Project Haworth MPEV (Multi-Purpose Exploration Vehicle)

2) is there an easy way to find which group of polygons is assigned to each number? currently, i'd have to guess, which will take AGES with a model containing 20+ groups

That's a problem I have too. With 200 meshgroups and multiple meshes, assigning the right groups to animations is a nightmare ! However, I think there is a possiblity to assign meshgroups to integers in an automatic fashion (like in the Atlantis samples, with the use of meshres) ; but I did not figure how it works yet.

3)i asked a while back, but got no response: how do i handle animations over a model with multiple meshes loaded? is there a good guide?

I think you have to assign the mesh index in the function. The first mesh you call in your code is 0.
 
well, i found that MeshWizard arranges groups in the same order as the MSH file (well, i guess it saves useless coding to make our lives harder), so i can find meshgroup numbers this way.

and if meshes are indexed, it will be described in the API index, i should start there.

that just leaves 3dsmax opacity problems and VESSELSTATUS to work out... as well as some of the basic C++ grammar :S

later, and Thanks NMolson!
 
Same problems with Anim&tor ; the order of the meshes is not kept during the export, even if you take care to put number for each meshgroups.
 
well, if i use Meshwizard, it will take the Meshgroup orders from the MSH not the 3DS, so it will be using the same thing as the orbiter engine, then i just count down the meshes to the one i want! and it comes out as 20 groups at the moment, but that can change drastically when i send the new CM through to MSH

ok, news:
the CM is fully (though not very well) textured, i dont have time for a render, coz im off to bed for an early night before my Maths exam tomorrow morning :(

next up (after posting renders here of course) , re-textures of the new SM and the crew in the CM (thats gonna be annoying), then im finally ready for some code!

laters!

---------- Post added 05-18-11 at 11:37 AM ---------- Previous post was 05-17-11 at 08:33 PM ----------

ok, ive finished working with the CM, but i have a new problem:

the mesh wont load in orbiter, and im 99% sure that its the opacity of the materials put into the CM windows, but the log shows nothing when i generate a CM mesh after initialising orbiter, and i get this code when starting a scenario with the CM mesh already in it
Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 6.98413e-008 sec
Found 1 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (ATI Radeon 3000 Graphics )
==> Direct3D T&L HAL (ATI Radeon 3000 Graphics )
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module EnergyConfigurator.dll  [Build ******, API 060425]
Module AeroBrakeMFD.dll ...... [Build ******, API 100830]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module BaseSyncMFD.dll ....... [Build 100616, API 100603]
Module BTC2.0.dll ............ [Build ******, API 060425]
Module InterMFD55.dll ........ [Build 100826, API 100704]
Module LaunchMFD.dll ......... [Build 101127, API 100830]
Module LTV-MFD.dll ........... [Build ******, API 060425]
Module LunarTransferMFD.dll .. [Build 100621, API 100603]
Module OrbiterSound.dll ...... [Build ******, API 060425]
Module ReFuelMFD.dll ......... [Build ******, API 060425]
Module ScreenCapture.dll ..... [Build ******, API 060425]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module Glideslope.dll ........ [Build ******, API 060425]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1600 x 900 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Joystick throttle: SLIDER 0
Joystick throttle control detected
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
---------------------------------------------------------------
>>> ERROR: Missing texture: AWIDE.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: AWIDE.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: 08.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world

any ideas how i can fix the mesh?

thanks guys!

---------- Post added at 01:59 PM ---------- Previous post was at 11:37 AM ----------

i tried taking the material from the stock DG canopy via 3DS MAX, but still no luck, i noticed as well, that orbiter tries to load another texture, one not defined in the MSH, or even mentioned beforehand:
Nerid.TEX or something like that

still cant get it loaded... becoming a pain in the rear :@
 
um... this isnt from 2006... unless you mean the max2msh is putting it into a 2006p1 format?
 
Nereid.tex? Nereid is one of Neptune's moons and is one of the last bodies Orbiter loads on startup. More than likely it just happens to be the last thing Orbiter successfully loaded before getting to your mesh/textures. I wish I could help with that, but I know nothing of meshes... :(
 
well, ill get back to that, ive plenty other work to do before i can code anyway.

until i can find out how to fix the CTD however, im afraid we're not going into the land of C++ any time soon :(

---------- Post added 05-19-11 at 12:35 PM ---------- Previous post was 05-18-11 at 05:51 PM ----------

ok, ive decided that ill stop work on getting the CM into orbiter (because ill end up smashing my computer if i get another CTD :@) and start work on me launcher meshes.

like when modelling (NOT texturing) the CSM, ill start at the top and work downwards, so the third stage is first:

it will be a 3 stage launcher, LIKE the Saturn (but not the same ;) ) since getting a heavy spacecraft (and lunar lander if i think about the long term package) is most efficient if i can shed a lot of dry mass by staging the launcher.

the main difference between this and the Saturn, will be the huge boosters on the side. not quire Ariane sized, but still rather large. (i think about 4-5m diameter and 35m long, which compared to the 10m diameter, 45m long first stage would seem to fit nicely), and here's some rough guidelines i threw together to get a picture of the entire thing
NOTE: it will probably change!!!!

