Discussion Space: 1999 updates ?

BenSisko

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Tgep,
I can't find them. Send a page link.

Thanks
 

BenSisko

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When I try to access it I get this?!?

An Error Has Occurred!
The topic or board you are looking for appears to be either missing or off limits to you.

I'll contact Jon
 

tgep

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No need, you must be a Cadet. Cadets don't have access to member hangars. Sorry about that. I forgot. Gattispilot can send the reports to you.
 

BenSisko

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I guess rank does have it's privileges! :lol:
 

gattispilot

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I got his recommendations. Some of them will be easy. Just adding smoke to the Hawk.
"EaglePASSENGERmodule ... a clone of the LAB module.

Someone forgot to remove the outboard hover thruster. The flames still appear."

Also a new set of thrusts. Extra thrusters in one module.


Add notes for note application.

and new thrust for the Hawk.
Code:
Size = 15
Mass = 3620                                         ; empty mass [kg]
MaxFuel = 1000                                   ; max fuel mass [kg]
Isp = 6e6                                               ; fuel specific impulse [m/s]
MaxMainThrust = 8e4
MaxRetroThrust = 6.6e4
MaxHoverThrust = 4.9e4
MaxAttitudeThrust = 2e3
;COG = 
CW = 0.09 -0.09 2.0 1.4
CrossSections = 8.698 4.1661 29.98199
RotResistance = 1 1 1
Inertia = 9.8 10.2 3.1                          ; aka PMI
Trim = 0.1
LandingPoints = 0 -2.091 4.05  -3.579 -2.091 -9.5  3.579 -2.091 -9.5
CameraOffset = 0 1.106 9.54
EnableCockpit = true                        ; show internal mesh
EnableFocus = true		        ; can you jump (F3) and pilot this ship? True or false
EnableXPDR = true		        ; Does it have a homing beacon?  True or false
XPDR = 113.95		        ; What is the default transponder/XPDR frequency if it is true?

; === Ship Attach Points === ; Type, position, direction of attachment, orientation, and ID.

BEGIN_ATTACHMENT
P 0 -2.086 0  0 -1 0  0 0 1  APR
P 0 1.504 2.41  0 1 0  0 0 1  EGLETP
END_ATTACHMENT

; === Docking Port ===  ;Dock xyz position, direction of approach, top of hatch, and hatch's ISD freq.

BEGIN_DOCKLIST
0 0 14.487  0 0 1  0 1 0 108.00
END_DOCKLIST


One suggestion is to use the travel cars to distant new bases. Eagle repair bay,.... And use buggy to travel inside the travel tubes to new interiors from Main Mission.
 
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tgep

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I guess rank does have it's privileges! :lol:

Yeah, it does. Gattispilots hangar access has been changed so that Cadets now have access.

---------- Post added at 03:23 PM ---------- Previous post was at 03:15 PM ----------

I've been thinking about the Eagle repair bay. All the pics I've seen of it show it with windows on one of the sloped upper walls so it must be an exterior building and not housed below ground.

That would put it in a nearby crater with access by travel tube. I don't know how large it was but I would think there was room for at least 10 Eagles and quite a number of pods and buggys. Eagles are moved on a rail system. A simple exterior landing pad will do for outside. Building the new rail system ( which is in a much taller building than the pads ) will be the only challenge.

I've also been working on the notes for RTFNotes ( a much broader note app that can be used on module, SC3, and basic vessel spacecraft ) and I think I've got it nailed down.
 
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gattispilot

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ok. try these:
http://www.4shared.com/file/GUZ1k9Jk/moonbasevesselsupdate1.html

Updates the eagle3, falcon, markivhawk, ultraprobe, nga3, moonbasealpha2.

Added smoke to falcon and MArkivhawk. allowed sound to the others.

PLAYCABINAIRCONDITIONING,TRUE);

PLAYCABINRANDOMAMBIANCE,TRUE);

not sure about radioatc.

follow suggestions on the MArkIvhawk.


The newest MArkIVhawk is now MARKIXHAWK2,dll YOU WILL NEED TO CHANGE THE CFG TO USE IT.

