Project VesselBuilder for Orbiter

Thanks.

@fred18, yes, I've just found it's not even necessary for the vessel to move. You can give a very little retro thrust and pressing brakes, so the vessel won't move, but the Follow Me Tool will work correctly.

@jacquesmomo, I'm going to ask you if your Cessna is based only on the VB? Or it uses the General Vehicle and Multistage 2015 as well (exactly for the Cessna aiplane)?

And maybe you could recommend some useful materials to understand VB for the vessel (let's think about an airplane like Cessna) making?
 
Hi,
I'm a little confused with my experiments with those two sets for the TD points, so I need any advice.

The question is the following. Is it possible to use the only one SET for the TD points and leaving the "Changeover Animation" undefined? Or the both sets and the "Changeover Animation" must be defined?

For example an Cessna airplane by @jacquesmomo doesn't have retractable wheels and the corresponding animation. I've found that the following minimum TD points section works correctly:
Code:
;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->

TDP_1_0_POS = 0 -2 5
TDP_1_0_STIFFNESS = 100000
TDP_1_0_DAMPING = 3000
TDP_1_0_MU = 5
TDP_1_0_MULNG = 0.5
 
TDP_1_1_POS = -8.5 -2.25 -0.5
TDP_1_1_STIFFNESS = 100000
TDP_1_1_DAMPING = 3000
TDP_1_1_MU = 12.5
TDP_1_1_MULNG = 0.5
 
TDP_1_2_POS = 8.5 -2.25 -0.5
TDP_1_2_STIFFNESS = 100000
TDP_1_2_DAMPING = 3000
TDP_1_2_MU = 12.5
TDP_1_2_MULNG = 0.5
 
TDP_1_3_POS = 0 -1 -5
TDP_1_3_STIFFNESS = 100000
TDP_1_3_DAMPING = 3000
TDP_1_3_MU = 12.5
TDP_1_3_MULNG = 1
 
TDP_2_0_POS = 0 -2.17 5
TDP_2_0_STIFFNESS = 100000
TDP_2_0_DAMPING = 3000
TDP_2_0_MU = 10
TDP_2_0_MULNG = 3
 
TDP_2_1_POS = -8.5 -2.15 -3
TDP_2_1_STIFFNESS = 100000
TDP_2_1_DAMPING = 3000
TDP_2_1_MU = 12.5
TDP_2_1_MULNG = 4
 
TDP_2_2_POS = 8.5 -2.15 -3
TDP_2_2_STIFFNESS = 100000
TDP_2_2_DAMPING = 3000
TDP_2_2_MU = 12.5
TDP_2_2_MULNG = 4
The SET 2 is disabled and the "Changeover Animation" option is undefined in the VB window, but the SET 2 is defined in the code above. And it seems to be necessary.

Then I've found that the minimum working TD points section for the included DG_VB is:
Code:
;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->

TDP_1_0_POS = 0 -2 9
TDP_1_0_STIFFNESS = 1e+007
TDP_1_0_DAMPING = 100000
TDP_1_0_MU = 3
TDP_1_0_MULNG = 3
 
TDP_1_1_POS = 0 -2 -5
TDP_1_1_STIFFNESS = 1e+007
TDP_1_1_DAMPING = 100000
TDP_1_1_MU = 3
TDP_1_1_MULNG = 3
 
TDP_1_2_POS = -8.5 -2 -7.05
TDP_1_2_STIFFNESS = 1e+007
TDP_1_2_DAMPING = 100000
TDP_1_2_MU = 3
TDP_1_2_MULNG = 3
 
TDP_1_3_POS = 8.5 -2 -7.05
TDP_1_3_STIFFNESS = 1e+007
TDP_1_3_DAMPING = 100000
TDP_1_3_MU = 3
TDP_1_3_MULNG = 3
 
TDP_SECONDSET_ENABLED = TRUE
TDP_CHANGEOVER_ANIM = 5
TDP_2_0_POS = 0 -2.57 10
TDP_2_0_STIFFNESS = 1e+006
TDP_2_0_DAMPING = 100000
TDP_2_0_MU = 1.6
TDP_2_0_MULNG = 0.1
 
TDP_2_1_POS = -3.5 -2.57 -1
TDP_2_1_STIFFNESS = 1e+006
TDP_2_1_DAMPING = 100000
TDP_2_1_MU = 3
TDP_2_1_MULNG = 0.2
 
TDP_2_2_POS = 3.5 -2.57 -1
TDP_2_2_STIFFNESS = 1e+006
TDP_2_2_DAMPING = 100000
TDP_2_2_MU = 3
TDP_2_2_MULNG = 0.2
But I can't get these TD points to work without the "Changeover Animation". It doesn't work when I change the animation from "Gear" to another (Elevators or Rudders, for example). Is the "Changeover Animation" option related to the gear mesh groups? It seems to be strange, and I'm not sure in it.

