OHM Carl Sagan Space Center (Banaba Island)

Jose Gerard

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I want to thank both of you the making of this beautiful Space Center.

One of the amazing details is the radar dish that follows a vessel while it is moving, I try to attach this radar to my space station using the Universal Cargo but the dish would´t move at all.

My though is to have an antenna Delta Glider style, sort of a vessel or attached module, it is a way of doing this with your dish? Thank you very much
 

spiras

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Can't grapple with crane

Thankyou very much for this beautyful addon, I'm having much fun.
I only have one problem:
I can't grapple anything with the crane; no UCGO, no vessels, nothing.
I tried to add the attachment section in the cfg files, but nothing.

Can anybody post an actual example, including cfg file modification for some type of cargo and vessel?

And I also didn't understand what name should be typed in the dialog to grapple a UCGO? how can I know the name of a UCGO since it's not listed in the active vessels list?

Thanks a lot :tiphat:
 

Woo482

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Could you post the configuration file of the vessel you're trying to grapple? It should be able to pick up anything with an XRCARGO attachment defined, which should look something like this:
Code:
BEGIN_ATTACHMENT
P 0 -0.1 0  0 1 0  0 0 1  XRCARGO
END_ATTACHMENT
 

Loru

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I successfully tested it with both HCLV Hyperion (WIP) and default Atlantis SRB (config below).

Also during beta testing I attached complete Shuttle stack, Themis rocket, XR5 cargo crates, default DG, and many more crafts.

Code:
; === Configuration file for vessel class Shuttle Solid Rocket Booster ===
; Used to manage SRB's after separation from the main tank
ClassName = Atlantis_SRB
Module = Atlantis_SRB
ImageBmp = Images\Vessels\Default\Atlantis_SRB.bmp

[COLOR="Red"]BEGIN_ATTACHMENT
P 0 0 0 0 1 0 0 0 1 XRCARGO
END_ATTACHMENT[/COLOR]

To attach it just switch to Crane vessel, press K and enter vessel name in dialog box

crane-test.jpg


As for UCGO you can peek name in scenario file. Quit orbiter and open (Current state).scn file so you can find crate name.

Example UCGO config file:

Code:
; === Configuration file for UCGO cargo ===
ucForceName	= cOXYG				; Force object name when cargo is released max 6 char.
Module 		= UCGODynamicCargo		; if this cargo can be "eated" by UCGO vessel
MeshName 	= UniversalCars/CargoOxygen	; Box mesh name (packed cargo)
MassucRessource = 1134				; mass of "eatable" content in kg (>10000 mean illimited as fuel station)
UcDescription	= oxygen			; description AND/OR keyword if ressource


ImageBmp = Images\UniversalCars\cgroxygen.bmp ;image for scenery editor

; === NOTE ON UCGO Cargos ===
; UCGO Cargos require only mesh and a config file, anyone can do more
; see doc in Doc\UniversalCars for a step by step help.


; === MANDATORY NO NEED TO EDIT THIS BELOW ===
Size = 20.0	; size is 1.3 meter but this is to avoid LOD uggly switch
AlbedoRGB = 0.6 0.6 0.6
TouchdownPoints = 0.0 -0.005 3.0 -4.0 -0.005 -3.00 4.0 -0.005 -3.00
EditorCreate=true
EnableFocus = false
; === Attachment specs ===
BEGIN_ATTACHMENT
P 0.0 1.0 0.70  0 0 1  0 1 0  UCGOCG
[COLOR="red"]P 0 0 0 0 1 0 0 0 1 XRCARGO[/COLOR]
END_ATTACHMENT


crane-test-UCGO.jpg
 

BruceJohnJennerLawso

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I successfully tested it with both HCLV Hyperion (WIP) and default Atlantis SRB (config below).

Also during beta testing I attached complete Shuttle stack, Themis rocket, XR5 cargo crates, default DG, and many more crafts.

Code:
; === Configuration file for vessel class Shuttle Solid Rocket Booster ===
; Used to manage SRB's after separation from the main tank
ClassName = Atlantis_SRB
Module = Atlantis_SRB
ImageBmp = Images\Vessels\Default\Atlantis_SRB.bmp

[COLOR="Red"]BEGIN_ATTACHMENT
P 0 0 0 0 1 0 0 0 1 XRCARGO
END_ATTACHMENT[/COLOR]

To attach it just switch to Crane vessel, press K and enter vessel name in dialog box

crane-test.jpg


As for UCGO you can peek name in scenario file. Quit orbiter and open (Current state).scn file so you can find crate name.