Code:
void MARKIXHAWK1::clbkSetClassCaps (FILEHANDLE cfg)
{
		// physical specs
		SetSize (15);//30
	SetEmptyMass (3620);//8000
	SetCameraOffset (_V(-2,.89,12.2));
	InitNavRadios (4);
	SetRotDrag (_V(0.2, 0.2, 0.05));
	SetCW (0.09, -.09, 2, 1.4);//
	SetCrossSections (_V(8.698,4.1661,29.98199));//80.1,155.92,21.94
	SetPMI (_V(9.8,10.2,3.1));//50.39,53.28,4.68
	EnableTransponder (true);
	SetTouchdownPoints  (_V(0,-2.091,8.7), _V(-5.45,-2.091,-9.6), _V(5.45,-2.091,-9.6));;

Code:
const double FUELMASS = 1000;//500000
const double ISP = 11e12;
const double MAXMAINTH = 8e4;//13000000
const double MAXRETROTH = 6e4;//13000000
const double MAXRCSTH = 2e3;//16666
const double MAXHOVERTH = 4.9e4;
 
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BenSisko

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Tgep,

Gattispilot has implemented the changes you recommended for the Hawk & Falcon. I've been expirementing with TransX, looking at trans lunar trajectories. FYI, there is a known bug in the interaction between TransX v3.14.0.3 and Orbiter 100830 P1 which causes a CTD on scenrio shutdown. There is no problem as far as I know with TransX v3.13.1.0 and the current version of Orbiter. I will upload the revised dll's when I get a chance.

In flying the Earth-Moon route with the Eagle and Falcon, the Eagle's fuel consumption seems right. I reach Moonbase Alpha with ~5% fuel but the Falcon has ~75% left. I'd recommend decreasing the Falcon mains by 40%-50%. The only other thing I'd suggest is that the Eagle, Hawk, & Falcon automaticlly refuel when attached to a pad or docked (Hawk) with a docking tube.

We're both clueless about coding for automatic refueling the Eagle and Falcon when attached to a pad or the Hawk when docked. Suggestions appreciated!
 
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tgep

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I wouldn't worry about trying to code Ato-refuel into the module. There are already at least two very good MFDs in OHangar that can transfer fuel between docked vessels.:thumbup:.
 

gattispilot

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ok working on a new hangar in a crater. it will have a rail system. Right now it goes up/down forward/back and left and right no problem.

But it was suggested to have it rotate. that is where I am struggling.

I believe it has to be a parent child.

hangarsetup.jpg


Green are the rails the crane part starts outside the hangar area so that I get the full range of motion.

I will set up the animation factor to allow you to only go left/right if aligned with the 2 green bars.

Not sure how to set this up a parent/child.

Code:
static UINT EGrp3[10] = {21,22,23,24,25,26,27,28,29,35};//TRANSLATE F/B
   static MGROUP_TRANSLATE RAIL2 (0,EGrp3, 10, _V(0,0,160));
   anim_RAIL2 = CreateAnimation (0);      
  AddAnimationComponent  (anim_RAIL2, 0, 1, &RAIL2); 

  static UINT EGrp4[10] = {21,22,23,24,25,26,27,28,29,35};//TRANSLATE L/R
   static MGROUP_TRANSLATE RAIL3 (0,EGrp4, 10, _V(272,0,0));
   anim_RAIL3 = CreateAnimation (0);      
  AddAnimationComponent  (anim_RAIL3, 0, 1, &RAIL3); 

  static UINT EGrp24[9] = {22,23,24,25,26,27,28,29,35};//ROTATE
 static MGROUP_ROTATE RAIL12 (0,EGrp24, 9, _V(-130.7943,0,-7.624995), _V(0,1,0), (float)(360*RAD));
   anim_RAIL12 = CreateAnimation (0);      
 AddAnimationComponent  (anim_RAIL12, 0, 1, &RAIL12);
 

gattispilot

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attach/animation issue

I followed the RMS code and the attachment point moves and rotates but the animation does follow the point.

Code:
ANIMATIONCOMPONENT_HANDLE parent;
static UINT EGrp3[11] = {GRP_RAILHEAD,GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8,};//TRANSLATE F/B
  RAIL2 = new MGROUP_TRANSLATE  (0,EGrp3, 11, _V(0,0,160));
   anim_RAIL2 = CreateAnimation (0);      
  //AddAnimationComponent  (anim_RAIL2, 0, 1, &RAIL2); 
	parent = AddAnimationComponent (anim_RAIL2, 0, 1, RAIL2);

