# ProjectVesselBuilder for Orbiter

#### fred18

Donator
They are in release mode... I reattach the modules here to be sure completely but if they don't work this time it becomes a new mistery...

#### Attachments

• VBModules.zip
254.5 KB · Views: 30

#### Donamy

Donator
Beta Tester
Those worked, so it may be an install issue.

---------- Post added at 03:32 PM ---------- Previous post was at 03:21 PM ----------

nope,
Code:
[ALT]+[B] = Toggle All Beacons
[CTRL]+[L] = Toggle Next Light Emitter
Ctrl+L cycles through light emitters, while alt+b toggle all beacons. That's because I think that beacons are usually lit all at once, while lights can have the needing of being lit separately. To make a command for each light was messy, so (for now) the option is to cycle through them using CTRL+L.

I have actually a plan that when everything works I'll add a (very simple) MFD that will give the opportunity to do basically what the keyboard keys do now, so user will be able to switch lights, beacons, animations, cameras etc using the mfd.

Personally, I would love to have it connected to a switch, or button animation. The same for things like nose cone and hatch opening.

#### fred18

Donator
Those worked, so it may be an install issue.

---------- Post added at 03:32 PM ---------- Previous post was at 03:21 PM ----------

Personally, I would love to have it connected to a switch, or button animation. The same for things like nose cone and hatch opening.

I know, but that would mean to implement stuff like VC switches or buttons, which for a general module could become a sort of a nightmare and I would like not to do it at least now, because I want everything to be clean and work. I prefer that a multiconfiguration vessel spawns it's service module correctly, applies all the thrusters properly etc, the VC switches will come in the future.
Anyway this should be almost solve through the MFD (that was the solution I thought): with that you will be able to turn on or off a single light for example.
I plan to have a very simple MFD, so once everything works (which seems to me we are really close to get there) it will be a matter of a couple of days for implementing it

#### Donamy

Donator
Beta Tester
Oh, I'm not complaining. Just a suggestion. I'm a very happy camper.

:hail:

#### Kyle

##### Armchair Astronaut
Well, whatever was my previous problem seems to have vanished with a fresh installation. I'm still amazed by how much you can do with VB. Really liking the ability to trigger events. This is going to be one of the best addons of all time for addon developers.

#### Buck Rogers

Hi Fred18, just wanted to say what a pleasure it is to be able to make changes in realtime ingame (like during reentry); a huge extension for Orbiter, also educationally.

Since last update:
FollowMe Cam: Now I can see the crosshair, moves with pitch, yaw, roll, cam and target NOT moving with X,Y,Z anymore!
Super Precision: no CTD anymore, but target disappears!

VB: I'm also getting errors with the control surfaces, IIRC one could set them without ani's in Spacecraft4.
Throwing an error with the last Beacon for reasons I can't decern, cfg. attached.( strange, when loading with STATUS: landed no error?)
Some things in Spacecraft I can't find in VB: TRIM=0.05,CW_Z_POS=0.09,CW_Z_NEG=0.09,CW_X=2.,CW_Y=1.4, WING_EFFECTIVENESS=2.5?
Glass cockpit position, I can set a VC position, when I cycle F8 the glass cockpit snaps to the VC position, haven't seen where I can set a Glass cockpit position.
Code:
ClassName = VesselBuilder1
Module = VesselBuilder1

;CONFIGURATION FILE FOR Flash Gordon

NOEDITOR = FALSE

CONFIGURATIONS = 1

;<-------------------------GENERAL SETTINGS - Configuration: 0------------------------->

EMPTY_MASS = 8000
VSIZE = 10
PMI = 15.5 22.1 7.7
CSECTIONS = 53 186.9 25.9
GRAVITYGDAMP = 20
ROTDRAG = 1.5 1.5 1.5

;<-------------------------MESHES DEFINITIONS------------------------->

MESH_0_NAME = Flash Gordon
MESH_0_POS = 0 0 0
MESH_0_DIR = 0 0 1
MESH_0_ROT = 0 1 0
MESH_0_VIS = 1

;<-------------------------DOCKS DEFINITIONS------------------------->

DOCK_0_ID = 0
DOCK_0_NAME = Dock_0
DOCK_0_POS = 0 -1.25 2.4
DOCK_0_DIR = 0 -1 0
DOCK_0_ROT = 0 0 1
DOCK_0_JETT = FALSE
DOCK_0_SOFTDOCK = FALSE

;<-------------------------ATTACHMENTS DEFINITIONS------------------------->

;<-------------------------ANIMATIONS DEFINITIONS------------------------->

ANIM_0_ID = 0
ANIM_0_NAME = Gear
ANIM_0_DEFSTATE = 0
ANIM_0_DURATION = 6
ANIM_0_KEY = 34
ANIM_0_CYCLE = 0

ANIM_1_ID = 1
ANIM_1_NAME = ramp
ANIM_1_DEFSTATE = 0
ANIM_1_DURATION = 15
ANIM_1_KEY = 37
ANIM_1_CYCLE = 0

ANIMCOMP_0_ID = 0
ANIMCOMP_0_SEQ = 0
ANIMCOMP_0_NAME = gear1
ANIMCOMP_0_STATE0 = 0.1
ANIMCOMP_0_STATE1 = 1
ANIMCOMP_0_ARMTIP = FALSE
ANIMCOMP_0_MESH = 0
ANIMCOMP_0_TYPE = 1
ANIMCOMP_0_REF = 0.23 -1.12 2.53
ANIMCOMP_0_AXIS = 0 0 1
ANIMCOMP_0_ANGLE = 90
ANIMCOMP_0_NGRPS = 1
ANIMCOMP_0_GRPS = 35
ANIMCOMP_0_PARENT = -1

ANIMCOMP_1_ID = 1
ANIMCOMP_1_SEQ = 0
ANIMCOMP_1_NAME = gear2
ANIMCOMP_1_STATE0 = 0.1
ANIMCOMP_1_STATE1 = 1
ANIMCOMP_1_ARMTIP = FALSE
ANIMCOMP_1_MESH = 0
ANIMCOMP_1_TYPE = 1
ANIMCOMP_1_REF = -0.23 -1.12 2.53
ANIMCOMP_1_AXIS = 0 0 -1
ANIMCOMP_1_ANGLE = 90
ANIMCOMP_1_NGRPS = 1
ANIMCOMP_1_GRPS = 27
ANIMCOMP_1_PARENT = -1

