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| Addons A repository for Orbiter addons contributed by users. Developers & members may announce new releases here and discuss any Orbiter addon. |
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#61 |
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O-F Administrator
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#62 |
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Enthusiast !
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Tried it yesterday... FANTASTIC!
dansteph, thank you 10000x for making this available to us all! |
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#63 |
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Passed the Turing Test
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#64 |
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Orbinaut
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I really love the wide field of view cockpit, it's amazing.
Look at this view I got on my way to Mars, stunning. It's Earth and the Moon. I really wish we could walk around the cockpit. Last edited by Turbinator; 01-20-2010 at 12:14 PM. |
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#65 |
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Addon Developer
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I was meaning: you'll have the choice at install. ![]() (wasn't clear I agree) Dan |
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#66 |
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Epik spaec mishun!
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Sweet, guess I'll have to wait until I get a SETA disk before I can install it though.
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#67 |
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Orbinaut
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Hi All,
This UCGO Addon is excellent. Question 1. If I am in the bus (or any vehicle) and I press "m" to add a person, is there any way of knowing if it will be a male or female before I type in the name? Question 2. Can I change the gender after I made a new Person? If the answers are available please point me to the correct document. Thanks for the help. Kevin ---------- Post added at 03:38 PM ---------- Previous post was at 02:59 PM ---------- OK, found my answers ![]() sci-Female Black hair Tech-Female Blonde Hair. Please use the tutorial missions he he he....
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#68 |
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Orbinaut
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#69 |
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SA 2010 Soccermaniac
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Yay... now that UMMU has gender, I can finally enact my space fantasies...
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#70 |
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Orbinaut
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#71 |
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Dash!
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I'm having much fun, lifted some cargo to my Arrow in LEO with XR-5, now heading for the moon to build a base. Great work, Dan!
A UCGO XR-5 would be nice in future, currently I'm using 20-foot containers that I converted into UCGO "cars" with 4 cargo slots .Here's my AIA_Logistics.cfg: Code:
; === Configuration file for standard 20-ft XR Payload Cargo container === ; Copyright 2007 Douglas Beachy ; http://www.dougsorbiterpage.com Module = UCGOCars ClassName = AIA_Logistics MeshName = XRPayload\AIA_Logistics Size = 3.867 Mass = 2400 ; empty mass [kg] : max recommended mass=12000 MaxFuel = 0 ; max fuel mass [kg] Isp = 0 ; fuel specific impulse [m/s] MaxMainThrust = 0 MaxRetroThrust = 0 MaxHoverThrust = 0 MaxAttitudeThrust = 0 CameraOffset = 0.0 .0 0.0 CW = 0.194 0.189 0.470 LiftFactor = 0.0 CrossSections = 7.060448 7.060448 14.769404 EnableFocus = true TouchdownPoints = 0 -1.296 3.024 -1.217 -1.296 -3.024 1.217 -1.296 -3.024 CarMesheName = XRPayload\AIA_Logistics CargoSlotPos = 0 -1 1.6 ; Front left pos of first cargo slot X Y Z (see doc). CargoRowColumnNbr = 1 4 ; Number of slot row & column (max 20 slots, see doc). CargoSlotInterval = 0.0 ; Interval between each slot in meters. CargoReleasePos = 0 5 ; X Z pos at which cargo will be placed when released (see doc). CargoShowInCockpit= 0 ; 1=force cargo to appear also in cockpit view (only external by default). CargoGrappleDist = 200 ; Grapple radius from center of cars. By default 15 meters. ;---------------------------------------------------- ; XR Payload custom parameters ;---------------------------------------------------- ; must be set to 'true' for this vessel to be dockable in an XR-class payload bay. XRPayloadEnabled = true ; cosmetic description; 127 chars MAX., but 40 chars or less recommended Description = AIA Logistical Equipment ; Dimensions in meters: X (width) Y (height) Z(length). This also determines how many standard payload slots are occupied. Dimensions = 2.43 2.59 6.09 ; attachment point index (0-n) that