I think it's a general question non specific to the VB only, so maybe someone who programs its own vessel module could suggest something.

I took a quick look at the API_Guide.pdf and API_Reference.pdf, but didn't found the thing. Maybe I was looking badly and in the wrong place...

I'm just trying to understand what is the minimum set for the TD points for an airplane (with three wheels which can't be retracted).
 
Last edited:
Hi.
Sorry for the following amateurish questions.

Let's say I created a vessel based on the VB module, namely I have the vessel *.cfg file (as well as a *.msh file, etc) that the VB uses. Is it possible to automatically transform all the data presented in the *.cfg file to an independent *.dll module for the vessel somehow?

And is it possible to see the corresponding code for the vessel that will contain all the parameters defined in the VB *.cfg file? I'm just wondering how such code might look at all. Could such code be manually compiled later to get the vessel *.dll module?

(Looks like I mean C++ code. I don't know anything about it yet. For now I'm only interested in the concept itself.)
 
Delving deeper into VB, a couple of questions/issues:

First off, how does the EVENT "disable by default" function? Does this work with reconfigurations?
I get a CTD on reloading a saved .scn. When I delete the entry: EVENTS_TO_RECONSUME, it loads, and apparently without negative effects?
I have several vessels attached (in series) to a live cargo on a Multistage rocket, it seems if I have events in more tha one VB vessel they are detached on loading?
Is there a way to jettison an attachment with velocity as an event? I can open the attachment interface and release or just delete an attachment point, but not as an automatic function?
Also it would be nice to have an event to switch vessel focus.
automatically transform all the data presented in the *.cfg file to an independent *.dll
Somebody made something like that for Spacecraft4 but there's nothing like that for VB
And is it possible to see the corresponding code for the vessel that will contain all the parameters defined in the VB *.cfg file? I'm just wondering how such code might look at all. Could such code be manually compiled later to get the vessel *.dll module?
All "GUIs" utilise the same Orbiter API, and all code can be written in notepad before compiling, an understanding of C++ is helpful.
There are many examples in the OrbiterSDK folder to get an idea how it works.
 
First off, how does the EVENT "disable by default" function? Does this work with reconfigurations?
Hi

There is a function that can deactivate/enable an event

For this the line
EVENT_nn_DISABLED = FALSE (or TRUE)
must be in the section

very useful

There are some examples in my Cessna.

An example: in this rocket, when the doors are open, the motor keys (P - O) are deactivated.
(but not the "numpad +" key....) !!!

But for reconfiguration change, all is reset 'by defaut"

;*********************************************************
; Touches de commandes "rapide" des moteurs
;*********************************************************
EVENT_0_ID = 0
EVENT_0_NAME = Main 100% (key P)
EVENT_0_TYPE = 5
EVENT_0_DISABLED = FALSE
EVENT_0_TRIGGERTYPE = 2
EVENT_0_REPEAT = 1
EVENT_0_KEY = 25
EVENT_0_KEYMOD = 0
EVENT_0_THG = 0
EVENT_0_THGLVL = 1

EVENT_1_ID = 1
EVENT_1_NAME = Hover 100% (key O)
EVENT_1_TYPE = 5
EVENT_1_DISABLED = FALSE
EVENT_1_TRIGGERTYPE = 2
EVENT_1_REPEAT = 1
EVENT_1_KEY = 24
EVENT_1_KEYMOD = 0
EVENT_1_THG = 2
EVENT_1_THGLVL = 1

[(...) event 2 to 12 ]

;**********************************************************************************
; EXPERIMENTAL
; SI portes ouvertes ALORS commande(s) "P" ou "O" désactivée(s)
;**********************************************************************************
EVENT_13_ID = 13
EVENT_13_NAME = Sas Disable command O (Hoover 100%)
EVENT_13_TYPE = 12
EVENT_13_TRIGGERTYPE = 2
EVENT_13_REPEAT = 1
EVENT_13_KEY = 2
EVENT_13_KEYMOD = 0
EVENT_13_OTHERTOENABLE = 1
EVENT_13_OTHERENABLE = FALSE