Code:
mT = Metric Ton
Mn=Mega Newton
MKg= million Kgs
Rad=radius
hei=stage length

Stage1:
hei=45m
rad=5.5m
32Mn

mass=131mT dry    2169mT fuel   2300mt full 

ISP=2580




Stage2:
hei=28
rad=5
5.5Mn

mass= 36mT dry    444mT fuel    480mT full

ISP=4130





Stage3
hei=17.86
rad=3.7
~1.3Mn

mass= 11mT dry    109mT fuel     120mT full

ISP=4130


total mass of launcher= 3400mT = 3.4MKg
total mass with Haworth = 3440mT = 3.44MKg



Boosters:
rad=3
hei=35
11.5Mn each

mass= 80mT dry  420mT fuel   500mT total

ISP=2600

you'll see its a little larger than the Saturn, then on top of that it has boosters, which i make to have 15%m/s/s acceleration (5.19m/s/s (~0.55g) liftoff acceleration) when combining the first stage thrust and booster thrust, compared to total mass

do these figures seem ok? i aim to make it a little optimistic to allow for "orbinaut error", especially since it likely wont have a launch autopilot, so a sucessful launch depends on how good the user can get a multistage rocket on a good ascent profile.


in visual news however: here is a quick mock up for the CSM/Stage3 connection (the simple "cone" will be modelled in more detail later:
the front with Haworth hiden
picture.php

the front with haworth shown
picture.php


i know it looks rather simple, but i dont want to model it incredibly well for two reasons:
1)it makes it harder to run on les powerful computers
2)its a main in the A** to do a UV map and texture later on.

can you guys think of a better way to handle the physical interface between the two?

more when u have it ;)

laters!
 
ok, news!

still no further work on the CSM, need to work around the CTD first, but ive not had the time (mostly just little bits at a time), but i HAVE had time for Launcher modelling:

before i show you, here are some of the nitty-gritty bits:
first, it has 3 stages and two boosters, designed to make LEO and TLI burn, with a little leftover. ill also try to code in a few interesting failures (governed by probability) such as premature SRB sep, engine ignition failire etc, so that you will actually have use of the Launch escape system.

in terms of coding, here's the general outline (if you're already familiar with the stock atlantis, this code will be strangely deja-vu):
one vessel is defined, and the meshes of 3 stages, boosters, fairing and LES are added. engines are taken as the boosters and first stage mains
after boosters have 3% fuel remaining, they are removed from the vessel entirely, and a new vessel class is called to replace the visuals (so you see them fall away)
as each stage is emptied and jettisoned, they are removed from the vessel, and new engine definitions replace the old ones. and on top of this, the CoG is also shifted along the Z axis to show the craft falling away
the LES is released similarly to the boosters, simply dropped from the code and a new vessel replaces it visually to show it blast away

once the last stage is emptied, the CSM (visible as soon as the fairings are removed) is removed from the vessel, and focus is shifted to that. (at this stage, you will be on your way to the moon). you will still be able to control the third stage, if you want to go to the lengths of crashing it into the moon or shooting it off into the sun.

in future versions, i will also add a lunar lander mesh to the mix, remaining as part of the launcher untill the CSM is released, at which point its mesh and mass is removed and replaced with a new vessel entirely, attached to an attachment point probably, which you need to release via the launcher before you can pull the lander out of the final stage.

thats the behind-the-scenes version: now, i present to you, Stages 2 and 3, with the CSM for comparison!

picture.php

all the stages shown, separated by 5m from their "mated" position

picture.php

the two stages shown in their "mated" position

you cant see very well, but stage 2 has four engines, and stage 3 has two of the same engines (though thrust levels generated wont actually be reflected like this). in the end, i scrapped the old method for CSM attachment, and added an "arresting ring" split into four parts (to allow room for the SM rear RCS nozzles), with just enough room for the SM engines behind it.

if i do go for a lander, ill remake the third stage, to be much larger, to accomodate the lander, and provide the extra fuel needed to take it up there.

from now, the second stage only needs a little more detail adding, then i do the first stage, then boosters then work on some textures!

later guys!

