Discussion Space: 1999 updates ?

Sorry to be a pain but I still can't attach to a pad at Moonbase! Here's the deal:

I align with the pad using VOR/VTOL MFD at about 400-500m altitude. Start a descent < 1m/s (Note MBA pads 1-5 are pads 2-6 in VOR/VTOL MFD also there is a frequency error. In the Spaceport Information window pads 5 & 6 share 123.0. When its tuned only pad 6 is recognized).

Activate Camera MFD (I fly from the left seat and your internal camera just toggles views directly down or to the right seat).

Select airlock in the Eagle (0,1,2,or 3) no effect

Switch focus to MBA, retract the docking lodge and watch the descent. As the descent progresses I may switch between Eagle and MBA but below 100m I turn off Camera MFD, switch focus to MBA and press K at 10-20m above the pad. I then watch the Eagle descend throught the pad at ~1m/s.

Once again, Suggestiond appreciated!

Ben

Here's a start on Moonbase documents.
 

Attachments

I am redoing textures in the modules.

newmodule.jpg


Recon
recon3.jpg


I need to extend the bottom down.

Lab Module.
Interior looking out from the side
lab2d.jpg


Interior looking at the panel, which I need to redo.
lab2c.jpg


lab2a.jpg

lab2.jpg


The side exterior doors HAS to pivot/swing rather than slide. Even if the door was split the edge would stick out.


The modules doors state are not saved. So if you start the scenario again the doors will be closed. The doors are tied to the airlocks. So if the airlock is open so is the door.

Since the airlocks start off closed the doors must also.
 
I think the only one left is the medical one. I think there is a VIP module but I think it is the Passenger Module.


Still not luck on the NDA2 processor. Not sure why it won't pick up things beyond 15 m
 
Looking good. :thumbup:
Don't worry too much about the textures, as they can be replaced latter. As long as they are unique to each location and in right place on the meshes, it's just a matter of changing the files.
I'll at least have to check and see if my Eagle repaint is still compatible with your modules (the base textures look the same so it might work).

But I'm waiting for a complete version to test it (Eagles, MBA, NDAs, etc).
 
I am going to add a weapons rack and 2 screen on one side.
sptabc125.jpg

spsod014.jpg


On the other side (right) will be the monitor and storage unit.

The stun guns will be part of the mesh.
 
I get a CTD when trying to run the recon module scenario. I noticed that there was no EAGLERECON1MODULE but an EAGLEPASSMODULE in the config\vessel folder. I renamed the file, vessel class, and module lines but get this error with or without renaming. Here's the error log:

Code:
**** Orbiter.log
Build Jun  6 2010 [v.100606]
Timer precision: 2.79365e-007 sec
Found 0 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (NVIDIA GeForce Go 7950 GTX)
==> Direct3D T&L HAL (NVIDIA GeForce Go 7950 GTX)
Module AtlantisConfig.dll .... [Build 100606, API 100606]
Module AtmConfig.dll ......... [Build 100606, API 100606]
Module DGConfigurator.dll .... [Build 100606, API 100606]
Module OrbiterSound.dll ...... [Build ******, API 060425]
---------------------------------------------------------------
>>> 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 transx.dll ............ [Build 100528, API 100527]
Module ScriptMFD.dll ......... [Build 100606, API 100606]
Module ScnEditor.dll ......... [Build 100606, API 100606]
Module LuaMFD.dll ............ [Build 100606, API 100606]
Module LuaConsole.dll ........ [Build 100606, API 100606]
Module Framerate.dll ......... [Build 100606, API 100606]
Module FlightData.dll ........ [Build 100606, API 100606]
Module ExtMFD.dll ............ [Build 100606, API 100606]
Module CustomMFD.dll ......... [Build 100606, API 100606]
Module displacement.dll ...... [Build ******, API 060425]
Module CameraMFD.dll [API v.060425]
**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1440 x 900 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Stencil buffer depth: 8 bit
Loading 8816 records from star database
Module Sun.dll ............... [Build 100215, API 100212]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100215, API 100212]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100215, API 100212]
Module VenusAtm2006.dll ...... [Build 100606, API 100606]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100215, API 100212]
Module EarthAtmJ71G.dll ...... [Build 100606, API 100606]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100217, API 100215]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100215, API 100212]
Module MarsAtm2006.dll ....... [Build 100606, API 100606]
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 100215, API 100212]
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 100215, API 100212]
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 100215, API 100212]
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 100215, API 100212]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
>>> ERROR: No vessel class configuration file found for:
---------------------------------------------------------------
>>> ERROR: EAGLEREON1MODULE
>>> [Vessel::OpenConfigFile | .\Vessel.cpp | 252]
---------------------------------------------------------------
>>> TERMINATING <<<

Ben
 
You guys are making a wonderful group of add-on's here in this thread.
If you are taking requests... the Hawk has been overlooked so far, the model on the forum is very nice, but it needs some TLC as well (VC, UMMU support, etc).
I know you dudes are busy with the project as it is, I just wouldn't want it to be left out.
 