ANIMCOMP_2_ID = 2
ANIMCOMP_2_SEQ = 0
ANIMCOMP_2_NAME = gear3
ANIMCOMP_2_STATE0 = 0.1
ANIMCOMP_2_STATE1 = 1
ANIMCOMP_2_ARMTIP = FALSE
ANIMCOMP_2_MESH = 0
ANIMCOMP_2_TYPE = 1
ANIMCOMP_2_REF = 2.55 -1.2 -4.13
ANIMCOMP_2_AXIS = 0 0 1
ANIMCOMP_2_ANGLE = 90
ANIMCOMP_2_NGRPS = 1
ANIMCOMP_2_GRPS = 31
ANIMCOMP_2_PARENT = -1

ANIMCOMP_3_ID = 3
ANIMCOMP_3_SEQ = 0
ANIMCOMP_3_NAME = gear4
ANIMCOMP_3_STATE0 = 0.1
ANIMCOMP_3_STATE1 = 1
ANIMCOMP_3_ARMTIP = FALSE
ANIMCOMP_3_MESH = 0
ANIMCOMP_3_TYPE = 1
ANIMCOMP_3_REF = 2.18 -1.2 -4.13
ANIMCOMP_3_AXIS = 0 0 -1
ANIMCOMP_3_ANGLE = 90
ANIMCOMP_3_NGRPS = 1
ANIMCOMP_3_GRPS = 32
ANIMCOMP_3_PARENT = -1

ANIMCOMP_4_ID = 4
ANIMCOMP_4_SEQ = 0
ANIMCOMP_4_NAME = gear5
ANIMCOMP_4_STATE0 = 0.1
ANIMCOMP_4_STATE1 = 1
ANIMCOMP_4_ARMTIP = FALSE
ANIMCOMP_4_MESH = 0
ANIMCOMP_4_TYPE = 1
ANIMCOMP_4_REF = -2.18 -1.2 -4.13
ANIMCOMP_4_AXIS = 0 0 1
ANIMCOMP_4_ANGLE = 90
ANIMCOMP_4_NGRPS = 1
ANIMCOMP_4_GRPS = 33
ANIMCOMP_4_PARENT = -1

ANIMCOMP_5_ID = 5
ANIMCOMP_5_SEQ = 0
ANIMCOMP_5_NAME = gear6
ANIMCOMP_5_STATE0 = 0.1
ANIMCOMP_5_STATE1 = 1
ANIMCOMP_5_ARMTIP = FALSE
ANIMCOMP_5_MESH = 0
ANIMCOMP_5_TYPE = 1
ANIMCOMP_5_REF = -2.55 -1.2 -4.13
ANIMCOMP_5_AXIS = 0 0 -1
ANIMCOMP_5_ANGLE = 90
ANIMCOMP_5_NGRPS = 1
ANIMCOMP_5_GRPS = 34
ANIMCOMP_5_PARENT = -1

ANIMCOMP_6_ID = 6
ANIMCOMP_6_SEQ = 0
ANIMCOMP_6_NAME = gear7
ANIMCOMP_6_STATE0 = 0.5
ANIMCOMP_6_STATE1 = 1
ANIMCOMP_6_ARMTIP = FALSE
ANIMCOMP_6_MESH = 0
ANIMCOMP_6_TYPE = 2
ANIMCOMP_6_SHIFT = 0 -0.5 0
ANIMCOMP_6_NGRPS = 2
ANIMCOMP_6_GRPS = 16, 4
ANIMCOMP_6_PARENT = -1

ANIMCOMP_7_ID = 7
ANIMCOMP_7_SEQ = 1
ANIMCOMP_7_NAME = ramp
ANIMCOMP_7_STATE0 = 0.1
ANIMCOMP_7_STATE1 = 1
ANIMCOMP_7_ARMTIP = FALSE
ANIMCOMP_7_MESH = 0
ANIMCOMP_7_TYPE = 1
ANIMCOMP_7_REF = 0 -1 4.4
ANIMCOMP_7_AXIS = 1 0 0
ANIMCOMP_7_ANGLE = 48
ANIMCOMP_7_NGRPS = 3
ANIMCOMP_7_GRPS = 29, 17, 5
ANIMCOMP_7_PARENT = -1

;<-------------------------PROPELLANT DEFINITIONS------------------------->

PRP_0_ID = 0
PRP_0_MAXMASS = 18000
PRP_0_EFFICIENCY = 1
PRP_0_PRIMARY = TRUE
PRP_0_NAME = MainTank

;<-------------------------THRUSTERS DEFINITIONS------------------------->

THR_0_ID = 0
THR_0_NAME = Pitch_up_1
THR_0_POS = 0 0 10
THR_0_DIR = 0 1 0
THR_0_MAX0 = 1055.05
THR_0_ISP0 = 3e+006
THR_0_ISPREF = 0
THR_0_PREF = 101400
THR_0_TANK = 0
THR_0_HASEXHAUST = FALSE
THR_0_HASPARTICLES = FALSE

THR_1_ID = 1
THR_1_NAME = Pitch_up_2
THR_1_POS = 0 0 -10
THR_1_DIR = 0 -1 0
THR_1_MAX0 = 1055.05
THR_1_ISP0 = 3e+006
THR_1_ISPREF = 0
THR_1_PREF = 101400
THR_1_TANK = 0
THR_1_HASEXHAUST = FALSE
THR_1_HASPARTICLES = FALSE

THR_2_ID = 2
THR_2_NAME = Pitch_dwn_1
THR_2_POS = 0 0 10
THR_2_DIR = 0 -1 0
THR_2_MAX0 = 1055.05
THR_2_ISP0 = 3e+006
THR_2_ISPREF = 0
THR_2_PREF = 101400
THR_2_TANK = 0
THR_2_HASEXHAUST = FALSE
THR_2_HASPARTICLES = FALSE

THR_3_ID = 3
THR_3_NAME = Pitch_dwn_2
THR_3_POS = 0 0 -10
THR_3_DIR = 0 1 0
THR_3_MAX0 = 1055.05
THR_3_ISP0 = 3e+006
THR_3_ISPREF = 0
THR_3_PREF = 101400
THR_3_TANK = 0
THR_3_HASEXHAUST = FALSE
THR_3_HASPARTICLES = FALSE

