typedef struct {
VECTOR3 pos; ///< collision point position (vessel frame)
double stiffness; ///< suspension stiffness coefficient
double damping; ///< suspension damping coefficient
double mu; ///< isotropic/lateral friction coefficient
double mu_lng; ///< longitudinal friction coefficient (only used for first 3 points)
} TOUCHDOWNVTX;
TDP_1_0_POS = 0 -1.5 2
TDP_1_0_DAMPING = 1000
TDP_1_0_STIFFNESS = 20000
TDP_1_0_MU = 1.6
TDP_1_0_MULNG = 1
I don't think it's a problem with the mesh name.I'm trying to load a mesh called "DM_1capsule". Is this an invalid name ?
ClassName = VesselBuilder1
Module = VesselBuilder1
;CONFIGURATION FILE FOR DM
NOEDITOR = FALSE
Mass = 1000
Size = 10
Inertia = 20 20 10
CrossSections = 20 20 20
GravityGradientDamping = 0
RotResistance = 0.01 0.01 0.01
;<-------------------------MESHES DEFINITIONS------------------------->
MESH_0_NAME = dragon2\dragon2_capsule
MESH_0_POS = 0 0 0
MESH_0_DIR = 0 0 1
MESH_0_ROT = 0 1 0
MESH_0_VIS = 1
;<-------------------------DOCKS DEFINITIONS------------------------->
;<-------------------------ATTACHMENTS DEFINITIONS------------------------->
;<-------------------------ANIMATIONS DEFINITIONS------------------------->
;<-------------------------PROPELLANT DEFINITIONS------------------------->
;<-------------------------EXHAUST TEXTURES DEFINITIONS------------------------->
;<-------------------------PARTICLES DEFINITIONS------------------------->
;<-------------------------THRUSTERS DEFINITIONS------------------------->
;<-------------------------THRUSTER GROUPS DEFINITIONS------------------------->
THGROUP_MAIN = FALSE
THGROUP_MAIN_THRUSTERS = -1
THGROUP_RETRO = FALSE
THGROUP_RETRO_THRUSTERS = -1
THGROUP_HOVER = FALSE
THGROUP_HOVER_THRUSTERS = -1
THGROUP_ATT_PITCHUP = FALSE
THGROUP_ATT_PITCHUP_THRUSTERS = -1
THGROUP_ATT_PITCHDOWN = FALSE
THGROUP_ATT_PITCHDOWN_THRUSTERS = -1
THGROUP_ATT_YAWLEFT = FALSE
THGROUP_ATT_YAWLEFT_THRUSTERS = -1
THGROUP_ATT_YAWRIGHT = FALSE
THGROUP_ATT_YAWRIGHT_THRUSTERS = -1
THGROUP_ATT_BANKLEFT = FALSE
THGROUP_ATT_BANKLEFT_THRUSTERS = -1
THGROUP_ATT_BANKRIGHT = FALSE
THGROUP_ATT_BANKRIGHT_THRUSTERS = -1
THGROUP_ATT_RIGHT = FALSE
THGROUP_ATT_RIGHT_THRUSTERS = -1
THGROUP_ATT_LEFT = FALSE
THGROUP_ATT_LEFT_THRUSTERS = -1
THGROUP_ATT_UP = FALSE
THGROUP_ATT_UP_THRUSTERS = -1
THGROUP_ATT_DOWN = FALSE
THGROUP_ATT_DOWN_THRUSTERS = -1
THGROUP_ATT_FORWARD = FALSE
THGROUP_ATT_FORWARD_THRUSTERS = -1
THGROUP_ATT_BACK = FALSE
THGROUP_ATT_BACK_THRUSTERS = -1
;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->
TDP_SECONDSET_ENABLED = FALSE
TDP_CHANGEOVER_ANIM = -1
;<-------------------------AIRFOILS DEFINITIONS------------------------->
;<-------------------------CONTROL SURFACES DEFINITIONS------------------------->
;<-------------------------CAMERA DEFINITIONS------------------------->
;<-------------------------VIRTUAL COCKPIT DEFINITIONS------------------------->
VC_HUD = FALSE
;<-------------------------LIGHTS: BEACONS DEFINITIONS------------------------->
;<-------------------------LIGHTS: LIGHT EMITTERS DEFINITIONS------------------------->
;<-------------------------VARIABLE DRAG ITEMS DEFINITIONS------------------------->
I figured it out, I was incorrectly defining the default parameters of my vessel and getting a CTD as a result. Fixed now, works fine.
I'm trying to load a mesh called "DM_1capsule". Is this an invalid name ?
Was inspired by Don's recent SAL idea for this. FH/IDA using VesselBuilder. Cheap, efficient method to get to NASA's LOP-G.
Using ShuttlePB with default generated touchdown points => CTD (nothig relevant found in both logs Orbiter and VB).
After I defined correct touchdown points from sample ShuttlePB.cpp works ok.
Another recomandation:
- if it is possible, please keep the default order of the parameters (stiffness and damping are reversed)
Excellent addon :thumbup:
Too much SC3 burned in my brain.
Can you attach payloads, that can be jettisoned, like SC3 ? Or do you need to attach them by attachment points ? e.g. chute doors, chutes and such
Hi jacques, with VB you can create whole new vessels, while the TD Pts Updater changed the points for existing vessels. So if you plan to create a whole new vessel with VB, it will help you with TD points. If you need to update the points on an existing vessel the no, you need to use the TD pts updaterHi Fred
Just a question (I had not yet time to test your VesselBuilder )
Is your module "TD_Pts_udater" included in this module ?
(I think yes)
Thank you for your answer.:tiphat:
One event you might consider. When a vessel with an extended docking ring, docks with another vessel. The docking ports disappear and become attachments instead, so the ring can be retracted and pull the other vessel along with it. This is what BrianJ does with the SAL docking ring. Quite ingenious.
Oh yesCan you have ships docked to each other on the ground now ?
He found a temp solution for this issue: https://www.orbiter-forum.com/project.php?issueid=1204? :blink:One event you might consider. When a vessel with an extended docking ring, docks with another vessel. The docking ports disappear and become attachments instead, so the ring can be retracted and pull the other vessel along with it. This is what BrianJ does with the SAL docking ring. Quite ingenious.
Can you have ships docked to each other on the ground now ?
Will VB create a list of all the files used for a vessel ?
That would be useful to prevent missing files on addons !
A couple of questions.
If I want to make a new vessel do I just copy the DG for example and rename it. And load it? and then make the changes?
On the animation is there a highlight the group?
That will work and textures are very welcome!the list will be posted in the log file