OHM Corn Ranch

Urwumpe,
Any progress on the launch and landing ?

Just getting slowly back into it after a lengthy week of planning the next four versions of our server software.

Status: Common guidance class done, now I just need to get the special code for capsule and propulsion module into each. Idea is that both vehicle make use of common guidance algorithms as often as possible, so an abort with the capsule will be only little different from launching the PM.

I hope getting a landing test scenario done when Blue Origin does its flight.
 
Sure does. The Assembly building also has a crane. I hope to be adding other vehicles as well.
 
Another vehicle WIP
 

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Those are all vehicles that could also be nice outside Corn Ranch... maybe you should make a "Vehicle Pack" with those.
 
Or maybe a virtual rental. ;)
 
"Orbiter Ranch Simulator 2016"? :lol:
Well, we do have an unused project in SSU, SSU_Truck that if I recall correctly was meant for this. Would love to see it implemented.
 
Well, we do have an unused project in SSU, SSU_Truck that if I recall correctly was meant for this. Would love to see it implemented.

Yeah, it is laying waste for quite some years now.
 
Never heard of it. :shrug:
 
Never heard of it. :shrug:
I'm not surprised since all it consists of is a single header. Not even a real source file.

Code:
#pragma once
#include <OrbiterAPI.h>
#include <VesselAPI.h>

/**
 * Generic vessel class for the various kinds of transporters used in KSC.
 * Can also be used for general cars.
 */
class SSUTruck: public VESSEL3
{
public:
SSUTruck(OBJHANDLE hVessel, int iFlightModel = 1);
virtual ~SSUTruck();
/**
 * /see VESSEL2::clbkPreStep
 */
virtual void clbkPreStep(double dfSimT, double dfDeltaT, double dfMJD);
/**
 * /see VESSEL2::clbkSaveState
 */
virtual void clbkSaveState(FILEHANDLE scn);
/**
 * /see VESSEL2::clbkSetClassCaps
 */
virtual void clbkSetClassCaps(FILEHANDLE cfg);


};
 
I'm not surprised since all it consists of is a single header. Not even a real source file.

I think I started this sometime early in SSU but then got lost in the VC code for a while.
 
I think I'm gonna call this one done.
 

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I think I'm gonna call this one done.

Now tell me that the control panel in the basket is detailed enough to make it a VC.... :lol:
 
Lovely models Donamy, how do you render them?

N.
 
Now tell me that the control panel in the basket is detailed enough to make it a VC.... :lol:

It certainly could be, but you would need a warning for people afraid of heights. :lol:

Not much to it really.



Lovely models Donamy, how do you render them?

N.

Thank you. It is just the view from the AC3D 3D view.
 

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Thanks Donamy. I did get AC3D as the nearest thing to £D Studio, but haven't had time to get into it. Not helped by the manual not appearing on the help menu, even though the web site says it does. Found it in the AC3D directory, and plodding through bits.

I assume you change the window view from the default wireview somehow?

N.
 
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