Vessel Space Exploration Vehicle

gattispilot

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Ok this is what I have so far.
8ez8WzT.jpg

8eqSrs4.jpg


But I have run into an issue. For some reason the texturing is wrong. Look at the part above the wheels it is the wheel texture. But on the model in Anim8tor is is brown?
vgfn1Av.jpg
 

gattispilot

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Here she is compared to a Dg in 2016 at pad 4
hcdysJQ.jpg

but at pad 3 the mesh covers the wheels?
esLmNVV.jpg


I doubled the front suspension
Code:
	{ _V(0, -2.35, .8), 52150.8, 36409.6, 3.2, 0.8 },
	{ _V(-2, -2.35, -2.6), 26150.8, 18409.6, 3.2, 0.4 },
	{ _V(2, -2.35, -2.6), 26150.8, 18409.6, 3.2, 0.4 }//,

Even a DG is shown below the surface at pad 3
PDg7gK8.jpg


got the animation to work
5BKgMEY.jpg


---------- Post added 12-28-16 at 07:01 AM ---------- Previous post was 12-27-16 at 10:32 AM ----------

LER and MMSEV. The LER is UCGO capable
PXq8LDF.jpg

6reLMLR.jpg


One thing I wonder is how the rover gets to the surface? There appear to be no rcs on the image.
 
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PhantomCruiser

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I was wondering the same thing.

Do you remember the lander in TTM24? That would be my guess, but them I'm only guessing.
 

4throck

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Thanks! I took it for a spin on the Moon and it works with no major problems.
Seems that you have found working values for those touchdown points!

Pushing it a bit on the mountains and doing wild turns will flip it, as expected.
The COG seems a bit high though.

After repeated changing of bases via scenario editor the forward acceleration becomes very low. I only got about 0.22 forward velocity, even with 10x acceleration.
Probably it was just me abusing the add-on :)
 

gattispilot

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Thanks.

I get 2.35 for the center of Gravity above elevation:
Code:
8.51.3.18 doubleVESSEL::GetCOG_elev()const Elevation of the vessel’s centre of gravity (COG) above ground.
Returns: Distance of COG from vessel ground contact plane [m].
Note: The COG elevation is defined as the normal distance of the vessel’s centre of gravity from the ground contact plane defined by its three touchdown points. By definition, the vessel’s centre of gravity coincides with the origin of the local vessel frame.

But not sure how to change it except for changing the touchdown points and then moving the mesh so it looks visually good.
Code:
8.51.3.325 voidVESSEL::SetCOG_elev(doubleh)const Set the altitude of the vessel’s centre of gravity over ground level when landed.
Parameters: h elevation of the vessel’s centre of gravity above the surface plane when landed [m].
Deprecated This method is obsolete and should no longer be used. It has been replaced by VESSEL::SetTouchdownPoints.

Code:
static const int ntdvtx = 11;
static TOUCHDOWNVTX tdvtx[ntdvtx] = {
	{ _V(0, -2.35, .8), 78150.8, 57409.6, 3.2, 0.8 },
	{ _V(-2, -2.35, -2.6), 26150.8, 18409.6, 3.2, 0.4 },
	{ _V(2, -2.35, -2.6), 26150.8, 18409.6, 3.2, 0.4 },//,
	{ _V(-2, -2.164, .9), 1e6, 1e5, 3.2, 0 },
	{ _V(2, -2.164, .9), 1e6, 1e5, 3.2, 0 },
	{ _V(-2, 1.6, .9), 1e6, 1e5, 3.2, 0 },
	{ _V(2, 1.6, .9), 1e6, 1e5, 3.2, 0 },
	{ _V(-2, -2.164, .9), 1e6, 1e5, 3.2, 0 },
	{ _V(2, -2.164, .9), 1e6, 1e5, 3.2, 0 },
	{ _V(-2, 1.6, -2.7), 1e6, 1e5, 3.2, 0 },
	{ _V(2, 1.6, -2.7), 1e6, 1e5, 3.2, 0 }
 

4throck

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Yes, 2.5m seems right for how it handles.
But think about a truck. The center of gravity is lower and towards the engine and fuel tank. That's where the weight is.

On this case, and looking at the mesh, id's say that the square base are batteries and most of the weight should be there, about 1.0m from the ground.
A lower COG would prevent it from toppling down.

The COG is free from the mesh, you can change one and not the other.
But it might complicate things so don't mess with it for now ;)
Just keep it in mind for latter.
 

gattispilot

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Ok. I will make the touchdown points in the y axis 1.0. And see what happens. Then if that works I can lower the mesh

attached is the new dll
 

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  • MMSEVROVERTEST1.1.zip
    58.8 KB · Views: 8
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gattispilot

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This is what is looks like with a 1.0 cog elev
qGDP7Fa.jpg

Code:
	{ _V(0, -1, .8), 78150.8, 57409.6, 3.2, 0.8 },
	{ _V(-2, -1, -2.6), 26150.8, 18409.6, 3.2, 0.4 },
	{ _V(2, -1, -2.6), 26150.8, 18409.6, 3.2, 0.4 },//

Slow speed and about 15-16 pitch up

I made the front susp the same as the rear and no change.

With a 1.5 COG ELE the pitch is about 8
 
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4throck

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I tried it and it's worse.... The mass seems to be shifted backwards ...
As I said before, don't loose much time with that, go with the previous values that worked reasonably good for the Moon.
 

gattispilot

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Thanks. I will go back to what I had. Not sure what to do next. Maybe interior.

The only issue I found was when moving not straight it sometimes flipped.
 

4throck

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I don't understand the new suspension / touchdown points for 2016.
Probably nobody does :hmm: except for Martins!
So I can't help much with that.

But it's logical that a vehicle will flip just by turning, if the turning angle is too high.
That's the expected behavior. It will make Moon driving fun!

Next I suggest adding some camera views (VC, top of the vehicle forward, top of the vehicle back, airlock, wheel level, etc).
 

gattispilot

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Try this dll. G changes Camera views.

Increased the thrust a bit. Not sure why retro goes almost twice as fast? It is the same amount of thrust.

Code:
const double MAXMAINTH = 1400;
const double MAXRETROTH = 1400;

Code:
	//main thrust
	th_main[0] = CreateThruster(_V(0, 0, 0), dirbk, MAXMAINTH, TANK, ISP);
	thg_main = CreateThrusterGroup(th_main, 1, THGROUP_MAIN);
	//retro thrust
	th_retro[0] = CreateThruster(_V(0, 0, 0), dirfw, MAXRETROTH, TANK, ISP);
	thg_retro = CreateThrusterGroup(th_retro, 1, THGROUP_RETRO);

Keys 5/6 rotate the wheels. Is very slow and bit faster in reverse though
 

Attachments

  • MMSEVROVERTEST1.2.zip
    63.8 KB · Views: 15

Loopos

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how do you edit .dll files?
 

Loopos

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You can't. DLLs are compiled machine code that is completely unreadable. You need the uncompiled source code to make any changes.
How do you do that and what application is needed?
 

DaveS

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How do you do that and what application is needed?



At least MS Visual C++ 2010 and it depends on if the author has included the source code or not. Some prefer to keep the code to themselves ("closed source") rather than sharing it ("open source").
 
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