Project LBS (Lunar Booster Stage) V1

Well, the under exemple is taken from the Clementine lunar probe (set of 32 very weak (20N) thrusters) :

Code:
;;;;;Z AXIS (ROLL) ROTATION;;;;;
[EX_ATT_0]
OFF=(0.1625,0.4481,-0.4278)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=1

[EX_ATT_1]
OFF=(-0.1625,-0.4481,-0.4278)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=1

[EX_ATT_2]
OFF=(0.1615,0.4481,0.6459)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=1

[EX_ATT_3]
OFF=(-0.1615,-0.4481,0.6459)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=1

[EX_ATT_4]
OFF=(-0.1625,0.4481,-0.4278)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=0

[EX_ATT_5]
OFF=(0.1625,-0.4481,-0.4278)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=0

[EX_ATT_6]
OFF=(-0.1615,0.4481,0.6459)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=0

[EX_ATT_7]
OFF=(0.1615,-0.4481,0.6459)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Z
ROT_CW=0

;;;;;X AXIS (PITCH) ROTATION;;;;;
[EX_ATT_8]
OFF=(0,0.4971,-0.4678)
DIR=(0,1,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=X
ROT_CW=0

[EX_ATT_9]
OFF=(0,-0.4971,-0.4678)
DIR=(0,-1,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=X
ROT_CW=1

[EX_ATT_10]
OFF=(0,0.5271,0.6459)
DIR=(0,1,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=X
ROT_CW=1

[EX_ATT_11]
OFF=(0,-0.5271,0.6459)
DIR=(0,-1,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=X
ROT_CW=0

;;;;;Y AXIS (YAW) ROTATION;;;;;
[EX_ATT_12]
OFF=(0.1625,0.4481,-0.4278)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=1

[EX_ATT_13]
OFF=(-0.1625,-0.4481,-0.4278)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=0

[EX_ATT_14]
OFF=(0.1615,0.4481,0.6459)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=0

[EX_ATT_15]
OFF=(-0.1615,-0.4481,0.6459)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=1

[EX_ATT_16]
OFF=(-0.1625,0.4481,-0.4278)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=0

[EX_ATT_17]
OFF=(0.1625,-0.4481,-0.4278)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=1

[EX_ATT_18]
OFF=(-0.1615,0.4481,0.6459)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=1

[EX_ATT_19]
OFF=(0.1615,-0.4481,0.6459)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
ROT_AXIS=Y
ROT_CW=0

;;;;;TRANSLATE Y NEG (DOWN);;;;;;
[EX_ATT_20]
OFF=(0,0.4971,-0.4678)
DIR=(0,1,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=Y
LIN_CW=1

[EX_ATT_21]
OFF=(0,0.5271,0.6459)
DIR=(0,1,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=Y
LIN_CW=1

;;;;;TRANSLATE Y POS (UP);;;;;;
[EX_ATT_22]
OFF=(0,-0.4971,-0.4678)
DIR=(0,-1,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=Y
LIN_CW=0

[EX_ATT_23]
OFF=(0,-0.5271,0.6459)
DIR=(0,-1,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=Y
LIN_CW=0

;;;;;TRANSLATE X NEG (LEFT);;;;;;
[EX_ATT_24]
OFF=(0.1625,0.4481,-0.4278)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=1

[EX_ATT_25]
OFF=(0.1625,-0.4481,-0.4278)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=1

[EX_ATT_26]
OFF=(0.1615,0.4481,0.6459)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=1

[EX_ATT_27]
OFF=(0.1615,-0.4481,0.6459)
DIR=(1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=1

;;;;;TRANSLATE X POS (RIGHT);;;;;;
[EX_ATT_28]
OFF=(-0.1625,0.4481,-0.4278)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=0

[EX_ATT_29]
OFF=(-0.1625,-0.4481,-0.4278)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=0

[EX_ATT_30]
OFF=(-0.1615,0.4481,0.6459)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=0