Example UCGO config file:

Code:
; === Configuration file for UCGO cargo ===
ucForceName	= cOXYG				; Force object name when cargo is released max 6 char.
Module 		= UCGODynamicCargo		; if this cargo can be "eated" by UCGO vessel
MeshName 	= UniversalCars/CargoOxygen	; Box mesh name (packed cargo)
MassucRessource = 1134				; mass of "eatable" content in kg (>10000 mean illimited as fuel station)
UcDescription	= oxygen			; description AND/OR keyword if ressource


ImageBmp = Images\UniversalCars\cgroxygen.bmp ;image for scenery editor

; === NOTE ON UCGO Cargos ===
; UCGO Cargos require only mesh and a config file, anyone can do more
; see doc in Doc\UniversalCars for a step by step help.


; === MANDATORY NO NEED TO EDIT THIS BELOW ===
Size = 20.0	; size is 1.3 meter but this is to avoid LOD uggly switch
AlbedoRGB = 0.6 0.6 0.6
TouchdownPoints = 0.0 -0.005 3.0 -4.0 -0.005 -3.00 4.0 -0.005 -3.00
EditorCreate=true
EnableFocus = false
; === Attachment specs ===
BEGIN_ATTACHMENT
P 0.0 1.0 0.70  0 0 1  0 1 0  UCGOCG
[COLOR="red"]P 0 0 0 0 1 0 0 0 1 XRCARGO[/COLOR]
END_ATTACHMENT


crane-test-UCGO.jpg

I dont suppose that the crane could just be recoded to look for UCGOCARGO attachment points as well? (or whatever Dan gave them as an attachment id. ) If not, I'll make sure to update my UCGO cargo package with the right attachments to reflect this.
 

Loru

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I dont suppose that the crane could just be recoded to look for UCGOCARGO attachment points as well? (or whatever Dan gave them as an attachment id. ) If not, I'll make sure to update my UCGO cargo package with the right attachments to reflect this.

Rather not. First of all it wasn't designed to work with UCGO at all but for XR containers and mating-demating spaceplanes from carrier aircrafts etc. Fact that it works with UCGO with little effort from user (adding single line to config) is just a bonus. No point of complicating working code here.
 
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BruceJohnJennerLawso

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Rather not. First of all it wasn't designed to work with UCGO at all but for XR containers and mating-demating spaceplanes from carrier aircrafts etc. Fact that it works with UCGO with little effort from user (adding single line to config) is just a bonus. No point of complicating working code here.

Dont think it needs complicated code, just needs to be able to scan for the default UCGO attachment points as well as the XRCARGO ones. Since nothing needs to happen on the payload end of things, it shouldnt be a big deal. Am I right on this Woo?
 

Loru

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Thanks Woo.
 

spiras

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Thanks; I was messing with the names in the input box.
And I was also messing with the cfg file, adding a whole new section instead of updating the existing one.
 

spiras

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Woo, I tried your multi-grapple dll
:thumbup:

I wish that we could soon achieve direct cargo exchanges between vessels -
no more cargo that must be layed on the ground before it can get picked up!
 

Loru

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In the works :p

Queue Benny Hill music here:


---------- Post added at 06:48 PM ---------- Previous post was at 06:24 PM ----------

On the seruious note those were just the tests as at first we need to finish HCLV and Woo's developing "driving" routines for Rover mesh (to avoid some UCGO limitations). I'm investigating dynamic texture updates (to simulate animated tracks) which could prove usefull in future (tracked rovers, crawlers etc)
 

Loru

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anyone know how to get this working with orbiter 2016? all i can see is water and buildings.

Nope. It needs conversion of base tiles into new orbiter quadtree texture package and creating / adding terrain mesh. Then it's probably need re-meshing of some of the buildings as they were made with flat terrain in mind.

Lastly dll parts would need to be recompiled.

Whole thing is not an easy task and I'll need terrain2mesh import export tool to even start upgrading tha base to 2016 standards..

---------- Post added at 09:05 PM ---------- Previous post was at 07:07 PM ----------

With great help from face I managed to at least get it working.

A lot of work to be done here but I think it can be converted in reasonable time of few months:

banaba_test001.jpg
 

Pipcard

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Nope. It needs conversion of base tiles into new orbiter quadtree texture package and creating / adding terrain mesh. Then it's probably need re-meshing of some of the buildings as they were made with flat terrain in mind.

Lastly dll parts would need to be recompiled.

Whole thing is not an easy task and I'll need terrain2mesh import export tool to even start upgrading tha base to 2016 standards..

---------- Post added at 09:05 PM ---------- Previous post was at 07:07 PM ----------

With great help from face I managed to at least get it working.

A lot of work to be done here but I think it can be converted in reasonable time of few months:

Hmm, so I need to convert my Negishima spaceport for Orbiter 2016.

What if I just wanted to convert it as a completely flat terrain? How would I go about doing that?
 
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Loru

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Know this is probably dead, but has there been any progress on getting CSSC to work for Orbiter 2016? I really loved using it in 2010, really detailed and immersive. Really would hate to see it die. :(
 
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