Question Astronaut figures

Col_Klonk

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Busy playing with a ship design, and wonder if one can get hold of those astronaut figures that I've seen in the delta glider.

I would like to use them as a measure of scale for the goodies I'm putting together.

Thanks

UBzFCdl.jpg


pHO2CJD.jpg
 
I think they're an integral part of the VC mesh. Whether extracting them is easy or not depends on how the mesh is composed...
 
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As shown in the right-hand corner of this screenshot, i use an imported Ummu-mesh to ensure correct seating and alignment in the cockpit. For convenience the mesh is attached here, but you could import it from the orignal Ummu-folder as well.
 

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Thanks for the stuff :thumbup:

Another question:
I notice with any craft, there is a continuous (annoying :) ) need to switch between rotation/translation RCS modes. Can one implement both modes at the same time with the SDK?

I'm thinking of implementing a helicopter type pit, which more or less covers all aspects on control, with only a RCS on/off switch. (ref: pic)

RCS mode ON
1) Stick, rudder, pedals are for rotation.
2) Yellow hat switches on stick and collective for translation
3) Orange rotational throttle for main engine forward/reverse thrust
4) Collective pitch for up down/thrusters (those rotational engine mounts).

RCS mode OFF
1) Stick, rudder, pedals are for control surfaces
2) Yellow hat switches on stick and collective, for control surface trims.
3) Orange rotational throttle for main engine forward/reverse thrust
4) Collective pitch for up down/thrusters(those rotational engine mounts).

The blue hat switches on the collective for something I've yet to think of.. maybe those rotational engine mounts :facepalm:

6K9ROap.jpg
 
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I guess one could. As you set which thrusters to fire for what movement you wish.

But I would think you would need another set of keys. As for rotation and translation they use the same keys

nice mesh
 
I guess one could. As you set which thrusters to fire for what movement you wish.

Doesn't look like it... so we'll have to flick the boolean value in code when the keys are pressed.

From the Orbiter.h file..
Code:
;/** \brief Engine status */
typedef struct {
	double main;       ///<     -1 (full retro) .. +1 (full main)
	double hover;      ///<     0 .. +1 (full hover)
[B]	int attmode;       ///<     0=rotation, 1=translation[/B]
} ENGINESTATUS;;

But I would think you would need another set of keys. As for rotation and translation they use the same keys
Yes.. probably something similar to KSP...
Maybe in a future orbiter version they can replace this boolean True/False thing with bit flags..

If I find anything else.. I'll shout
:)
 
It sounded like you wanted to fire rotation and translation at the same time, right?

If they use the same key how would it know which is which?
 
It sounded like you wanted to fire rotation and translation at the same time, right?
Yup... co-ordinated flying, as in real aircraft. :)

If they use the same key how would it know which is which?
Ja.. that's the thing... I'll see if one can configure other keys, or trick the Orbiter code with a key-handler/hook... I'll have a look.

That's why I'm hoping in a future orbiter versions, one can configure these keys in-game.
Shouldn't be too much hassle to implement.
:)
 
It might be possible.. depending on how this code works

Code:
;// ===========================================================================
;/**
; * \ingroup defines
; * \defgroup rcsmode RCS mode identifiers
; *
; * These constants are used to define the operation mode of the reaction
; * control system (RCS) of a vessel.
; * \sa VESSEL::GetAttitudeMode, VESSEL::SetAttitudeMode
; */
; // ===========================================================================
;//@{
;#define RCS_NONE                 0 ///< None (RCS off)
;#define RCS_ROT                  1 ///< Rotational mode
;#define RCS_LIN                  2 ///< Linear (translational) mode
;//@}

Although these can be treated as bit flags.. hopefully this is the case.
Just a bit of testing in combination with the engine status above...
;)
 
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