THR_4_ID = 4
THR_4_NAME = Yaw_left_1
THR_4_POS = 0 0 10
THR_4_DIR = -1 0 0
THR_4_MAX0 = 1504.3
THR_4_ISP0 = 3e+006
THR_4_ISPREF = 0
THR_4_PREF = 101400
THR_4_TANK = 0
THR_4_HASEXHAUST = FALSE
THR_4_HASPARTICLES = FALSE

THR_5_ID = 5
THR_5_NAME = Yaw_left_2
THR_5_POS = 0 0 -10
THR_5_DIR = 1 0 0
THR_5_MAX0 = 1504.3
THR_5_ISP0 = 3e+006
THR_5_ISPREF = 0
THR_5_PREF = 101400
THR_5_TANK = 0
THR_5_HASEXHAUST = FALSE
THR_5_HASPARTICLES = FALSE

THR_6_ID = 6
THR_6_NAME = Yaw_right_1
THR_6_POS = 0 0 10
THR_6_DIR = 1 0 0
THR_6_MAX0 = 1504.3
THR_6_ISP0 = 3e+006
THR_6_ISPREF = 0
THR_6_PREF = 101400
THR_6_TANK = 0
THR_6_HASEXHAUST = FALSE
THR_6_HASPARTICLES = FALSE

THR_7_ID = 7
THR_7_NAME = Yaw_right_2
THR_7_POS = 0 0 -10
THR_7_DIR = -1 0 0
THR_7_MAX0 = 1504.3
THR_7_ISP0 = 3e+006
THR_7_ISPREF = 0
THR_7_PREF = 101400
THR_7_TANK = 0
THR_7_HASEXHAUST = FALSE
THR_7_HASPARTICLES = FALSE

THR_8_ID = 8
THR_8_NAME = Bank_left_1
THR_8_POS = 10 0 0
THR_8_DIR = 0 1 0
THR_8_MAX0 = 1524.12
THR_8_ISP0 = 3e+006
THR_8_ISPREF = 0
THR_8_PREF = 101400
THR_8_TANK = 0
THR_8_HASEXHAUST = FALSE
THR_8_HASPARTICLES = FALSE

THR_9_ID = 9
THR_9_NAME = Bank_left_2
THR_9_POS = -10 0 0
THR_9_DIR = 0 -1 0
THR_9_MAX0 = 1524.12
THR_9_ISP0 = 3e+006
THR_9_ISPREF = 0
THR_9_PREF = 101400
THR_9_TANK = 0
THR_9_HASEXHAUST = FALSE
THR_9_HASPARTICLES = FALSE

THR_10_ID = 10
THR_10_NAME = Bank_right_1
THR_10_POS = 10 0 0
THR_10_DIR = 0 -1 0
THR_10_MAX0 = 1524.12
THR_10_ISP0 = 3e+006
THR_10_ISPREF = 0
THR_10_PREF = 101400
THR_10_TANK = 0
THR_10_HASEXHAUST = FALSE
THR_10_HASPARTICLES = FALSE

THR_11_ID = 11
THR_11_NAME = Bank_right_2
THR_11_POS = -10 0 0
THR_11_DIR = 0 1 0
THR_11_MAX0 = 1524.12
THR_11_ISP0 = 3e+006
THR_11_ISPREF = 0
THR_11_PREF = 101400
THR_11_TANK = 0
THR_11_HASEXHAUST = FALSE
THR_11_HASPARTICLES = FALSE

THR_12_ID = 12
THR_12_NAME = Translate_up
THR_12_POS = 0 0 0
THR_12_DIR = 0 1 0
THR_12_MAX0 = 3900
THR_12_ISP0 = 3e+006
THR_12_ISPREF = 0
THR_12_PREF = 101400
THR_12_TANK = 0
THR_12_HASEXHAUST = FALSE
THR_12_HASPARTICLES = FALSE

THR_13_ID = 13
THR_13_NAME = Translate_dwn
THR_13_POS = 0 0 0
THR_13_DIR = 0 -1 0
THR_13_MAX0 = 3900
THR_13_ISP0 = 3e+006
THR_13_ISPREF = 0
THR_13_PREF = 101400
THR_13_TANK = 0
THR_13_HASEXHAUST = FALSE
THR_13_HASPARTICLES = FALSE

THR_14_ID = 14
THR_14_NAME = Translate_left
THR_14_POS = 0 0 0
THR_14_DIR = -1 0 0
THR_14_MAX0 = 3900
THR_14_ISP0 = 3e+006
THR_14_ISPREF = 0
THR_14_PREF = 101400
THR_14_TANK = 0
THR_14_HASEXHAUST = FALSE
THR_14_HASPARTICLES = FALSE

THR_15_ID = 15
THR_15_NAME = Translate_right
THR_15_POS = 0 0 0
THR_15_DIR = 1 0 0
THR_15_MAX0 = 3900
THR_15_ISP0 = 3e+006
THR_15_ISPREF = 0
THR_15_PREF = 101400
THR_15_TANK = 0
THR_15_HASEXHAUST = FALSE
THR_15_HASPARTICLES = FALSE

THR_16_ID = 16
THR_16_NAME = Translate_forward
THR_16_POS = 0 0 0
THR_16_DIR = 0 0 1
THR_16_MAX0 = 3900
THR_16_ISP0 = 3e+006
THR_16_ISPREF = 0
THR_16_PREF = 101400
THR_16_TANK = 0
THR_16_HASEXHAUST = FALSE
THR_16_HASPARTICLES = FALSE

THR_17_ID = 17
THR_17_NAME = Translate_backward
THR_17_POS = 0 0 0
THR_17_DIR = 0 0 -1
THR_17_MAX0 = 3900
THR_17_ISP0 = 3e+006
THR_17_ISPREF = 0
THR_17_PREF = 101400
THR_17_TANK = 0
THR_17_HASEXHAUST = FALSE
THR_17_HASPARTICLES = FALSE

