Project Universal Car for Orbiter (UCO)

Hey Woo, is the building a static base or unpackable cargo?

Static, though it could easily enough be stuck in a cargo ( not very realistic though :P )
 
Static, though it could easily enough be stuck in a cargo ( not very realistic though :P )

He's spawning buildings and fields of solar panels out of 1.3m boxes, what's realistic? :lol:
 
Well, I bet you'd have to cheat a bit, ie: not a giant derrick, put an heavy weight (5 ton?) OR if you confident with DLL write one that can "assemble" parts of your derrick.

I bet one "small" derrick would do the job without being completely unrealistic.

I may add such feature in UCGO 3.0 (due end 2010 or 2011 ;) ) ie: multipart cargo. If there is a missing part at unpacking UMmu will answer "missing part" else it would assemble all your parts in one object at the place of the closer cargo. (say 50 meter radius for all parts ?)

Dan

MultiPart cargo sounds like a great addition. Till then, Ill figure something else out. :cheers:


They're inflatable. :lol:

Inflatable brick? :rofl:
 
The boxes are actually miniature black holes, you can fit a skyscraper into one.

And carry it with a UMMU once deployed.
 
Yeah, but it's never changed windows font before.

Actually, that is exactly how VistaBoost works: the ClearType font setting affects all windows, not just the current window -- Windows does not support changing the ClearType setting for only a single window. If you are running VistaBoost and Orbiter is running, all on-screen text will rendered using non-antialiased fonts. This is not a bug; it is expected behavior.
 
Tested the simple static/resource cargo. Works great, and pretty easy to use. Hardest part is making the meshes/textures.

I also noticed, because I spelled title wrong in the cfg, that there was a note saying missing mesh. That's a nice helpful feature.



Question though, I attempted to make the resource cargo into a station, by;

; === Configuration file for UCGO cargo ===
ucForceName = cDRILL
Module = UCGODynamicCargo
Mass = 546
MeshName = UniversalCars/bj_drillPacked
UcUnpackedMesh = UniversalCars/bj_rig
UcDescription = fuel oxygen hydrogen

...

BEGIN_ATTACHMENTP 0.0 1.0 0.70 0 0 1 0 1 0 UCGOST
END_ATTACHMENT
Which worked, but I cannot add it via the add tool that you see in the Arrow VC. Says error? -- I am guessing that 'stations' aren't allowed on the ship?
(To replicate, turn any regular cargo, like a flag into UCGOCG) then try adding it to Arrow on any scenario.

Switching from UCGOCG to UCGOST allows me to add it to the ship, but again as far as I can tell (after I unloaded it and everything) it is not acting as a fuel/LOX station. ie it cannot find any resource nearby.

Switching back to UCGOST sets it as a station again, but then it cannot be picked up by Arrow, or moved.


So I tried to setup a custom .dll like the unpack probe, see if it works.

BTW, making vessels is a breeze, just so you know, and I haven't found any problems so far. :cheers:

So I found GetRessourceFromStationMineOrFactory() in the UCGOcargoSDK.h but I cannot find anything that can turn the vessel into a fuel setting station. (Oh and I also noticed that warning about the lack of cargoSlots. :thumbup:

Any reason for the error on attaching stations? Or if it is really easy, could you add something similar to SetRessourceFromStationMineOrFactory()?

oh and also, small spelling error (I think)
GetResourceFromStationMineOrFactory()

Almost 1AM now, enough testing for today, till tomorrow... oh wait..
:cheers:


Attached is from my very very very quick meshing/texture creations ;)

Anyway, DLL making looks really easy. From when I was messing around with the ShuttlePB

Also Ill add a bug/feature request on your forum if this really is a bug and I am not doing anything wrong from lack of sleep. :tiphat:
 

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Just for fun, here's Tartarus Base live from the hellishly cold and unnaturally bright surface of Titan:

ucgo.jpg


Used a Brighton tile from Orbit-Hangar as someplace to land. Advice to you guys: Don't try parachute cargo drops on Titan, it takes all day. :lol:
 
dansteph: Well I tested the latest SDK documents and it seems to work fine :) this is the result of my testing:


EDIT:
Image is now rotated correctly (sorry about that :lol: )
That looks great. Question: can you make some furniture like chairs and sofa for the ummu people to sit on then when they get close they sit in it? Just asking, because I would like to make a cargo like that. Don't know how long it takes to make a cargo though.
Thanks for the answers to the ctrl-up arrow problem everyone.
Kevin
 
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Tested the simple static/resource cargo. Works great, and pretty easy to use. Hardest part is making the meshes/textures.