 // static UINT EGrp4[10] = {21,22,23,24,25,26,27,28,29,35};//TRANSLATE L/R
   RAIL3 = new  MGROUP_TRANSLATE (0,EGrp3, 11, _V(272,0,0));
   anim_RAIL3 = CreateAnimation (0);      
 // AddAnimationComponent  (anim_RAIL3, 0, 1, &RAIL3); 
	parent = AddAnimationComponent (anim_RAIL3, 0, 1, RAIL3, parent);


static UINT EGrp24[10] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8,};//TRANSLATE F/B
 RAIL12 = new MGROUP_ROTATE(0,EGrp24, 10, _V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
   anim_RAIL12 = CreateAnimation (0);      
//AddAnimationComponent  (anim_RAIL12, 0, 1, RAIL12); 
//-130.7943,0,-7.624995
 //anim_RAILHEAD = CreateAnimation (0.0);
parent = AddAnimationComponent (anim_RAIL12, 0, 1, RAIL12, parent);

CRANERAIL = new MGROUP_ROTATE(LOCALVERTEXLIST,MAKEGROUPARRAY(R1),3,_V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
AddAnimationComponent (anim_RAIL12, 0, 1, CRANERAIL, parent);

Basically all mesh parts translate but all rotate except 1
GRP_RAILHEAD

moves animation
Code:
SetAnimation (anim_RAIL2, CRANE_proc);//Z TRAVEL
		SetAnimation (anim_RAIL3, CRANE1_proc);//X TRAVEL
		SetAnimation (anim_RAIL4, CRANE2_proc);
		SetAnimation (anim_RAIL5, CRANE2_proc);
		SetAnimation (anim_RAIL6, CRANE2_proc);
		SetAnimation (anim_RAIL7, CRANE2_proc);
		SetAnimation (anim_RAIL8, CRANE2_proc);
		SetAnimation (anim_RAIL9, CRANE2_proc);
		SetAnimation (anim_RAIL10, CRANE2_proc);
		SetAnimation (anim_RAIL11, CRANE2_proc);
		SetAnimation (anim_RAIL12, CRANE3_proc);//ROTATION
Moves attachment

the max animation travelm for the x direction is 272 so I multiply the anim state by 272
Code:
//adjusts anim state to location.
	R1_pos.x=R1_pos.x+(CRANE1_proc*272);
		R1_pos.z=R1_pos.z+(CRANE_proc*160);
R1_pos.y=R1_pos.y-(CRANE2_proc*12.47);


SetAttachmentParams(RAILHEAD1,R1[POS],R1[DIR]-R1[POS],R1[ROT]-R1[POS])
;


EHANGAR4.jpg

crane1_proc at .07 the attachment point is right but look at the animations location.
ehangar13.jpg


I hope someone can see what is wrong. I might go back to no rotation.
 

gattispilot

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I think it is in the parent set up. But I will most likely go to no rotation.

non parent code -animation is good.
Code:
static UINT EGrp3[10] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8};//TRANSLATE F/B

//RAILZ_anim = new MGROUP_TRANSLATE (0,EGrp3, 10, _V(0,0,272));
static MGROUP_TRANSLATE RAILZ_anim(0,EGrp3, 10, _V(0,0,272));

   anim_RAILZ = CreateAnimation (0);      
 AddAnimationComponent  (anim_RAILZ, 0, 1, &RAILZ_anim); 
	//parent = AddAnimationComponent (anim_RAILZ, 0, 1, RAILZ_anim);
//	parent = AddAnimationComponent (anim_arm_sy, 0, 1, rms_anim[0]);

//static UINT EGrp4[10] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8};//TRANSLATE F/B
//RAILX_anim = new MGROUP_TRANSLATE (0,EGrp3, 10, _V(272,0,0));
static MGROUP_TRANSLATE RAILX_anim(0,EGrp3, 10, _V(272,0,0));
   anim_RAILX = CreateAnimation (0);      
  AddAnimationComponent  (anim_RAILX, 0, 1,&RAILX_anim); 
//	AddAnimationComponent (anim_RAIL3, 0, 1, &RAIL3, parent);
//parent = AddAnimationComponent (anim_RAILX, 0, 1, RAILX_anim, parent);

//static UINT EGrp24[10] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8,};//TRANSLATE F/B
//RAILROTATION_anim = new MGROUP_ROTATE (0,EGrp3, 10, _V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
  static MGROUP_ROTATE RAILROTATION_anim(0,EGrp3, 10, _V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
 anim_RAILROTATION = CreateAnimation (0);      
//parent = AddAnimationComponent (anim_RAILROTATION, 0, 1, RAILROTATION_anim,parent);
AddAnimationComponent  (anim_RAILROTATION, 0, 1,&RAILROTATION_anim); 
//CRANEANIM = new MGROUP_ROTATE(LOCALVERTEXLIST,MAKEGROUPARRAY(R1),3,_V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
//anim_RAIL14= CreateAnimation (0);