THR_18_ID = 18
THR_18_NAME = Main
THR_18_POS = 0 0 -6
THR_18_DIR = 0 0 1
THR_18_MAX0 = 620000
THR_18_ISP0 = 3e+006
THR_18_ISPREF = 0
THR_18_PREF = 101400
THR_18_TANK = 0
THR_18_HASEXHAUST = TRUE
THR_18_EX_0_ID = 0
THR_18_EX_0_LSIZE = 8
THR_18_EX_0_WSIZE = 0.5
THR_18_EX_0_EXTEX = -1
THR_18_EX_0_CUSTOMPOSDIR = TRUE
THR_18_EX_0_POS = 0 2.51 -6.8
THR_18_EX_0_DIR = 0 0 1
THR_18_EX_1_ID = 1
THR_18_EX_1_LSIZE = 8
THR_18_EX_1_WSIZE = 0.5
THR_18_EX_1_EXTEX = -1
THR_18_EX_1_CUSTOMPOSDIR = TRUE
THR_18_EX_1_POS = -2.37 -0.759 -6.8
THR_18_EX_1_DIR = 0 0 1
THR_18_EX_2_ID = 2
THR_18_EX_2_LSIZE = 8
THR_18_EX_2_WSIZE = 0.5
THR_18_EX_2_EXTEX = -1
THR_18_EX_2_CUSTOMPOSDIR = TRUE
THR_18_EX_2_POS = 2.37 -0.759 -6.8
THR_18_EX_2_DIR = 0 0 1
THR_18_HASPARTICLES = TRUE
THR_18_PART_0_ID = 0
THR_18_PART_0_PSSIDX = 0
THR_18_PART_0_CUSTOMPOS = TRUE
THR_18_PART_0_POS = 0 0 -20

THR_19_ID = 19
THR_19_NAME = Retro
THR_19_POS = 0 0 6
THR_19_DIR = 0 0 -1
THR_19_MAX0 = 220000
THR_19_ISP0 = 3e+006
THR_19_ISPREF = 0
THR_19_PREF = 101400
THR_19_TANK = 0
THR_19_HASEXHAUST = TRUE
THR_19_EX_0_ID = 0
THR_19_EX_0_LSIZE = 2
THR_19_EX_0_WSIZE = 0.1
THR_19_EX_0_EXTEX = -1
THR_19_EX_0_CUSTOMPOSDIR = TRUE
THR_19_EX_0_POS = 1.61 -0.52 -2.75
THR_19_EX_0_DIR = 0 0 -1
THR_19_EX_1_ID = 1
THR_19_EX_1_LSIZE = 2
THR_19_EX_1_WSIZE = 0.1
THR_19_EX_1_EXTEX = -1
THR_19_EX_1_CUSTOMPOSDIR = TRUE
THR_19_EX_1_POS = 1.49 -0.46 -2.35
THR_19_EX_1_DIR = 0 0 -1
THR_19_EX_2_ID = 2
THR_19_EX_2_LSIZE = 2
THR_19_EX_2_WSIZE = 0.1
THR_19_EX_2_EXTEX = -1
THR_19_EX_2_CUSTOMPOSDIR = TRUE
THR_19_EX_2_POS = -1.61 -0.52 -2.75
THR_19_EX_2_DIR = 0 0 -1
THR_19_EX_3_ID = 3
THR_19_EX_3_LSIZE = 2
THR_19_EX_3_WSIZE = 0.1
THR_19_EX_3_EXTEX = -1
THR_19_EX_3_CUSTOMPOSDIR = TRUE
THR_19_EX_3_POS = -1.49 -0.46 -2.35
THR_19_EX_3_DIR = 0 0 -1
THR_19_HASPARTICLES = FALSE

THR_20_ID = 20
THR_20_NAME = Hover
THR_20_POS = 0 0 0
THR_20_DIR = 0 1 0
THR_20_MAX0 = 420000
THR_20_ISP0 = 3e+006
THR_20_ISPREF = 0
THR_20_PREF = 101400
THR_20_TANK = 0
THR_20_HASEXHAUST = TRUE
THR_20_EX_0_ID = 0
THR_20_EX_0_LSIZE = 1
THR_20_EX_0_WSIZE = 0.2
THR_20_EX_0_EXTEX = -1
THR_20_EX_0_CUSTOMPOSDIR = TRUE
THR_20_EX_0_POS = -0.4 -1.1 2.8
THR_20_EX_0_DIR = 0 1 0
THR_20_EX_1_ID = 1
THR_20_EX_1_LSIZE = 1
THR_20_EX_1_WSIZE = 0.2
THR_20_EX_1_EXTEX = -1
THR_20_EX_1_CUSTOMPOSDIR = TRUE
THR_20_EX_1_POS = 0.4 -1.1 2.8
THR_20_EX_1_DIR = 0 1 0
THR_20_EX_2_ID = 2
THR_20_EX_2_LSIZE = 1
THR_20_EX_2_WSIZE = 0.2
THR_20_EX_2_EXTEX = -1
THR_20_EX_2_CUSTOMPOSDIR = TRUE
THR_20_EX_2_POS = 0.4 -1 0.22
THR_20_EX_2_DIR = 0 1 0
THR_20_EX_3_ID = 3
THR_20_EX_3_LSIZE = 1
THR_20_EX_3_WSIZE = 0.2
THR_20_EX_3_EXTEX = -1
THR_20_EX_3_CUSTOMPOSDIR = TRUE
THR_20_EX_3_POS = -0.4 -1 0.22
THR_20_EX_3_DIR = 0 1 0
THR_20_EX_4_ID = 4
THR_20_EX_4_LSIZE = 1
THR_20_EX_4_WSIZE = 0.2
THR_20_EX_4_EXTEX = -1
THR_20_EX_4_CUSTOMPOSDIR = TRUE
THR_20_EX_4_POS = 0.25 -0.7 -2.4
THR_20_EX_4_DIR = 0 1 0
THR_20_EX_5_ID = 5
THR_20_EX_5_LSIZE = 1
THR_20_EX_5_WSIZE = 0.2
THR_20_EX_5_EXTEX = -1
THR_20_EX_5_CUSTOMPOSDIR = TRUE
THR_20_EX_5_POS = -0.25 -0.7 -2.4
THR_20_EX_5_DIR = 0 1 0
THR_20_HASPARTICLES = TRUE
THR_20_PART_0_ID = 0
THR_20_PART_0_PSSIDX = 0
THR_20_PART_0_CUSTOMPOS = TRUE
THR_20_PART_0_POS = 0 -8 0

