OHM Corn Ranch

More progress.
 

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Corn Ranch Launch site at dusk.
 

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No probs.
Due to the magic of time-zones I've been asleep while you have been working!
If you are happy with what you've got that's grand,
I've purchased AC3D, so lots of playing to do:cheers:

I'm guessing when you release your add-on, you will include those .dds tiles to overwrite the originals?

N.

I've had AC3d for a year and a half now has a couple of quirks but is really great Love it
David
 
AC3D looked nearest to 3D MAX. I used that up to 5.1, then it got really expensive. Its way beyond anything I'll ever do. I'm hoping AC3D will have an easier learning curve than straight into a new prog.

N.
 
It does, but one important difference. The X coord. must be reversed in the .ini file to get them to work correctly with the .ac to .msh converter.
 
It does, but one important difference. The X coord. must be reversed in the .ini file to get them to work correctly with the .ac to .msh converter.

The X co-ords thing is a pain at the start but comes second nature now, I also use the free program Paint.net for textures, works very well
 
Is there a tutorial for exporting an AC3D mesh/file to Orbiter format .msh?

I would look myself, but its always better when other folk have done it before...:cheers:
 
Surprise !!!!!

Sorry I didn't include the correct .ini for the launch pad.

Code:
[CONFIG]
MESHNAME="BlueOrigin/BOLaunchpad"
SIZE=10
EMPTY_MASS=80
COG=0.01

[PARENT_ATTACH_0];to launch_table
NAME="pad"
POS=(0.00,3.841,0.00)
DIR=(0,-1,0)
ROT=(0,0,1)
LOOSE=0
RANGE=50.
ID="LPD"


;   animation sequences

[ANIM_SEQ_0]; extend Crew Gantry
KEY=G
DURATION=10


[ANIM_SEQ_1]; extend O2 gantry
KEY=K
DURATION=10


[ANIM_SEQ_2]; retract O2 umbilical
KEY=0
DURATION=1

[ANIM_SEQ_3]; open gear hatches
KEY=1
DURATION=1

[ANIM_SEQ_4]; hide umbilicals
KEY=2
DURATION=1


;   Anumations


[ANIM_COMP_0] ;extend crew gantry
SEQ=0
GROUPS=0,1,2
RANGE=(0.00,1)
TYPE=TRANSLATE
SHIFT=(3.30,0.0,-1.5)

[ANIM_COMP_1] ;extend O2 gantry
SEQ=1
GROUPS=3,4
RANGE=(0.00,1)
TYPE=TRANSLATE
SHIFT=(3.3,0.0,-1.5)

[ANIM_COMP_2] ;rotate shoulder
SEQ=2
GROUPS=5
RANGE=(0.00,0.5)
TYPE=ROTATE
ROT_PNT=(-5.581,0.0,-0.225)
ROT_AXIS=(0,1,0)
ANGLE=-64

[ANIM_COMP_3] ;bend elbow
SEQ=2
GROUPS=6,7
RANGE=(0.00,0.5)
TYPE=ROTATE
ROT_PNT=(-3.871,16.45,-0.122)
ROT_AXIS=(0,0,1)
ANGLE=-67
PARENT=2

[ANIM_COMP_4] ;raise stgrongback
SEQ=3
GROUPS=8
RANGE=(0.00,1)
TYPE=ROTATE
ROT_PNT=(2.706,4.247,2.27)
ROT_AXIS=(1,0,0)
ANGLE=109

[ANIM_COMP_5] ;extend O2 gantry
SEQ=4
GROUPS=9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27
RANGE=(0.00,0.1)
TYPE=TRANSLATE
SHIFT=(-40.0,-4.50,20.0)
 
What do you mean ?
 
A new updated capsule mesh for Urwumpe. It has the drogues and chutes attached. And better texture.

Should I add seats ?
 

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Should I add seats ?

Can you make them configurable? Like removing some seats for installing payloads like the COLLIDE and BORE experiments on the previous flight?
 
Should make them payloads then.

Here's some scenery.
 

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It's alot more comfortable in the desert, when you're sitting in an air-conditioned truck.

Awsome Brian.
 

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