//RAIL15 = AddAnimationComponent (anim_RAILROTATION, 0, 1, CRANEANIM, parent);

parent code.- animation off
Code:
static UINT EGrp3[10] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8};//TRANSLATE F/B

RAILZ_anim = new MGROUP_TRANSLATE (0,EGrp3, 10, _V(0,0,272));
//static MGROUP_TRANSLATE RAILZ_anim(0,EGrp3, 10, _V(0,0,272));

   anim_RAILZ = CreateAnimation (0);      
// AddAnimationComponent  (anim_RAILZ, 0, 1, &RAILZ_anim); 
parent = AddAnimationComponent (anim_RAILZ, 0, 1, RAILZ_anim);
//	parent = AddAnimationComponent (anim_arm_sy, 0, 1, rms_anim[0]);

//static UINT EGrp4[10] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8};//TRANSLATE F/B
RAILX_anim = new MGROUP_TRANSLATE (0,EGrp3, 10, _V(272,0,0));
//static MGROUP_TRANSLATE RAILX_anim(0,EGrp3, 10, _V(272,0,0));
   anim_RAILX = CreateAnimation (0);      
//  AddAnimationComponent  (anim_RAILX, 0, 1,&RAILX_anim); 
//	AddAnimationComponent (anim_RAIL3, 0, 1, &RAIL3, parent);
parent = AddAnimationComponent (anim_RAILX, 0, 1, RAILX_anim, parent);

//static UINT EGrp24[10] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME,GRP_CRANE1,GRP_CRANE2,GRP_CRANE3,GRP_CRANE4,GRP_CRANE5,GRP_CRANE6,GRP_CRANE7,GRP_CRANE8,};//TRANSLATE F/B
RAILROTATION_anim = new MGROUP_ROTATE (0,EGrp3, 10, _V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
//  static MGROUP_ROTATE RAILROTATION_anim(0,EGrp3, 10, _V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
 anim_RAILROTATION = CreateAnimation (0);      
parent = AddAnimationComponent (anim_RAILROTATION, 0, 1, RAILROTATION_anim,parent);
//AddAnimationComponent  (anim_RAILROTATION, 0, 1,&RAILROTATION_anim); 
CRANEANIM = new MGROUP_ROTATE(LOCALVERTEXLIST,MAKEGROUPARRAY(R1),3,_V(-129.7481,0,-7.781713), _V(0,1,0), (float)(360*RAD));
anim_RAIL14= CreateAnimation (0);

RAIL15 = AddAnimationComponent (anim_RAILROTATION, 0, 1, CRANEANIM, parent);

static UINT EGrp12[2] = {GRP_EAGLEFRAMERED,GRP_EAGLEFRAME};//
  RAIL4 = new MGROUP_TRANSLATE (0,EGrp12, 2, _V(0,-12.46,0));
   anim_RAIL4 = CreateAnimation (0);      
 parent = AddAnimationComponent (anim_RAIL4, 0, 1, RAIL4);
 

gattispilot

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The eaglehangar is still on hold. I am trying to get the code to work.

Basically I am trying to move the attachment point and animation.

if I have it right I have the x animation to move a range of 0-400. so if anim_proc =1 then it should move 400.

So to move the attachmentpoint in the x direction I take (anim_proc*400)+ the attachment x position. So if the anim_proc =.1 the animation should move 40 and anim_proc 1 then it should move the attachment 400.

And the same for the z direction.

but the animation moves much further than the attachment point.

UPDATE
got the animation and attachment to work.. Now to get the camera to follow

