Request New Shepard vehicle and tower

I think I fixed the TD issue. new dll for capsule. Not sure why we are getting ctd sometimes of dettachment.



Not sure why this code is not working?
void BOLAUNCHTABLE::clbkPreStep(double SimT, double SimDT, double MJD) {
//OBJHANDLE hvessel = oapiGetVesselByName("BlueOrigin/NewShephard"); //or whatever it is
VESSEL3* v;
OBJHANDLE hvessel = GetAttachmentStatus(PAD1);

thrust = (v->GetThrusterLevel(hvessel));


sprintf(oapiDebugString(), "rockettHRUST %0.4f thrustholdtime %0.4f", thrust,thrustholdtime);
if (thrust > 0.95)
{
thrustholdtime -= simdt;
if (thrustholdtime <= 0.0)
{
DetachChild(PAD1);
}
}
else
{
thrustholdtime = 3.0;
}





}
it does not show the thrust and thrustimehold is 3.0
 

Attachments

Quick test flight - flew perfect, no CTDs. Clean sep, parachutes detached and capsule stayed right side up on landing!

I also installed a clean Orbiter 2016 to prevent any other addons from screwing with our testing.
 
Last edited:
YEAH

here is a screenshot of the launchtable.

As I understand it.
OBJHANDLE hvessel = GetAttachmentStatus(PAD1); gets handle of attachment which should be newshepard
thrust = (v->GetThrusterLevel(hvessel)); get thrust level of attached vessel
if (thrust > 0.95)
{
thrustholdtime -= simdt;
if (thrustholdtime <= 0.0)
{
DetachChild(PAD1);
}
}
else
{
thrustholdtime = 3.0;
}

If newshepard thrust over .95 and thrustholdtime less than 0 the dettach
 

Attachments

  • bolaunchtable.jpg
    bolaunchtable.jpg
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@GLS

I am running in debug. And somewhere it is picking up a value for thrust. looking a sdk.
17.57.3.94 OBJHANDLEVESSEL::GetAttachmentStatus ( ATTACHMENTHANDLE attachment ) const
Returns Handle of the attached vessel, or NULL if no vessel is attached to this point.

So it should get the thrust level
thrust = (v->GetThrusterLevel(hvessel));
but the sdk:
double GetThrusterLevel (THRUSTER_HANDLE th) const Returns the current thrust level setting of a thruster.

How to tell it to get the thrust value of the main thrust on the New Shepard?
which is:
th_main[0] = CreateThruster(_V(0, 0, -8), _V(0, 0, 1), MAINTH1, hProp, ISPV, ISP0);
 
@GLS

I am running in debug. And somewhere it is picking up a value for thrust. looking a sdk.
17.57.3.94 OBJHANDLEVESSEL::GetAttachmentStatus ( ATTACHMENTHANDLE attachment ) const
Returns Handle of the attached vessel, or NULL if no vessel is attached to this point.

So it should get the thrust level
thrust = (v->GetThrusterLevel(hvessel));
but the sdk:
double GetThrusterLevel (THRUSTER_HANDLE th) const Returns the current thrust level setting of a thruster.

How to tell it to get the thrust value of the main thrust on the New Shepard?
which is:
th_main[0] = CreateThruster(_V(0, 0, -8), _V(0, 0, 1), MAINTH1, hProp, ISPV, ISP0);
Look up:
THRUSTER_HANDLE GetThrusterHandleByIndex (DWORD idx) const;

You need to hardcode the index, so to make it simple, create the main thruster first in the NewShepard, and use 0 when calling that function.
 
Thanks. yes the main thruster is 0 in the index. But how to tell the table that thruster(0) is firing?

THRUSTER_HANDLE GetThrusterHandleByIndex (DWORD idx) const Returns the handle of a thruster specified by its index.

OBJHANDLE hvessel = GetAttachmentStatus(PAD1); this gives us the handle of the attached vessel

then we need to get the handle of thruster 0 Main

and then get the level of thruster 0
 
Thanks. Wait there is more coming

Still coding to get the rocket to release. And the get the rocket to return
 
For gattispilot, can you put my CornRanch add-on to the Orbiter Downloads page?
I don;t have the original file any more.
 
Maybe I misunderstood, but just to avoid confusion, the textures in the archive above aren't mine.

I made other Corn Ranch tiles on @gattispilot request:
They look pretty good(y)
Didn't know you were already finished, thought they might be useful. And I think they might part of @Notebook's missing files (that's all I found under "corn ranch" in my archives).
 
Thanks to both and hopefully it will be useful.
From memory I don't think I made any meshes for my Corn Ranch. It was just surface tiles. It cpvered the launch pad, booster landing site and surrounding area. I usually put a Delta Glider at a base for a starting scenario.
 
Maybe, I am not sure if I have all the files. @misha.physics is making a tile for the terrain and @Buck Rogers is making a flat. The structures need work
I think the one file I don't have is the cornranch base.cfg
I'll double check that BuckR's file is my Corn Ranch, then put it on the Downloads page.
 
Still can't figure how to get the launch table to release the rocket. Looked at MS2015 but all I could find was for the payload and not the launch.

We got terrain and flat area so the building are level with the surface
 
What's the interface like with BrianJ's Falcon 9 and the launch pad? For that one, pressing a button starts a countdown, engine start and then launch. Is there something in that code that would be helpful? I'm not sure if the Falcon 9 is actually "attached" to the launch pad or just considered landed on it in the scenario.
 
I don't think it is attached. In MS2015 I believe the rocket is attached to an empty vessel.

The problem is if we want to deliver the rocket from the building. it need to be attached to the carrier and then to the Pad. The launch table is attached to the rocket
 
Ahh, that makes sense. I've just been focused on the launch aspect and didn't really consider the pad delivery aspect. Good point.
 
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