should be used for grappling in the bay; default=0 AttachmentPointIndex = 0 ; (OPTIONAL) Offset in meters from the center of the primary payload slot to the center of this payload's mass (X,Y,Z). ; If this is not set, the default is [0 0 0]. These coordinates are necessary so that the collision detection code can know the ; origin point (the "centerpoint") of the payload mass in order to determine how many slots this payload module will occupy. ; If you adjust your attachment point coordinates to center this module in its primary payload slot, these coordinates ; should be [0 0 0] (the default). If your payload is attached off-center in the slot along any axis, as will be the case ; if your payload occupies more than one slot, you will need to adjust these coordinates accordingly. ; For example, if your payload's center-of-mass is 0.3 meter below the centerpoint of its primary slot, this ; value should be 0 -0.3 0. As another example, if your payload is two slots long, one slot wide, and one slot high, ; this value should be set to 0 0 -3.048: the reason is that the center-of-mass of a 40-foot-long container is 3.048 meters ; (1/2 slot) AFT of the ceterpoint of the primary slot (the forward of the two slots it occupies). PrimarySlotCenterOfMassOffset = 0 0 0 ; (OPTIONAL) If this is not specified, a default thumbnail is used. ; Path relative to Orbiter config directory (e.g., "C:\Orbiter\Config") to the bitmap thumbnail image for this payload. ; This is displayed on the payload panel when this cargo is selected. ; This should point to a 24-bit-color bitmap that is 154x77 pixels in size. ThumbnailPath = Vessels\AIAlogistics.bmp ; (OPTIONAL): List of Orbiter vessel classnames for which an 'ExplicitAttachmentSlots' property is defined. ;VesselsWithExplicitAttachmentSlotsDefined = XR5Vanguard ; (OPTIONAL): These are optional parameters that only need to be defined for a given ship class if you have a ; large or specially-shaped payload. If no explicit attachment slots are defined, the ship will compute ; which slots are valid for this payload based on its dimensions and the location of its attachment point. ; If explicit attachment points *are* defined here they will override any calculations made by ; the ship as to whether this object will fit in the bay when attached to a given slot. However, ; they do *not* override checks as to whether this object will fit alongside *other payload* in the ; cargo bay. Most payload objects will not need to define this value. ; ; Format is: <parent vessel classname>_ExplicitAttachmentSlots = # # # ... ;XR5Vanguard_ExplicitAttachmentSlots = 3 8 13 18 22 25 28 31 33 34 35 36 ; center slots on all three levels only for testing ;---------------------------------------------------- ; === Attachment specs === ; NOTE: a payload object's attachment point should be set for the CENTER of the bay slot into which it is ; attached. Each standard slot is exactly 2.4384 wide (X), 2.5908 high (Y), 6.096 long (Z). Some XR-class ; ships, such as the XR5 Vanguard, have some slots that are wider as well. ; WARNING: attachment *direction* must be (0 1 0) and attachment *rotation* must be (0 0 1)! The bay ; collision detection code expects this. BEGIN_ATTACHMENT P 0 0 0 0 1 0 0 0 1 XRCARGO END_ATTACHMENT |
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#72 |
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Buckeye
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I have a question about transfering crew from the Arrow to a docked DG IV.
When I try to transfer a crewmember from the Arrow to the docked DG it creates a vessel called "UMmuT(name of DG)" which floats in the docking tunnel. But I can't get into the DG or back into the Arrow. Is this normal behavior and if so how do I get the crewmember to transfer? Transfering from the DG to the Arrow is fine. Thanks, great job Dan.
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#73 |
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Moderator
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Try transferring them without time acceleration on, the vessel appearing is normal I think that is how the UMMU is transferred from one vessel to another
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#74 |
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Buckeye
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Never used time acceleration during the transfer but let me try it again and just sit and wait. The last couple of times, I tried to control the transfer vessel.
EDIT: No dice. Also, the DG airlock doors are open and there is other crewmembers on boad the DG Last edited by zerofay32; 01-21-2010 at 02:53 AM. |
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#75 |
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Orbinaut
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Is it possible to add a Nav beacon to a unpacked object and not a XRDP?
Last edited by vonneuman; 01-22-2010 at 05:36 AM. |
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| Tags |
| dgiv, ucgo, universal ummu |
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