EVENT_14_ID = 14
EVENT_14_NAME = Sas Enable command O (Hoover 100%)
EVENT_14_TYPE = 12
EVENT_14_TRIGGERTYPE = 2
EVENT_14_REPEAT = 1
EVENT_14_KEY = 2
EVENT_14_KEYMOD = 1
EVENT_14_OTHERTOENABLE = 1
EVENT_14_OTHERENABLE = TRUE

EVENT_15_ID = 15
EVENT_15_NAME = Soute Disable command P (Main 100%)
EVENT_15_TYPE = 12
EVENT_15_TRIGGERTYPE = 2
EVENT_15_REPEAT = 1
EVENT_15_KEY = 3
EVENT_15_KEYMOD = 0
EVENT_15_OTHERTOENABLE = 0
EVENT_15_OTHERENABLE = FALSE

EVENT_16_ID = 16
EVENT_16_NAME = Soute Enable command P(Main 100%)
EVENT_16_TYPE = 12
EVENT_16_TRIGGERTYPE = 2
EVENT_16_REPEAT = 1
EVENT_16_KEY = 3
EVENT_16_KEYMOD = 1
EVENT_16_OTHERTOENABLE = 0
EVENT_16_OTHERENABLE = TRUE
 
What an amazing addon! @fred18, you are a wizard:hailprobe:

I have some questions regarding how VB combines the meshes.
1. Does VB create an entirely new .msh file when a new craft is created from premade meshes?
2. How does VB avoid wobbly joints, like KSP1?

As always, thanks.
 
1. Does VB create an entirely new .msh file when a new craft is created from premade meshes?
2. How does VB avoid wobbly joints, like KSP1?
VB doesn't work in the lego fashion of KSP (some older WIP mods like that have been made). It's more a GUI for a good portion of the Orbiter API code, you supply the meshes and set the parameters in VB So the sky is (nearly) the limit in what you can build. And what VB can't do can be coded.
In Orbiter things are connected with attachments or they are docked, nothing wobbles unless you want/program it to (or program it badly!), or you NaN something!:)
 
Hi

I have a problem I don't understand.

Starting today, here's what's happening:

Usualy when you modify a setting in a VesselBuilder configuration file (with the gui interface opened by pressing the "space" key), the change(s) is (are) saved to the CFG file after closing the window and then Orbiter.

That's what used to happen.

Now, the change is no longer saved to the CFG file; it's no longer modified.

Note that :

  • All my Orbiter devices are working, same for all my add-ons.
  • I have two Orbiter 2024 installations, and I have the same problem with both.
  • Yesterday, I replaced my DISK C: ("system" drive (C:)), but I reinstalled Windows from an image file (Windows system image I made just before change my disk), so it wasn't a reinstallation, but an exact copy.

All my software and programs are working.

Coincidence? Cause?

But I don't see why.
I don't understand.

Do you have any idea?
 
Where is the download link for VesselBuilder, please?
 
Now, the change is no longer saved to the CFG file; it's no longer modified.
Saves absolutely nothing at all? Added events etc...?
I have two Orbiter 2024 installations, and I have the same problem with both.
Is this the same with Orbiter2016?

I've only done dev. in Orbiter2016 with VB and have always had the problem that some variables are not saved using the GUI, specifically animation rotation entries.
Also had problems with the GUI deleting blocks, use mostly Notepad for making changes.
 
Thanks Matias. I'm looking for an installable version. I'm not very good at building from source files. Perhaps some instruction?
That is the latest installable version AFAIK. Just unpack in your Orbiter folder.
 
Saves absolutely nothing at all? Added events etc...?
nothing.... but :D

I finally figured it out: when I changed my system disk, everything was the same as before... except for the file modification permissions (the infamous Windows administrator permissions, etc.). :rolleyes:

It took me a while (more than 3 hours !!!) to find the solution, but I think I've fixed it. Everything is working fine again.


I've only done dev. in Orbiter2016 with VB and have always had the problem that some variables are not saved using the GUI, specifically animation rotation entries.
Also had problems with the GUI deleting blocks, use mostly Notepad for making changes.
I also sometimes find issues as you say, and I use Notepad a lot, just like you.

VB works perfectly with Orbiter2024.

Thanks for your reply. So, problem fixed.
 
That is the latest installable version AFAIK. Just unpack in your Orbiter folder.
Okay, I'm confused. For me the Pre-Release link does not work, and the GitHub link takes me to the source files to compile, a process that I am woefully inadequate at. If someone has a working release file, please link me to it or DM me with it.
 
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