Yeah, obviously you've gotten your modules and vessels mixed up. There's a module called EAGLERECON1MODULE and a vessel called EAGLEPASSMODULE. It works once you go through and clean up the naming issues.
 
What did you name the vessel EAGLERECON1MODULE?
 
What did you name the vessel EAGLERECON1MODULE?

Other way around, I changed the module to EAGLEPASSMODULE.

It appears to have some missing textures on the doors and on some of the trim.
 
Last edited:
Here's that weird "Mesh Changed" message I was talking about, happened a few seconds after I spawned it with the scenario editor.
 

Attachments

  • meshcha.jpg
    meshcha.jpg
    17.5 KB · Views: 11
Thanks. I have seen that it is the nose cone but not sure why it is seen. I have the cockpit camera set as 4th rock's VC.

I may having to remake the exterior of the modules.

Not sure if it will still be good for UCGO. Only the frieghter uses UCGO.

Lab module:
lab7.jpg

lab interior

lab4.jpg

Recon with the new front wall.

ewall1.jpg


Passenger with new front wall
ewall.jpg



Where should I put the camera? I think at the rear door so you look forward. or maybe several cam positions.



One big change is making the eagles attach at different directions. So the docking tube will be to the left or right. Basically I made another set of attachment points with opposite vectors.

The one draw back and not sure how to code this would be is a vessel is alreadly attached then do not attach.

So you could have 2 eagles attached to the same pad at opposite heading.
 
Ark & Gattispilot,

Other way around, I changed the module to EAGLEPASSMODULE.

It appears to have some missing textures on the doors and on some of the trim.

When I do that I still get a CTD. It conflicts with EAGLEPASSMODULE that Gattispilot released earlier as a passengeer module. There's already a vessel class and module by that name.

Ben
 
I must have missed that, because all I have is this module and the freight module. Side effect of everything being released as a post in a forum thread.
 
I am redoing all modules right now.

This is odd. When you add the base you get this:

not sure it is how the crew is saved

PHP:
MBA2:MOONBASEALPHA
  STATUS Orbiting Earth
  RPOS 7004954.52 -0.00 210313.67
  RVEL -226.326 -0.000 7538.288
  AROT 0.00 0.00 0.00
  NAVFREQ 0 0
  XPDR 0
  UMMUCREW ¦›Ä_°²"@“:M„z}@I.ÿ!ýze@¦›Ä_°²"@“:M„z}@-Â&SNyÀ¦›Ä_°²"@§èH.ÿp@Â&SNyÀ¦›Ä_°²"@§èH.ÿp@I.ÿ!ýze@¦›Ä_°²"@“:M„z}@I.ÿ!ýze@¦›Ä_°²"@“:M„z}@-776530087-1081083135-171
  UMMUCREW Eng-“:M„z}@I.ÿ!ýze@¦›Ä_°²"@“:M„z}@-27-67-55
  UMMUCREW Doc-George_HealGood-15-70-45
  UMMUCREW -Albert_Jr_Falcon-15-70-45DT1 0 0.0000
  DT2 0 0.0000
  DT3 0 0.0000
  DT4 0 0.0000
  DT5 0 0.0000
  LP1 0 0.0000
  LP2 0 0.0000
  LP3 0 0.0000
  LP4 0 0.0000
  LP5 0 0.0000
Code:
//--------------------------------------------------------------
    // AddCrewMember
    // We'll add four default members for when the ship is spawned by Orbiter's scenario editor. 
    // parameters are name, age, cardiac pulse,weight (in kilogramm) and Function (Misc ID)
    // max four characters wich define the spacesuit used. (see UmmuMiscID in UMuSDK.h header)
    // Return 1 on success -1 on error (probably vessel full, name>25 char 
    // age, pulse or weight out of realistic range or MiscID>4 char)
    Crew.AddCrewMember("Peter Falcon",41,65,74,"Capt");        //(for name and id a-z A-Z 0-9 characters only)
    Crew.AddCrewMember("Fanny Gorgeous",27,67,55,"Eng");    //(for name and id a-z A-Z 0-9 characters only)
    Crew.AddCrewMember("George HealGood",15,70,45,"Doc");    //(for name and id a-z A-Z 0-9 characters only)
    Crew.AddCrewMember("Albert Jr Falcon",15,70,45);        //(for name and id a-z A-Z 0-9 characters only)
    SelectedUmmuMember =0;  // our current selected member
Code:
oid MOONBASEALPHA::clbkSaveState(FILEHANDLE scn)
{
char cbuf[256];
    
    // ORBITER, default vessel parameters
    SaveDefaultState (scn);