;<-------------------------THRUSTER GROUPS DEFINITIONS------------------------->

THGROUP_MAIN = TRUE
THGROUP_MAIN_THRUSTERS = 18
THGROUP_RETRO = TRUE
THGROUP_RETRO_THRUSTERS = 19
THGROUP_HOVER = TRUE
THGROUP_HOVER_THRUSTERS = 20
THGROUP_ATT_PITCHUP = TRUE
THGROUP_ATT_PITCHUP_THRUSTERS = 0, 1
THGROUP_ATT_PITCHDOWN = TRUE
THGROUP_ATT_PITCHDOWN_THRUSTERS = 2, 3
THGROUP_ATT_YAWLEFT = TRUE
THGROUP_ATT_YAWLEFT_THRUSTERS = 4, 5
THGROUP_ATT_YAWRIGHT = TRUE
THGROUP_ATT_YAWRIGHT_THRUSTERS = 6, 7
THGROUP_ATT_BANKLEFT = TRUE
THGROUP_ATT_BANKLEFT_THRUSTERS = 8, 9
THGROUP_ATT_BANKRIGHT = TRUE
THGROUP_ATT_BANKRIGHT_THRUSTERS = 10, 11
THGROUP_ATT_RIGHT = TRUE
THGROUP_ATT_RIGHT_THRUSTERS = 15
THGROUP_ATT_LEFT = TRUE
THGROUP_ATT_LEFT_THRUSTERS = 14
THGROUP_ATT_UP = TRUE
THGROUP_ATT_UP_THRUSTERS = 12
THGROUP_ATT_DOWN = TRUE
THGROUP_ATT_DOWN_THRUSTERS = 13
THGROUP_ATT_FORWARD = TRUE
THGROUP_ATT_FORWARD_THRUSTERS = 16
THGROUP_ATT_BACK = TRUE
THGROUP_ATT_BACK_THRUSTERS = 17

;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->

TDP_1_0_POS = 2.4 -0.8 -7.4
TDP_1_0_STIFFNESS = 700000
TDP_1_0_DAMPING = 120000
TDP_1_0_MU = 3
TDP_1_0_MULNG = 0.2

TDP_1_1_POS = -2.4 -0.8 -7.4
TDP_1_1_STIFFNESS = 700000
TDP_1_1_DAMPING = 120000
TDP_1_1_MU = 3
TDP_1_1_MULNG = 0.2

TDP_1_2_POS = 0 2.5 -7.35
TDP_1_2_STIFFNESS = 700000
TDP_1_2_DAMPING = 120000
TDP_1_2_MU = 3
TDP_1_2_MULNG = 0.2

TDP_1_3_POS = 2.6 -1.2 -3
TDP_1_3_STIFFNESS = 700000
TDP_1_3_DAMPING = 120000
TDP_1_3_MU = 3
TDP_1_3_MULNG = 0.2

TDP_1_4_POS = -2.6 -1.2 -3
TDP_1_4_STIFFNESS = 700000
TDP_1_4_DAMPING = 120000
TDP_1_4_MU = 3
TDP_1_4_MULNG = 0.2

TDP_1_5_POS = 0 3 -3
TDP_1_5_STIFFNESS = 700000
TDP_1_5_DAMPING = 120000
TDP_1_5_MU = 3
TDP_1_5_MULNG = 0.2

TDP_1_6_POS = 0 0 7.2
TDP_1_6_STIFFNESS = 700000
TDP_1_6_DAMPING = 120000
TDP_1_6_MU = 3
TDP_1_6_MULNG = 0.2

TDP_SECONDSET_ENABLED = TRUE
TDP_CHANGEOVER_ANIM = -1
TDP_2_0_POS = 2.6 -2 -4
TDP_2_0_STIFFNESS = 170021
TDP_2_0_DAMPING = 119670
TDP_2_0_MU = 3
TDP_2_0_MULNG = 0.2

TDP_2_1_POS = -2.6 -2 -4
TDP_2_1_STIFFNESS = 170021
TDP_2_1_DAMPING = 119670
TDP_2_1_MU = 3
TDP_2_1_MULNG = 0.2

TDP_2_2_POS = 0 -2.4 4
TDP_2_2_STIFFNESS = 170021
TDP_2_2_DAMPING = 119670
TDP_2_2_MU = 3
TDP_2_2_MULNG = 0.2

TDP_2_3_POS = 2.4 -0.8 -7.4
TDP_2_3_STIFFNESS = 700000
TDP_2_3_DAMPING = 120000
TDP_2_3_MU = 3
TDP_2_3_MULNG = 0.2

TDP_2_4_POS = -2.4 -0.8 -7.4
TDP_2_4_STIFFNESS = 700000
TDP_2_4_DAMPING = 120000
TDP_2_4_MU = 3
TDP_2_4_MULNG = 0.2

TDP_2_5_POS = 0 2.5 -7.35
TDP_2_5_STIFFNESS = 700000
TDP_2_5_DAMPING = 120000
TDP_2_5_MU = 3
TDP_2_5_MULNG = 0.2

TDP_2_6_POS = 0 3 -3
TDP_2_6_STIFFNESS = 700000
TDP_2_6_DAMPING = 120000
TDP_2_6_MU = 3
TDP_2_6_MULNG = 0.2

TDP_2_7_POS = 0 0 7.2
TDP_2_7_STIFFNESS = 700000
TDP_2_7_DAMPING = 120000
TDP_2_7_MU = 3
TDP_2_7_MULNG = 0.2

;<-------------------------AIRFOILS DEFINITIONS------------------------->

AIRFOIL_0_ID = 0
AIRFOIL_0_NAME = V_Airfoil_0
AIRFOIL_0_ORIENTATION = 0
AIRFOIL_0_REF = 0 0 -0.3
AIRFOIL_0_C = 5
AIRFOIL_0_S = 90
AIRFOIL_0_A = 1.5
AIRFOIL_0_POINT_0_AOA = -180
AIRFOIL_0_POINT_0_CL = 0
AIRFOIL_0_POINT_0_CM = 0
AIRFOIL_0_POINT_1_AOA = -60
AIRFOIL_0_POINT_1_CL = 0
AIRFOIL_0_POINT_1_CM = 0
AIRFOIL_0_POINT_2_AOA = -30
AIRFOIL_0_POINT_2_CL = -0.4
AIRFOIL_0_POINT_2_CM = 0.014
AIRFOIL_0_POINT_3_AOA = -2
AIRFOIL_0_POINT_3_CL = 0
AIRFOIL_0_POINT_3_CM = 0.0039
AIRFOIL_0_POINT_4_AOA = 15
AIRFOIL_0_POINT_4_CL = 0.7
AIRFOIL_0_POINT_4_CM = -0.006
AIRFOIL_0_POINT_5_AOA = 20
AIRFOIL_0_POINT_5_CL = 1
AIRFOIL_0_POINT_5_CM = -0.008
AIRFOIL_0_POINT_6_AOA = 25
AIRFOIL_0_POINT_6_CL = 0.8
AIRFOIL_0_POINT_6_CM = -0.01
AIRFOIL_0_POINT_7_AOA = 60
AIRFOIL_0_POINT_7_CL = 0
AIRFOIL_0_POINT_7_CM = 0
AIRFOIL_0_POINT_8_AOA = 180
AIRFOIL_0_POINT_8_CL = 0
AIRFOIL_0_POINT_8_CM = 0

