New Release Vehicle simulation

::: relief :) :) :::

Glad you got it working finally. Yes I have to work a bit more on the keys for sure. The mesh part, I ll see if Coolhand can lend a hand with it again :)

Yes, the next thing planned is the DG landing on the terrain. By the way is it possible to make custom holes in the Orulex mesh ?

For example if we wanted to put a moon base on the surface with an underground component, then a hole would be necessary. Otherwise an ummu going underground would seem to pass through the terrain.

Jedidia,
Thanks for the relentless testing over the last 48 hours :), release week can be tough, have to be more careful with compiler changes.
 
By the way is it possible to make custom holes in the Orulex mesh ?

Not as such, no. Orulex creates craters where bases are, but there's currently no possibility to just say "make me a whole here". As far as I understand the mechanics (not quite so far, I'm afraid) such a thing would be possible, but the whole future of Orulex is uncertain currently. I think Artlav wants to wait until it is at least partly supported by the core before touching it again.

Yes, the next thing planned is the DG landing on the terrain. By the way is it possible to make custom holes in the Orulex mesh ?

Say, I don't know how this thing works exactly, but shouldn't it be possible to adapt the touch-down points for a general solutions for vehicles that aren't supposed to drive around? that way, all ships could take immediate advantage of it. At least as an option if nothing else is declared.
 
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So now what do I do ????????? :hmm:

This is potentially FANTASTIC !!!!!!!
 
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Now you download and install [ame="http://www.orbithangar.com/searchid.php?ID=2686"]Orulex[/ame].

Activate it in the modules, launch the scenario, and you won't need any further explanations. :lol: have fun.
 
This is like - SPOOKY !!

Thankyou - Thankyou - a million times THANKYOU !!

Orbiter is about to TAKE OFF man !
 
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Meshland allows you to land vessels on Orulex.

Not really. There's a special collision module for Orbiter, but it's one giant hack in and of itself. This is the first time that we have a vessel moving on terrain without a hack to hold its hand and keep it there, not to mention the first time that a vessel can realisticaly tilt on the terrain. and animated suspension. Yeah!

One problem: the vehicle can't be moved with scenario editor.

Yeah, I noticed that too.
 
One problem: the vehicle can't be moved with scenario editor.
As the source of Scenario Editor is available in OrbiterSDK, it can be modified to handle vessels attached to the surface, to modify the attachment points from there, and to move such vessels, or to detach them.
 
I see a potential for splashdowns and watercraft. :yes:
 
So, did "someone" finally succeeded in making Orulex terrains drivable, or is it the same old story of no-save-no-time-accel?
Screenshots look nice, but they always do.
 
hehe, the save part can be done of course, it will take more code writing though ;). I will have to catch the save callbacks and add a special section to the scenarios saved that can be read back during scenario load.

The time acceleration works even now as I get the time step for the physics engine from oapiGetTimeStep() from Orbiter. But it works only for slower time steps at the moment because Bullet cannot handle very high time deltas. There is a way around that. Say Bullet can handle time deltas of upto 1/10th of a second and the user has asked for 10x time acceleration. Then the time delta reported by Orbiter may be 10 secs in some step. Then I simply iterate Bullet 100 times and then continue. Iterating Bullet a 100 times between frames will hit the frame rate though, so I currently haven't used this option.

By the way anyone got the modules from release 5 working which were compiled by visual studio 2010 ?

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Say, I don't know how this thing works exactly, but shouldn't it be possible to adapt the touch-down points for a general solutions for vehicles that aren't supposed to drive around? that way, all ships could take immediate advantage of it.

Thats a great idea ! I 'll try it out :)
 
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Hmmm, say... why do currently all vessels re-emerge at the brighton beach landing pad even if the scenario was saved with them being located in another location at 0 altitude?

I understand that there's no save-support concerning Orulex yet, but shouldn't the basic orbiter save-functionality work?
 
Hmm that shouldn't happen. Will fix it. I attach the vessels from their current positions so even if its somewhere other than the pad it should work.

I haven't ever used the Scenario Editor though, so I ll have a look at it after I have finished the tests with the touchdown points.

About the keys, so the idea is to allow the gear changes without stopping the acceleration ? But in the real world you would actually release the accelerator when changing gears :), and press it again after the gear change.

Yes while turning, the accelerator is forgotten, that can be fixed. I'll reduce the turn angle of the steering to reduce sensitivity. The idea is to allow the various vehicle options to be set using a text file later. I realized the gravity applied on the vehicle is Earth gravity ! the rest of the objects on the scene have their gravity turned off. I have been experimenting with selective application of gravity :)

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I think I understand about the save problem. Orbiter stores the last un-attached position of a VESSEL. So when you start the Bump scenario from launchpad the rover is at the pad. Its attached to a Brighton Beach vessel after 3 secs insim(The brighton beach vessel attaches other vessels to itself and controls them). When you save the scenario Orbiter knows the last un-attached position of the rover to be the pad and stores it as the quicksave file. I ll overload VESSEL2::clbkSaveState()
 
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About the keys, so the idea is to allow the gear changes without stopping the acceleration ?

I was more thinking about being able to steer without taking my foot from the pedal... :P

realized the gravity applied on the vehicle is Earth gravity ! the rest of the objects on the scene have their gravity turned off.

I did notice that the beach balls are defying gravity quite astonishingly, yes...

I think I understand about the save problem. Orbiter stores the last un-attached position of a VESSEL.

In other words, I have to save during a jump? :lol:
 
hehe, the vehicle is never un-attached again, it remains attached to the base till the simulation ends. So I made sure, well and good ,that you cannot save no matter how hard or when you try :lol:

Well yeah I just have to save the current attachment point position(which is where the vehicle is) and then we should be good to save.
 
By the way anyone got the modules from release 5 working which were compiled by visual studio 2010 ?
Sorry, I didn't see this earlier. Release 5 is working just fine for me in both Orbiter 100830 and 111105.
 
It more or less works on the same principle, although it is much more advanced because it has a local physics implementation. Currently, however, it has still to be considered as a "proof of concept", so outside of its scope (that one vehicle) it hasn't any application currently.
 
Bump Release 7 "Expanding Scope" is up :) , adds Delta Glider landing capability on Orulex terrain. No roll and take off, only vertical. If you attempt to roll it may not be smooth.

There is a crash rescue scenario included.

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What seems to happen in the lower lunar gravity is that if the vehicle is at a high gear then the engine force is quite high and this causes the front wheels to rise & leave the ground. The front wheels take time to settle down again but till then, direction control is tough. Don't know if it will be true on a faster machine.
 
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