EHANGARCAM1.jpg

staring place

EHANGARCAM2.jpg

new location but I had to cycle thru the camera

Code:
void EAGLEHANGAR::SelectCockpitView (int CAM)
{

     switch (CAM) {
  case 0:  //ext
          SetCameraDefaultDirection (_V(0,0,1));
          SetCameraOffset (_V(0,13 ,159));
		  oapiCameraSetCockpitDir (0,0);
          break;
 case 1:  //PAD1
          SetCameraDefaultDirection (_V(0,-1,0));
          SetCameraOffset (_V(0,100,0));
		  oapiCameraSetCockpitDir (0,0);
          break;
 case 2:  //PAD2
          SetCameraDefaultDirection (_V(0,-1,0));
          SetCameraOffset (_V(400,160,0));
		  oapiCameraSetCockpitDir (0,0);
          break;
		  case 3:  //
          SetCameraDefaultDirection (_V(0,0,-1));
          SetCameraOffset (_V(171.6043,14,131.498));
		  oapiCameraSetCockpitDir (0,0);
          break;
		  case 4:  //
          SetCameraDefaultDirection (_V(0,-1,0));
          SetCameraOffset ((R1_pos));
		  oapiCameraSetCockpitDir (0,0);
          break;


	 }}


Something in the works though is the travel tube.
pilote334 and I are working on this.

Working on making the travel tube functional
TTUBETEST8.jpg

TTUBETEST7.jpg

TTUBETEST6.jpg
 
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gattispilot

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eagle hangar camera movement

ok close to testing of this add-on. Basically just need to fix the camera. I think it should move as the attachment does.

EHANGARCAM3.jpg


As you can see here the cam and attachment are aligned
EHANGARCAM4.jpg


side view to see how low to lower the vessel
EHANGARCAM5.jpg



but move the attachment and camera stays put until you cycle the key to get back to this view.

EHANGARCAM6.jpg



Code:
void EAGLEHANGAR::SelectCockpitView (int CAM)
{

     switch (CAM) {
 case 0:  //PAD1
          SetCameraDefaultDirection (_V(0,-1,0));
          SetCameraOffset (_V(0,100,0));
		  oapiCameraSetCockpitDir (0,0);
          break;
 case 1:  //PAD2
          SetCameraDefaultDirection (_V(0,-1,0));
          SetCameraOffset (_V(400,160,0));
		  oapiCameraSetCockpitDir (0,0);
          break;
		  case 2:  //PAD2
          SetCameraDefaultDirection (_V(0,0,-1));
          SetCameraOffset (_V(171.6043,14,131.498));
		  oapiCameraSetCockpitDir (0,0);
          break;
		  case 3:  //attachment 
          SetCameraDefaultDirection (_V(0,-1,0));
          SetCameraOffset ((CAM_pos));
		  oapiCameraSetCockpitDir (0,0);
          break;
		  case 4:  //side view
          SetCameraDefaultDirection (_V(0,0,-1));
          SetCameraOffset ((CAM1_pos));
		  oapiCameraSetCockpitDir (0,0);
          break;


	 }}

selects the cam position
Code:
if(key==OAPI_KEY_V)
{

    CAM = CAM + 1;
    if(CAM > 4) CAM = 0;
	
        SelectCockpitView(CAM);
        return 1;
}

here the camera positions are set to match the x and z values of the attachment
Code:
void EAGLEHANGAR::clbkPostStep(double simt, double simdt, double mjd)
...
	R1_pos.x=R1_INTX_POS +(CRANE1_proc*400);
R1_pos.z=R1_INTZ_POS+(CRANE_proc*244);
R1_pos.y=R1_INTY_POS-(CRANE2_proc*12);
CAM_pos.x=R1_pos.x ;
CAM_pos.z=R1_pos.z ;
CAM_pos.y=18 ;

SetAttachmentParams(RAILHEAD1,R1_pos,_V(0,1,0),_V(-1,0,0));
SetAttachmentParams(RAILHEAD2,R1_pos,_V(0,1,0),_V(1,0,0));


CAM1_pos.x=R1_pos.x;
CAM1_pos.z=R1_pos.z+12;
CAM1_pos.y=1.5;

Hope someone can see what needs to be done.
 

gattispilot

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New Main Computer rooms.
COMPUTERROOM7.jpg

COMPUTERROOM8.jpg

COMPUTERROOMPLACEMENT.jpg



no luck on moving the camera to follow the attachment point on the Eagle hangar. The attachment point moves and so does the camera point but the camera view doesn't. I have yo cycle thru the camera views. It is like I need to update the camera.
 

gattispilot

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Just wanted to update:

We are working on the travel cars getting them to function.
Basically each tube will be a vessel. Via attachment the Ummu will attach and then move to the other end. The designation will be determined from a input box. ( I still trying to get this coded).

The Main Computer room and NGa3 will be connected via a travel car.

I am working on the dining complex. A travel car will be able to transport you from Main Mission to it or a Pad.

Because of these changes the base mesh is being changed and only displacement used for where tubes are not used.
 
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