AIRFOIL_1_ID = 1
AIRFOIL_1_NAME = H_Airfoil_1
AIRFOIL_1_ORIENTATION = 1
AIRFOIL_1_REF = 0 0 -4
AIRFOIL_1_C = 5
AIRFOIL_1_S = 15
AIRFOIL_1_A = 1.5
AIRFOIL_1_POINT_0_AOA = -180
AIRFOIL_1_POINT_0_CL = 0
AIRFOIL_1_POINT_0_CM = 0
AIRFOIL_1_POINT_1_AOA = -135
AIRFOIL_1_POINT_1_CL = 0.3
AIRFOIL_1_POINT_1_CM = 0
AIRFOIL_1_POINT_2_AOA = -90
AIRFOIL_1_POINT_2_CL = 0
AIRFOIL_1_POINT_2_CM = 0
AIRFOIL_1_POINT_3_AOA = -45
AIRFOIL_1_POINT_3_CL = -0.3
AIRFOIL_1_POINT_3_CM = 0
AIRFOIL_1_POINT_4_AOA = 45
AIRFOIL_1_POINT_4_CL = 0.3
AIRFOIL_1_POINT_4_CM = 0
AIRFOIL_1_POINT_5_AOA = 90
AIRFOIL_1_POINT_5_CL = 0
AIRFOIL_1_POINT_5_CM = 0
AIRFOIL_1_POINT_6_AOA = 135
AIRFOIL_1_POINT_6_CL = -0.3
AIRFOIL_1_POINT_6_CM = 0
AIRFOIL_1_POINT_7_AOA = 180
AIRFOIL_1_POINT_7_CL = 0
AIRFOIL_1_POINT_7_CM = 0

;<-------------------------CONTROL SURFACES DEFINITIONS------------------------->

CTRL_SURFACES_0_ID = 0
CTRL_SURFACES_0_NAME = Elevator
CTRL_SURFACES_0_TYPE = 0
CTRL_SURFACES_0_AREA = 1.4
CTRL_SURFACES_0_DCL = 1.7
CTRL_SURFACES_0_REF = 0 0 -7.2
CTRL_SURFACES_0_AXIS = 3
CTRL_SURFACES_0_DELAY = 1
CTRL_SURFACES_0_ANIM = -1

CTRL_SURFACES_1_ID = 1
CTRL_SURFACES_1_NAME = Rudders
CTRL_SURFACES_1_TYPE = 1
CTRL_SURFACES_1_AREA = 0.8
CTRL_SURFACES_1_DCL = 1.7
CTRL_SURFACES_1_REF = 0 0 -7.2
CTRL_SURFACES_1_AXIS = 1
CTRL_SURFACES_1_DELAY = 1
CTRL_SURFACES_1_ANIM = -1

CTRL_SURFACES_2_ID = 2
CTRL_SURFACES_2_NAME = Aileron1
CTRL_SURFACES_2_TYPE = 2
CTRL_SURFACES_2_AREA = 0.3
CTRL_SURFACES_2_DCL = 1.7
CTRL_SURFACES_2_REF = 7.5 0 -7.2
CTRL_SURFACES_2_AXIS = 3
CTRL_SURFACES_2_DELAY = 1
CTRL_SURFACES_2_ANIM = -1

CTRL_SURFACES_3_ID = 3
CTRL_SURFACES_3_NAME = Aileron2
CTRL_SURFACES_3_TYPE = 2
CTRL_SURFACES_3_AREA = 0.3
CTRL_SURFACES_3_DCL = 1.7
CTRL_SURFACES_3_REF = -7.5 0 -7.2
CTRL_SURFACES_3_AXIS = 4
CTRL_SURFACES_3_DELAY = 1
CTRL_SURFACES_3_ANIM = -1

CTRL_SURFACES_4_ID = 4
CTRL_SURFACES_4_NAME = Trim
CTRL_SURFACES_4_TYPE = 4
CTRL_SURFACES_4_AREA = 0.3
CTRL_SURFACES_4_DCL = 1.7
CTRL_SURFACES_4_REF = 0 0 -7.2
CTRL_SURFACES_4_AXIS = 0
CTRL_SURFACES_4_DELAY = 1
CTRL_SURFACES_4_ANIM = -1

;<-------------------------CAMERA DEFINITIONS------------------------->

;<-------------------------VIRTUAL COCKPIT DEFINITIONS------------------------->

VC_POS_0_ID = 0
VC_POS_0_NAME = PilotSeat
VC_POS_0_OFS = 0 0 7
VC_POS_0_DIR = 0 0 1

;<-------------------------LIGHTS: BEACONS DEFINITIONS------------------------->

BCN_0_ID = 0
BCN_0_NAME = Beacon_0
BCN_0_SHAPE = 1
BCN_0_POS = -2.8 -0.8 -5.8
BCN_0_COL = 1 0.5 0.5
BCN_0_SIZE = 0.2
BCN_0_FALLOFF = 0.4
BCN_0_PERIOD = 0
BCN_0_DURATION = 0.1
BCN_0_TOFS = 0

BCN_1_ID = 1
BCN_1_NAME = Beacon_1
BCN_1_SHAPE = 1
BCN_1_POS = 2.8 -0.8 -5.8
BCN_1_COL = 0.5 1 0.5
BCN_1_SIZE = 0.2
BCN_1_FALLOFF = 0.4
BCN_1_PERIOD = 0
BCN_1_DURATION = 0.1
BCN_1_TOFS = 0