    // UMmu, this will save all our members of crew in scenario
    // as airlock state depend of your ship (you may have a real animated airlock)
    // it's your responsabilites to save and reload UMmu's airlock state.
    Crew.SaveAllMembersInOrbiterScenarios(scn);
sprintf (cbuf, "%d %0.4f", DT1_status, DT1_proc);
        oapiWriteScenario_string (scn, "DT1", cbuf);
        sprintf (cbuf, "%d %0.4f", DT2_status, DT2_proc);
        oapiWriteScenario_string (scn, "DT2", cbuf);
        sprintf (cbuf, "%d %0.4f", DT3_status, DT3_proc);
        oapiWriteScenario_string (scn, "DT3", cbuf);
        sprintf (cbuf, "%d %0.4f", DT4_status, DT4_proc);
        oapiWriteScenario_string (scn, "DT4", cbuf);
        sprintf (cbuf, "%d %0.4f", DT5_status, DT5_proc);
        oapiWriteScenario_string (scn, "DT5", cbuf);

        sprintf (cbuf, "%d %0.4f", LP1_status, LP1_proc);
        oapiWriteScenario_string (scn, "LP1", cbuf);

        sprintf (cbuf, "%d %0.4f", LP2_status, LP2_proc);
        oapiWriteScenario_string (scn, "LP2", cbuf);

        sprintf (cbuf, "%d %0.4f", LP3_status, LP3_proc);
        oapiWriteScenario_string (scn, "LP3", cbuf);

        sprintf (cbuf, "%d %0.4f", LP4_status, LP4_proc);
        oapiWriteScenario_string (scn, "LP4", cbuf);

        sprintf (cbuf, "%d %0.4f", LP5_status, LP5_proc);
        oapiWriteScenario_string (scn, "LP5", cbuf);



}


///////////////////////////////////////////////////////////////////////////////////////////
// clbkLoadStateEx function of Orbiter - Load Orbiter scenario !REQUIRED!
// ---------------
// Here we'll reload all crew member of our ship.
// notice the function will ERASE all defaults member set in clbkSetClassCaps.
// If you really want to add default crew add them also in this fonction after loading
// (when a ship is spawned by editor anyway this fonction below is never called)
///////////////////////////////////////////////////////////////////////////////////////////
void MOONBASEALPHA::clbkLoadStateEx (FILEHANDLE scn, void *status)
{
    char *line;
    while (oapiReadScenario_nextline (scn, line)) 
    {
        // UMMU, Load all saved member from scenario. 
        // Return TRUE when a "UMMUCREW" line is encountered 
        // FALSE when it must pass this line to you or default parser
        if(Crew.LoadAllMembersFromOrbiterScenario(line)==TRUE)
            continue;

         if (!_strnicmp (line, "DT1", 3)) {
   sscanf (line+3, "%d%lf", &DT1_status, &DT1_proc);
         }
         if (!_strnicmp (line, "LP1", 3)) {
   sscanf (line+3, "%d%lf", &LP1_status, &LP1_proc);
         }
        if (!_strnicmp (line, "LP2", 3)) {
   sscanf (line+3, "%d%lf", &LP2_status, &LP2_proc);
         }        if (!_strnicmp (line, "LP3", 3)) {
   sscanf (line+3, "%d%lf", &LP3_status, &LP3_proc);
         }        if (!_strnicmp (line, "LP4", 3)) {
   sscanf (line+3, "%d%lf", &LP4_status, &LP4_proc);
         }
        if (!_strnicmp (line, "LP5", 3)) {
   sscanf (line+3, "%d%lf", &LP5_status, &LP5_proc);
         }
            
        // ORBITER, unrecognised option - pass to Orbiter's generic parser
        ParseScenarioLineEx (line, status);
    }
SetAnimation (anim_LP1, LP1_proc);
SetAnimation (anim_LP2, LP2_proc);
SetAnimation (anim_LP3, LP3_proc);
SetAnimation (anim_LP4, LP4_proc);
SetAnimation (anim_LP5, LP5_proc);

    // as airlock state depend of your ship (you may have a real animated airlock)
    // it's your responsabilites to save and reload UMmu airlock state and set it accordingly
    // to your airlock. IE: call here "SetAirlockDoorState" TRUE of FALSE depend
    // of your animated airlock
}
 
Last edited:
Here is what the new exterior will look like. Not sure if it will work for UCGO for the freighter.

newmodule3.jpg


It was the eagle2 medical mesh, then gutted the interior and modified the exterior.

Still can not fix the MBA UMMU crew issue. I commented out my saved state info so all that is left :

Code:
void MOONBASEALPHA::clbkSaveState(FILEHANDLE scn)
{

    
    // ORBITER, default vessel parameters
    SaveDefaultState (scn);

but still get the grabbled crew info when the vessel is added via Scn Editor. Not sure where the error might be.
 
Here is the newest MBA.dll. I think it still has that Ummu crew issue. Have no clue why though. Not sure where the crew is made when you add this vessel. Make sure you back it up.

http://www.4shared.com/file/gP9jh38S/_2__MOONBASEALPHA.html
This Dll has the 2 attachment points one is where the docking tube is on the left and the other on the right. The beacon which indicates which attachment point. Left is Red and green Right
N now selects the docking tube

New exterior module:
NEWRECON.jpg


NEWRECON1.jpg
 
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