[EX_ATT_31]
OFF=(-0.1615,-0.4481,0.6459)
DIR=(-1,0,0)
LENGTH=0.25
WIDTH=0.01
LIN_AXIS=X
LIN_CW=0
 
so the [EX_ATT] function is for the location and rendering of attitude thrusters? so if i added some simple "boxes" onto the mesh to act as some simple "RCS thuster nodes" i could render the thrusters, and then they wouldnt need so much thrust to rotate the tug since they have a greater longitudinal displacement from the CoG

ill try it out when i get home, i think it will have a full RCS system with 10 nodes (boxes) and 14* thrusters (all but LIN Z+ functionality, since it can use mains for that)

*there will be more in the config, i know, since spacecraft3 separates ROT and LIN completely

this next bit is just so i can get to the code at home, i need to use my mobile phone but it doesnt do the
Code:
 bit poster by N_Molson very well, just ignore it, ill delete it when ive got what i need
-----===-----
LIN
LIN_axis = trans axis
LIN_CW= ([0] for + [1] for -)

for X, + is right
-----===-----

thanks Molson, ill make sure that i put you in the CTVs crew on my scenario, you'll become a UMMU on his/her way to the moon!

this calls for a final model change before anyone can texture it, ive decided that i'm hopeless at texturing, i really need someone else to do it, i can do a mapping for them (my model already is mapped) and i can give thema  template, i just need someone to do the artistic bit or actually drawing it

wish me luck, and i hope to have a completley working addon for a tuesday soon!

thanks for all the help guys![COLOR="Red"]

[SIZE=1]---------- Post added at 11:01 PM ---------- Previous post was at 03:06 PM ----------[/SIZE]

[/COLOR]Well i added the exhausts for the RCS, but they,re still not changed, is there any way to set spacecraft3 to calculate torque from given thruster offset, rather than the simple ATTITUDE_THRUST parameter? That way i could have 200 n rcs at high offsets from the cog, rather than 200Kn at 1m from the cog

Thanks
 
Ok, ive decided that since i have a week before i get internet back, im going to redo the mesh entireley. I then NEED A TEXTURE before i can release it.

The new one will have twice the poly count (still low) of my original.

Finally, does anyone know of a good two way DDS converter (to and from DDS format) so i can make a crude texture myself?

Thanks guys!
 
Finally, does anyone know of a good two way DDS converter (to and from DDS format) so i can make a crude texture myself?
Any halfway decent image manipulator. Try Paint.NET. GIMP has it built in too, but it also has lots of resource-hungry functionality you likely will never use.
 
Ill have a look ASAP, thanks.

Ive almost done the mapping on the new mesh, hopefully ill have a working addon for the time i get internet back

Thanks
 
Paint.net is perfect for crude and not-so-crude texturing in Orbiter :thumbup:
 
Grr, i just finished mapping it only to find that its had been modelled in the wrong way, giving an arkward effect on the front section, i just spent half an hour fixing the bug at square one, now i need to remap it AGAIN as well as reconfigure the spacecraft3 INI.

The mapping was good however, and theres a 10 percent chance i can salvage most of it to save an couple of hours work.

This is where sketchup really gets annoying :@

Laters
 
You need this plugin for spherical or cylindar map...unzip it in:

C:\Program Files\Google\Google SketchUp 8\Plugins

work on any SketchUp version.
 
Last edited:
Im using 3dsmax for texturing, it allows me to make an all in one texture with multiple mappings, and arrange it myself, so i know whats what

---------- Post added 03-04-11 at 08:26 AM ---------- Previous post was 03-03-11 at 11:13 PM ----------

Well, i did manage to salvage the mapping, and im trying to put a VERY crude texture together. But how do i configure the mesh so that it loads my texture in orbiter? After that im done

Thanks
 
Don't know what you using to convert to orbiter mesh,I use Anim8or.
After converting to orbiter mesh you need to convert texture to dds,you have tool to convert bmp to dds in orbiter.
 
Last edited:
Theres a 3dsmax plugin fot it and i use a simple dds converter for textures
 
Hooray! I have a texture!

But i have bad news, firstly its incredibly crude and finally i made it out of textures that other people have used, so i cant release it without their permission, its unfair and rude

Once i get the internet back, i might try again, this time using photo images i am allowed to take and most likely learning some photoshop.

Although, any help i can get would be appreciated

Hope to show you guys soon!
 
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