BCN_2_ID = 2
BCN_2_NAME = Beacon_2
BCN_2_SHAPE = 2
BCN_2_POS = 0 2.95 -5.8
BCN_2_COL = 1 1 1
BCN_2_SIZE = 0.3
BCN_2_FALLOFF = 0.4
BCN_2_PERIOD = 0
BCN_2_DURATION = 0.1
BCN_2_TOFS = 0

BCN_3_ID = 3
BCN_3_NAME = Beacon_3
BCN_3_SHAPE = 2
BCN_3_POS = 0 1.3 3
BCN_3_COL = 1 0.6 0.6
BCN_3_SIZE = 0.4
BCN_3_FALLOFF = 0.6
BCN_3_PERIOD = 2
BCN_3_DURATION = 0.1
BCN_3_TOFS = 0.6

BCN_4_ID = 4
BCN_4_NAME = Beacon_4
BCN_4_SHAPE = 2
BCN_4_POS = 0 -1.25 3
BCN_4_COL = 1 0.6 0.6
BCN_4_SIZE = 0.4
BCN_4_FALLOFF = 0.6
BCN_4_PERIOD = 2
BCN_4_DURATION = 0.1
BCN_4_TOFS = 0.4

BCN_5_ID = 5
BCN_5_NAME = Beacon_5
BCN_5_SHAPE = 2
BCN_5_POS = 0 0.05 -7.2
BCN_5_COL = 1 1 1
BCN_5_SIZE = 0.4
BCN_5_FALLOFF = 0.6
BCN_5_PERIOD = 1.13
BCN_5_DURATION = 0.05
BCN_5_TOFS = 0.2

BCN_6_ID = 6
BCN_6_NAME = Beacon_6
BCN_6_SHAPE = 2
BCN_6_POS = 0 -0.25 6.55
BCN_6_COL = 1 1 1
BCN_6_SIZE = 0.3
BCN_6_FALLOFF = 0.6
BCN_6_PERIOD = 0
BCN_6_DURATION = 0.1
BCN_6_TOFS = 0

;<-------------------------LIGHTS: LIGHT EMITTERS DEFINITIONS------------------------->

;<-------------------------VARIABLE DRAG ITEMS DEFINITIONS------------------------->

VARIABLEDRAG_0_ID = 0
VARIABLEDRAG_0_NAME = Gear
VARIABLEDRAG_0_FACTOR = 0.8
VARIABLEDRAG_0_REF = 0 0 -1
VARIABLEDRAG_0_ANIM = 0

;<-------------------------EVENTS DEFINITIONS------------------------->

;<-------------------------EXHAUST TEXTURES DEFINITIONS------------------------->

EXTEX_0_ID = 0
EXTEX_0_TEXNAME = Exhaust2

EXTEX_1_ID = 1
EXTEX_1_TEXNAME = Contrail1a

;<-------------------------PARTICLES DEFINITIONS------------------------->

PARTICLE_2_ID = 2
PARTICLE_2_NAME = KMContrail
PARTICLE_2_SIZE = 8
PARTICLE_2_RATE = 5
PARTICLE_2_V0 = 150
PARTICLE_2_GROWTHRATE = 4
PARTICLE_2_ATMSLOWDOWN = 3
PARTICLE_2_LTYPE = 0
PARTICLE_2_LEVELMAP = 4
PARTICLE_2_LMIN = 0
PARTICLE_2_LMAX = 0.5
PARTICLE_2_ATMSMAP = 2
PARTICLE_2_AMIN = 0
PARTICLE_2_AMAX = 0.1
PARTICLE_2_TEX = -1

#### gattispilot

So it is possible to have a light follow animations? Like a light at the end of a arm or head of an astronaut.

and one more Touchdown points based on state. Like in sc3 you can have one set for landing and another for launch?

#### fred18

Donator
Oh, I'm not complaining. Just a suggestion. I'm a very happy camper.

:hail:

sure, I was just explaining why I don't think I will do it for now.

Well, whatever was my previous problem seems to have vanished with a fresh installation. I'm still amazed by how much you can do with VB. Really liking the ability to trigger events. This is going to be one of the best addons of all time for addon developers.

Thank you very much! I really hope so!

Hi Fred18, just wanted to say what a pleasure it is to be able to make changes in realtime ingame (like during reentry); a huge extension for Orbiter, also educationally.

Since last update:
FollowMe Cam: Now I can see the crosshair, moves with pitch, yaw, roll, cam and target NOT moving with X,Y,Z anymore!
Super Precision: no CTD anymore, but target disappears!
Hi Buck, to be honest I have a huge doubt because you said that you run Windows XP... The minimum requirement for VB is 8.1. I think that it works also on Win7, but WinXp I really think it's out of date and most of the CTDs and issues are related to that... for example the followme tool issues that you are reporting are just from you, so I guess it's about that.

VB: I'm also getting errors with the control surfaces, IIRC one could set them without ani's in Spacecraft4.

Relevant to Control Surfaces it would be a good point to let them work also without animation so I'll change that.

Throwing an error with the last Beacon for reasons I can't decern, cfg. attached.( strange, when loading with STATUS: landed no error?)
which error? the new system allows to trace errors instead of crashing so if you can provide that I can see if there is a real problem

Some things in Spacecraft I can't find in VB: TRIM=0.05,CW_Z_POS=0.09,CW_Z_NEG=0.09,CW_X=2.,CW_Y=1.4, WING_EFFECTIVENESS=2.5?

Those parameter are part of the old legacy aerodynamic model and were there just for old addons compatibility, so I didn't add that. If you want aerodynamics you should define the airfoils parameters that sums up everything

Glass cockpit position, I can set a VC position, when I cycle F8 the glass cockpit snaps to the VC position, haven't seen where I can set a Glass cockpit position.

The camera section is only about that.

---------- Post added at 14:19 ---------- Previous post was at 14:17 ----------

So it is possible to have a light follow animations? Like a light at the end of a arm or head of an astronaut.

a light can follow an attachment and an attachment can be an arm tip for an animation... In theory is possible then, don't know if it actually will work.

nope

and one more Touchdown points based on state. Like in sc3 you can have one set for landing and another for launch?

you can either use the SET1-SET2 change over, or just reconfigure them with a reconfiguration event

#### Donamy

Donator
Beta Tester

You can if you use the generic camera in Dx9. :thumbup:

#### Buck Rogers

As said I can see no reason for the error, occurs with both my test .cfg, but not with the STATUS: landed:
VBVector Exception... struct beacons_def idx:7 size:7 ver:190403 (same .cfg as above)
Sorry, turns out to be a red herring: I had a wrong entry in my .scn file, so this one is solved.