Wow, many things in your post, I'm not sure to get all ? :)

Cargo and stations are differents, cargo resource can be consumed (when aboard or < grapple distance) and cargo disappear when all it's resources are used.

Station give unlimited [whatewer keyword resource] and never disappear.

The limitation and difference is due to realism: station are meant to be big or extracting object (hence the unlimited) cargo meant to be small object carriable/finite.

Now if you tell me what you want to achieve exactly I could give a better answer ? A cargo that unpack in derrick that can give unlimited resource ?


Much thanks about testing, I'm glad all seem to work ;)

Dan

---------- Post added at 12:51 PM ---------- Previous post was at 12:48 PM ----------

That looks great. Question: can you make some furniture like chairs and sofa for the ummu people to sit on then when they get close they sit in it? Kevin

This would require to rework all mesh to look like seated. Not sure it's an indispensable feature that worth all this work. ?

"Cool I can sit on this chair"
"..."
"mhh..."
"..."
*yaaawn*
"..."
CTL+Q :lol:

Dan
 
Wow, many things in your post, I'm not sure to get all ? :)
This would require to rework all mesh to look like seated. Not sure it's an indispensable feature that worth all this work. ?

"Cool I can sit on this chair"
"..."
"mhh..."
"..."
*yaaawn*
"..."
CTL+Q :lol:

Dan

:lol: he he, good one Dan!
I don't know how to program and have never made any addon, so maybe I will try start with something easier..:lol:
I would like to login to your site , but still can't. Don't know if you got my email?
I flew the Arrow from earth into orbit and it worked great. Have been playing with UMMU's and everything works fine so far.
Anyway thanks for the wonderful UCGO.
By the way, that autoland feature works wonderfully even on earth with the config modificaton.. any possibility of adding that feature to the DGIV?
Have a great week.
Kevin
 
Don't know if you got my email?


Sure, I even replied.
The problem is that you entered probably your password in the email field. :lol:

Try again but have a closer look to the field, "yahoo field" is not meant to be the email adress to send the password of forum.

Dan
 
Sure, I even replied.
The problem is that you entered probably your password in the email field. :lol:

Try again but have a closer look to the field, "yahoo field" is not meant to be the email adress to send the password of forum.

Dan
Hi Dan
Sorry about the trouble.
I will pm you which is more approriate.
Thanks for the help, sorry for the trouble :blush:
Kevin
 
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Actually, that is exactly how VistaBoost works: the ClearType font setting affects all windows, not just the current window -- Windows does not support changing the ClearType setting for only a single window. If you are running VistaBoost and Orbiter is running, all on-screen text will rendered using non-antialiased fonts. This is not a bug; it is expected behavior.

Thanks, must not have noticed it before while alt tabbing out.
 
Wow, many things in your post, I'm not sure to get all ? :)

Cargo and stations are differents, cargo resource can be consumed (when aboard or < grapple distance) and cargo disappear when all it's resources are used.

Station give unlimited [whatewer keyword resource] and never disappear.

The limitation and difference is due to realism: station are meant to be big or extracting object (hence the unlimited) cargo meant to be small object carriable/finite.

Now if you tell me what you want to achieve exactly I could give a better answer ? A cargo that unpack in derrick that can give unlimited resource ?


Much thanks about testing, I'm glad all seem to work ;)

Dan

Hey I have the answer! Funny what you can do after few hours of sleep :)

Anyway, Stations cannot be attached on the Arrow, nor can be collapsible. SO I thought I would make 2 cfgs, instead one cfg and one dll... the first is a regular pack-able cargo like the deploy by UMMU probe, and the second is a station. Since obviously, you only need to enter the cfg for the vessel spawned, I placed the second cfg as a station and it worked! The only thing is, it cannot be re-packed, but that's only detail. It can still be grappled and moved by UMMU anyway.

Now off to working on making a better mesh and texture for the boxes.:)

Question: Can I use your default boxes that you have made, and just change the textures and re-distribute them? Is that alright?
 
Anyway, Stations cannot be attached on the Arrow

Did you tried to add the two attachment point ?
IE do a cargo like BUT with also the two lines for station added.
(you'd have two attachments)

I didn tried but it worth a try.

Question: Can I use your default boxes that you have made, and just change the textures and re-distribute them? Is that alright?

Hem, well... yes, I don't think I can copyright... a box !? :lol:
But you can achieve the same with the box tool in most modeler :)

Else you can use any defaut cargo and skin it as long as you don't overwrite a default one (see doc & license)

Dan
 
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Is it possible to have "invisible" cargo slots?
 
Here is 2 shots using my own meshes for the Forcefield towers in Space 1999. Notice the Space1999 style box. I just created the meshes and a new cfg

tower2.jpg

tower1.jpg
 
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