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Old 09-10-2016, 02:46 PM   #16
fred18
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One question: if i define the touchdown points with the old definition what would be the damping and stiffness parameters? They will be some sort of default ones, but i found no way to "get" them
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Old 09-12-2016, 10:42 AM   #17
gattispilot
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I went back to DG settings and did ok for a bit but then I flipped and ended up this way. I hoped by exit and reloading the vessel would be upright.

Code:
static const int ntdvtx = 9;
static TOUCHDOWNVTX tdvtx[ntdvtx] = {
	{ _V(0, -2.166, 1.5), 1e6, 1e5, 3.2, 0.4 },
	{ _V(-2, -2.166, -2.6), 1e6, 1e5, 3.2, 0.2 },
	{ _V(2, -2.166, -2.6), 1e6, 1e5, 3.2, 0.2 },
	{ _V(-2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
	{ _V(2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
	{ _V(-2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
	{ _V(2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
	{ _V(-2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 },
	{ _V(2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 }
};


Code:
LER:LER4
  STATUS Landed Moon
  POS -33.4434380 41.1179350
  HEADING 329.57
  ALT 1.500
  AROT -56.919 41.280 -125.223
  RCSMODE 0
  AFCMODE 7
  PRPLEVEL 0:0.999482
  NAVFREQ 0 0
  WHEELROT 0.000000
END
So has any one tried to go up their own mesh? Like roll a crawler up a ramp.
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Old 09-12-2016, 11:12 AM   #18
jedidia
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Quote:
So has any one tried to go up their own mesh?
That doesn't work. Touchdown points interact only with terrain, not with other touchdwon points.
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Old 09-13-2016, 10:13 AM   #19
gattispilot
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That's sad. So maybe someone will figure out how to make the terrain raise up like a ramp for launchpad. Or landing pads above the surface.

What is fun/interesting is to drive a delta glider on the ground. It has no issues that's why I went with the dg specs

---------- Post added 09-13-16 at 05:13 AM ---------- Previous post was 09-12-16 at 08:18 AM ----------

So I used 3 points.
Code:
static const int ntdvtx = 3;
static TOUCHDOWNVTX tdvtx[ntdvtx] = {
    { _V(0, -2.166, 1.5), 1e6, 1e5, 3.2, 0.8 },
    { _V(-2, -2.166, -2.6), 1e6, 1e5, 3.2, 0.4 },
    { _V(2, -2.166, -2.6), 1e6, 1e5, 3.2, 0.4 }//,
//    { _V(-2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
//    { _V(2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
//    { _V(-2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
//    { _V(2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
//    { _V(-2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 },
//    { _V(2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 }
};
I rotate the LER wheels 90 degrees which rotates the thrust.
Code:
SetThrusterDir(th_main[0], _V(sinTurn, 0, cosTurn));
        SetThrusterDir(th_retro[0], _V(-sinTurn, 0, -cosTurn));
Well the vessel flip and landed under the surface.


Why does the Surface MFD say the Alt is -2.57. It does this on the DG also.


Code:
LER:LER4
  UCGO @@0,1,0,0,
  STATUS Landed Moon
  POS -33.4397132 41.1163117
  HEADING 298.01
  ALT -2.171
  AROT 147.458 47.031 -71.960
  RCSMODE 0
  AFCMODE 7
  PRPLEVEL 0:0.999803
  NAVFREQ 0 0
  WHEELROT 0.000000
END

Last edited by gattispilot; 09-12-2016 at 01:37 PM.
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Old 09-13-2016, 11:06 AM   #20
turtle91
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Quote:
Why does the Surface MFD say the Alt is -2.57. It does this on the DG also.
Because it measures the "sea"-level altitude.
If you are i.e. parking at Brighton Beach, you are sitting in a hole...below standard sea-level.
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Old 09-13-2016, 12:44 PM   #21
gattispilot
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Ok Thanks. Makes sense. Not sure why the LEr ends up upside down. I reverse the order of the last 2 points and no change
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Old 09-19-2016, 12:54 PM   #22
gattispilot
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I also noticed if I crash a DG it eventually ends upside down.

I have several ground vessels but not sure what to change on the touchdown points.
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Old 09-21-2016, 10:11 AM   #23
gattispilot
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So I tried my Curiosity Rover in 2016.

It just seem to sink into the surface. Also notice the whole shadow. One thing I also noticed on the pop up window the "X" is not there to close it.
Code:
static const int ntdvtx = 3;
static TOUCHDOWNVTX tdvtx[ntdvtx] = {
	{ _V(0, .001, 1.5), 1e6, 1e5, 3.2, 0.8 },
	{ _V(-2, .001, -2.6), 1e6, 1e5, 3.2, 0.4 },
	{ _V(2, .001, -2.6), 1e6, 1e5, 3.2, 0.4 }//,
	//	{ _V(-2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
	//	{ _V(2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
	//	{ _V(-2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
	//	{ _V(2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
	//	{ _V(-2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 },
	//	{ _V(2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 }
};
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Old 09-21-2016, 05:24 PM   #24
Donamy
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couldn't you raise the touch points, to be even with the shadow ?
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Old 09-21-2016, 05:43 PM   #25
gattispilot
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Well yes. But shouldn't the mesh block the shadow below it?

I have tried different setting to get the vessel above or less in the ground and no success
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Old 09-21-2016, 05:54 PM   #26
DaveS
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Quote:
Originally Posted by gattispilot View Post
 Well yes. But shouldn't the mesh block the shadow below it?

I have tried different setting to get the vessel above or less in the ground and no success
Are you sure it's the shadow that is obscuring the mesh and not the terrain? To me it looks like it's the terrain that is doing all the obscuring and not the shadow. To test this you can try disabling vessel shadows from the Visual Effects tab.
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Old 09-21-2016, 09:19 PM   #27
gattispilot
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Here she is with vessel shadows turned off. She is sinking in the surface.


I would think I would be higher up. It would be nice to ride on the surface without flipping
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Old 09-26-2016, 12:08 AM   #28
gattispilot
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So is there a flat spot to test what the landing points look like. So the wheels are just above the surface.

It seems that the thrust is greater in 2016. HAs anyone gotten a vessel to drive on the surface without flipping?
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Old 09-26-2016, 05:57 AM   #29
jedidia
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DanStephs UCGO cars still drive fine in 2016, actually (you just can't enter the cockpit, that ctds. But the driving model is stable).

The problem with sinking into the ground is probably located here:
Code:
{ _V(0, .001, 1.5), 1e6, 1e5, 3.2, 0.8 },
	{ _V(-2, .001, -2.6), 1e6, 1e5, 3.2, 0.4 },
	{ _V(2, .001, -2.6), 1e6, 1e5, 3.2, 0.4 }
Basically, the y-position of your points is at the height of the vessels CoG. Which I would not expect to be at the bottom of the wheels.

Another problem you are going to have with the whole arrangement, which I just noticed myself while working with dynamic touchdown points, is that Scenario Editor will place the vessel according to only the first three touchdown points. But as soon as you make a move, Orbiter considers all the touchdown points, which in your case are way lower than the three initial ones. The expected result is the vessel being flung upwards as soon as it moves after being placed with scenario editor.
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Old 09-26-2016, 10:24 AM   #30
gattispilot
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Ok. Here is the image of the rover.


You can see the touchdown points. So the touchdown points are not where the wheel contact the ground?
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