As for backward compatability, I understand that it's probably not a priority, although I would argue that with Orbiter possibly more so than with other software, but not a point I wish to push, I'm happy with what comes out (a little saddenned because of the XR series though). But I think the graphic issue may have to do with the inline graphic client, but I'm also happy to wait and see if others have similar issues.

Another issue that persists: changeover ani still not being saved properly, .cfg looks good, ani=0, when I open VB the changeover ani window is empty and the TDP SET2 aren't recognised til I reselect the ani.

Otherwise everything's looking great, the events demo looks very interesting and I'm very curious to see the soft docking, even having some success myself. Something I touched on before; I was thinking of having seperate configs so that engines aren't active when eng. doors are closed, there are 2 sets of doors, main and hover, and cut 4 of the main eng. for an OMS, that would mean multiple copies of both thruster and thruster group entries with very few changes (like 6 or more! with curr. 28 thrusters), would there be another way to do it?

P.S. TDP SET2: Demo DG works fine, only difference I can see is mine is ani=0, on the DG it's ani=5, both test .cfgs display this behaviour.
Or DEFSTATE, IIRC there was something about landing gear being down in normal state, that said I'm translating from Spacecraft4 and it works there.

Last edited:

#### jacquesmomo

Hello Fred :tiphat:

I just start studying / using VB.

For that I use the mesh of my DC6 of Tintin. (there are many animated pieces)
It is just for me the begining : I'm just starting ....

But I'm stuck... So I already have a first question (can be stupid but I have not found the solution)

How the propellers of an airplane can be rotated according to the engine speed (in fact according to the value of the "THRUST")

With Vinka's Spacecraft4 it was like this :

[CONFIG]
MESHNAME=Tintin\DC-6
SIZE=35
EMPTY_MASS=22055
FUEL_MASS=10000
MAIN_THRUST=80000
MAIN_THRUST_ANIM=13
MAIN_THRUST_ANIM_SPEED=6
(etc)

and in Vinka's doc : (extract)

MAIN_THRUST_ANIM= -1 : if you want to associate an animation with the value of main thrust
(animation value [0,1] is directly associated to main thrust level [0,1] )
.

MAIN_THRUST_ANIM_SPEED=-1 : if you want to associate an animation with the
value of main thrust : animation value is calculated with a rate of change based on the
thrust level. At thrust level 0, the rate is null and the animation value does not changed, at
thrust level 1, the animation sequence will be played from 0 to 1 in the specified duration
for the animation (maximum frequency) and repeated again.

This mode is useful to animate a propeller for example.

Ist it possible to make this with VB ??

#### fred18

Donator
Hello Fred :tiphat:

I just start studying / using VB.

For that I use the mesh of my DC6 of Tintin. (there are many animated pieces)
It is just for me the begining : I'm just starting ....

But I'm stuck... So I already have a first question (can be stupid but I have not found the solution)

How the propellers of an airplane can be rotated according to the engine speed (in fact according to the value of the "THRUST")

With Vinka's Spacecraft4 it was like this :

[CONFIG]
MESHNAME=Tintin\DC-6
SIZE=35
EMPTY_MASS=22055
FUEL_MASS=10000
MAIN_THRUST=80000
MAIN_THRUST_ANIM=13
MAIN_THRUST_ANIM_SPEED=6
(etc)

and in Vinka's doc : (extract)

MAIN_THRUST_ANIM= -1 : if you want to associate an animation with the value of main thrust
(animation value [0,1] is directly associated to main thrust level [0,1] )
.

MAIN_THRUST_ANIM_SPEED=-1 : if you want to associate an animation with the
value of main thrust : animation value is calculated with a rate of change based on the
thrust level. At thrust level 0, the rate is null and the animation value does not changed, at
thrust level 1, the animation sequence will be played from 0 to 1 in the specified duration
for the animation (maximum frequency) and repeated again.

This mode is useful to animate a propeller for example.

Ist it possible to make this with VB ??

Hi jacques,
I remember that function in SC4, but it was a Vinka's idea, it's not something that the orbiter core usually does, so for the time being it is not implemented in VB. you can create an animation of the propeller but it is either going or stop, it's speed is not variable. I may add something like this for the final version, I'll see how difficult it is to impelment, even though the unique use that I can see for this is relevant to propellers, I can't see any other usage

#### jacquesmomo

Hi jacques,
(...) the unique use that I can see for this is relevant to propellers, I can't see any other usage

Yes : rotating wheels while moving forward p.ex :lol:

And... I understand what you mean.

May be tomorow I'll have an other question...:tiphat:

#### fred18

Donator
May be tomorow I'll have an other question...:tiphat:

How many you want, I'm here for that!

I had to pause VB a couple of days because my wife asked me a small software for her new job, I couldn't say no, but it's almost done :lol:

#### Donamy

Donator
Beta Tester
Did back-lit panels

#### Attachments

• backlit panel.jpg
76.7 KB · Views: 50

#### gattispilot

Has anyone started a doc out how to make a basic vessel?

Donator
Beta Tester
Fred did.

#### fred18

Donator
Fred did.

I am supposed and just set the first lines, but if anyone is willing to do it I would be super happy!!! VB is a lot of work, I had to pause a couple of days but I'm going to resume it tonight or tomorrow, and besides programming there is the documentation that would dramatically help its usage and I can't make everything together, so it would take time.

If anyone is willing to help please come forward, I'd be happy to guide in details where there are doubts!

#### Donamy

Donator
Beta Tester
I would be willing to help someone, who has done other Orbiter tutorials. With the little knowledge I have with VB, but I'm learning.

---------- Post added at 05:45 PM ---------- Previous post was at 05:13 PM ----------

Is there an unattach event ?

#### fred18

Donator
Is there an unattach event ?

you got me there, I realized yesterady that it's missing... next thing to be added.

Anyway I'd like to promote the use of dockings or "jettisonable docks", since they have the huge advantage that docks use proper physics, while attachment do not. Jettisonable docks are something new but I deem them interesting. for those who are not accustomed: jettisonable docks are docking ports that supports just one positive docking event, it means: you con dock to them once, but when you undock they will be deleted and not available anymore.

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