -2.300 2000000.000 100000.000 0.100 0.100 ;<<<<< this is ok
point3 : 3.500 -2.450 -2.300 2000000.000 100000.000 0.100 0.100 ;<<<<< this is ok
N = 3
POINT_1 = 0 -2.45 10.34 2000000 100000 1.0 0.1
POINT_2 = -3.5 -2.45 -2.3 2000000 100000 1.0 0.2
POINT_3 = 3.5 -2.45 -2.3 2000000 100000 1.0 0.2
TD Points Updater: Vessel Definition found for name DC-6
point1 : 0.000 -2.450 10.340 2000000.000 100000.000 0.100 0.100 ;<<<<< this is ok
point2 : -3.500 -2.450 -2.300 2000000.000 100000.000 0.100 0.200 ;<<<<< this is ok
point3 : 3.500 -2.450 -2.300 2000000.000 100000.000 0.100 0.100 ;<<<<< should be 0.2
TD Points Updater: Vessel Definition found for name DC-6
point1 : 0.000 -2.450 10.340 2000000.000 100000.000 0.100 3.000 ;<<<<< this is ok
point2 : -3.500 -2.450 -2.300 2000000.000 100000.000 0.100 3.000 ;<<<<< this is ok
point3 : 3.500 -2.450 -2.300 2000000.000 100000.000 0.100 0.100 ;<<<<< should be 3
[LANDING_GEAR]
WHEEL_FRICTION=0.001
BELLY_FRICTION=10
BRAKE_FORCE=200
SEQ=14
N = 3
POINT_1 = 0.0 -2.45 10.34 314488.980 190776.347 300.000 300.000
POINT_2 =-3.5 -2.45 -2.3 314488.980 190776.347 300.000 300.000
POINT_3 = 3.5 -2.45 -2.3 314488.980 190776.347 300.000 300.000
//DELTAGLIDER
static const DWORD ntdvtx_gearup = 13;
static TOUCHDOWNVTX tdvtx_gearup[ntdvtx_gearup] = {
{_V( 0 ,-1.5 ,9), 1e7, 1e5, 3.0, 3.0},
{_V(-6 ,-0.8 ,-5), 1e7, 1e5, 3.0, 3.0},
{_V( 3 ,-1.2 ,-5), 1e7, 1e5, 3.0, 3.0},
{_V(-8.5 ,-0.3 ,-7.05), 1e7, 1e5, 3.0},
{_V( 8.5 ,-0.3 ,-7.05), 1e7, 1e5, 3.0},
{_V(-8.5 ,-0.4 ,-3 ), 1e7, 1e5, 3.0},
{_V( 8.5 ,-0.4 ,-3 ), 1e7, 1e5, 3.0},
{_V(-8.85, 2.3 ,-5.05), 1e7, 1e5, 3.0},
{_V( 8.85, 2.3 ,-5.05), 1e7, 1e5, 3.0},
{_V(-8.85, 2.3 ,-7.05), 1e7, 1e5, 3.0},
{_V( 8.85, 2.3 ,-7.05), 1e7, 1e5, 3.0},
{_V( 0 , 2 , 6.2 ), 1e7, 1e5, 3.0},
{_V( 0 ,-0.6 ,10.65), 1e7, 1e5, 3.0}
};
//ATLANTIS
static TOUCHDOWNVTX tdvtx[14] = {
{_V( 0, -3.3,18.75), 1e8, 1e6, 1.6, 0.1},
{_V(-3.96, -5.5, -3.2), 1e8, 1e6, 3, 0.2},
{_V( 3.96, -5.5, -3.2), 1e8, 1e6, 3, 0.2},
{_V(-11.9, -2.1, -10), 1e8, 1e6, 3},
{_V( 11.9, -2.1, -10), 1e8, 1e6, 3},
{_V(-11.3, -2.1, -6), 1e8, 1e6, 3},
{_V( 11.3, -2.1, -6), 1e8, 1e6, 3},
{_V(-2.95, -2.0,-14.35),1e8, 1e6, 3},
{_V( 2.95, -2.0,-14.35),1e8, 1e6, 3},
{_V(-1.9, -1.0,-14.8), 1e8, 1e6, 3},
{_V( 1.9, -1.0,-14.8), 1e8, 1e6, 3},
{_V( 0, 11.2,-16.4), 1e8, 1e6, 3},
{_V( 0, 11.3,-14.0), 1e8, 1e6, 3},
{_V( 0, -0.9, 20.6), 1e8, 1e6, 3}
};
Sounds alot clearer to me, but I have a couple questions. Can the plugin use more than 3 TDPs and how are they read ? Say the fouth was the belly, just need to be placed higher, and also the wings ?
You're welcome, your module really interests me a lot. So I restarted my tests, so this problem is fixed.:hail:Ok, first of all thanks jacques, I think you found a small bug in the module
BEGIN_SHIPS
DC-6:DC-6
STATUS [B][COLOR="Red"]Landed Earth[/COLOR][/B]
POS -80.6826101 28.5969478
HEADING 330
RCSMODE 0
AFCMODE 7
PRPLEVEL 0:1.000000
NAVFREQ 94 481
CONFIGURATION 1
CURRENT_PAYLOAD 0
END
BEGIN_SHIPS
DC-6:DC-6
STATUS [B][COLOR="Red"]Orbiting Earth[/COLOR][/B]
RPOS -5437352.229 3320274.825 28671.092
RVEL 94.3776 157.6978 -364.1880
AROT 27.574 -15.049 -62.615
(...) <===== SC4 animations and others lines statuts
END
BEGIN_SHIPS
DC-6:DC-6
STATUS [COLOR="red"]Landed Earth[/COLOR]
POS -80.6827195 28.5971095
HEADING 327.91
ALT 2.105
AROT 68.167 35.995 10.767
(...) <===== SC4 animations statuts
END
I Used the values computed by the plugin (check orbiter.ini) and increased mu.
N = 3
POINT_1 = 0.0 -2.45 10.34 314488.980 190776.347 300.000 300.000
POINT_2 =-3.5 -2.45 -2.3 314488.980 190776.347 300.000 300.000
POINT_3 = 3.5 -2.45 -2.3 314488.980 190776.347 300.000 300.000
N = 3
POINT_1 = 0 -2.45 10.34 300000 45000 5 0.01
POINT_2 = -3.5 -2.5 -2.3 300000 45000 4 0.01
POINT_3 = 3.5 -2.5 -2.3 300000 45000 4 0.01
To have this, I just have to move a little forward and stop, and wait few seconds...
But all this does not matter I think ...
@ Fred :
it's too bad that it does not work as well as your "General_vehicle" module... (which is really great !!! ) I try with it, but (logical !) it's impossible to take off....
a solution could be this one:
to use a "general_vehicle" for towing the aircraft on taxiway to the runway, then detach it and take off.
I also had another idea, but I did not have time to test it :
1) a invisible "general_vehicle" car docked (and not "attached") with the plane to move on the taxiways
2) then set to "aircaft" (F3) for take off. (with the invisible car still docked).
I don't know yet if it is possible, but I'll try this.....
Of course the better way should to have a new "Spacecraft" module for Orbiter 2016, but I am not sure Vinka has enough time for this....
I continue my tests.....:tiphat:
Amicalement:hello:
Jacques