---------- Post added at 10:36 PM ---------- Previous post was at 08:59 PM ----------

in toehr news:
at the end of this shift, ive managed the following:

began modelling stage 1
fully modelled both fairings and the LES
stripped the CM model of its interior; in my first release, im going to get around the CTD error by not having any transparency at all, and ill increase the texture size whilst im at it, so i can have a very detailed CM (which TBH, is what you'll spend your time looking at)

also, with some priceless guidance from Urwumpe, i now know roughly how i'll code the launcher, and the CSM coding shouldnt be too complex to start with

should have some more done soon!

laters!
 
ok, good news!

the CM has been stripped of its interior, and is now ingame!
picture.php


there is no transparency (until i can work that bug out, it stays like this i'm afraid) of the windows, they're just blacked out.

now onto texturing the SM, then i can texture the launcher and get coding

all i need is a name for the launcher... :hmm:
 
ok, Launcher News!

ive decided to call it Arcturus (after the star), and ive tested my previous figures for ISP, fuel and empty masses using an existing multistage2 launcher (modified to mechanically resemble the Arcturus), and i managed to get my payload (of equal weight to the Haworth) to 300Km LEO with 3.5km/s dv leftover for TLI

so, it only needs a little adjustment (on the second stage most likely) to give it a little extra, to make it easier to fly (i likely wont have an autopilot, so making room for pilot error is necessary) and more forgiving when you fly an ascent like mine (IE the least economic multistage launch ever performed) and since its only orbiter, it doesnt matter terribly.

ive also decided on three levels of launcher:

Arcturus L (Arcturus-Light) essentially two stage, the second stage of the standard Arcturus is replaced with a much smaller stage (basically a large interstage), leaving just enough DV to get the Haworth to LEO, where it performs final insertion and orbital manoeuvres using its own engines

Arcturus S (Arcturus-Standard) the one that has been shown so far, 3 stages, and a CSM on top, rather Apollo like

Arcturus M (Arcturus-Mega) the same as the Arcturus S, but with two solid-fuel boosters to provide additional liftoff force and dV to get the additional weight of a lunar lander
(accomodated in a larger third stage) to the moon with the Haworth

so, my initial idea of using boosters may be left for the future version, but having said that, after flying my tests, i realised that the boosters would help to spread out the acceleration; in my launch, i had to start throttling the first stage down before it had even burned half its fuel... perhaps i can raise my ACC limit to 28m/s/s rather than 22...

other than that, i just need to texture away... this is my least favourite part of modelling... mainly because it makes my models look like they came out of a cartoon

later folks!

---------- Post added at 03:30 PM ---------- Previous post was at 03:00 PM ----------

after tests 2-3, the second stage has a little more fuel, and after a very economic launch, i managed to keep 4.3km/s dV for TLI :D

so i took a little away again, and now i have the basic figures for the Arcturus! back to texturing
 
One question about the name: it sounds pretty much the same as Antares, and I would think you'd like to differentiate it from the Italian craft. Mind, I'm not clamouring to call the launcher Mirfak or Regulus ;) but choosing a name is quite important... (hmm, maybe [ame=http://en.wikipedia.org/wiki/Mira]Mira[/ame]?)
 
hmm, i had thought about the Antares (i actually used its jarvis launcher as a base when i did these tests), but if you think the two sound similar, i can re-think it

actually, i was going to call it Vega first, then i found loads of addons called Vega on Orbit Hangar

perhaps Electra? or is that similar to the other launcher, Energia

or Polaris...

ill have a think about it

Thanks Wishbone
 
more news!

unfortunatley, ive got another bug.

the first stage now has a lovely texture (thanks to Loru for the guidance!), but something it stopping it from getting into orbiter.

its the same bug as with the CM, only theres no transparency in the mesh...

the only wierd things in the log are:
Code:
---------------------------------------------------------------
>>> ERROR: Missing texture: AWIDE.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: AWIDE.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: 08.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------

but they come after earth is initialised, well before my mesh is loaded...

ill try it on a clean install, then maybe we'll be getting somewhere...

---------- Post added at 05:18 PM ---------- Previous post was at 05:15 PM ----------

ok, on the clean install, nothing in the log, and CTDs at the same point. how can i get something to find out what isnt working? if its not in the log, how else can i find the error?
 
Are you doing it with Multistage/sc3? Not having a grain of experience with textures, I'd advise checking all the spelling, and locations of the files.
 
ive triple and double triple checked the names (i had to edit them manually anyway) and im not using sc3 or ms2, just a config file to load the mesh with ISS PMI and no docking ports.

could that cause the CTD?
 
Hummph... To tell you the truth, I used ShuttlePB replacing the name of the mesh file at first, compiled it and it worked (after I added the config file, that is). Can you test the bare mesh version?
 
not sure what you mean there, at the moment im just using a config file (the same as the stock ISS) to load the mesh, to check that it renders OK after ive exported it, but it keeps CTDing.

perhaps i can try to change the PB, i never use it anyways

ill get back to ya ;)
 
This option (changing the config only) is quite new for me; thanks for the tip, I learn something new every day.
 
well hang on, im considering now that it may not work, dont go using it as your method untill ive proven that it actually works
 
Back
Top