ar81
Active member
- Joined
- Jun 19, 2008
- Messages
- 2,355
- Reaction score
- 8
- Points
- 38
- Location
- Costa Rica
- Website
- www.orbithangar.com
I wonder what orbinauts may think about adding features for ground vehicles.
I would like to race on the mountains and crater on the moon or perhaps Mars, some day.
It says "Error 404. File not found"Well, there is this: http://orbiter.dansteph.com/forum/re...=17793&t=17793
It says "Error 404. File not found"
Unfortunately we do not have stable mesh-mesh collision detection.
Making stable collision response simulation is very difficult. In Ultimate Stunts, I discovered it to be very effective to 'cheat' a bit in the physics by explicitly programming the desired effects instead of trying to achieve then through physics modeling. I think this can also be done in Orbiter, especially when you have one particular type of situation in mind, like driving a car.That whole orulex/meshland system is IMO the coolest thing to ever hit Orbiter, it's really too bad the whole thing just doesn't work right.
Well, it would be useful to quickly create the ground support equipment vehicles at KSC: http://www-pao.ksc.nasa.gov/nasafact/transportersold.htmI created Ultimate Stunts. Maybe not the best racing simulator, but at least I'm not a newbie in making racing simulators.
How important is this feature? I don't have much time, but maybe this isn't much work. The most difficult part is collision detection. I see three options:
- Only 'default Orbiter' collision detection, with the flat ground surface. Sounds like a nice weekend project for me (if someone else can do basic stuff like mesh modeling and making 'cockpit' art).
- Collision detection with Orulex-like 3D ground. I need an API with the right capabilities for this (specifically, I need to be able to get the ground height and slope for arbitrary positions).
- Full-featured collision detection with buildings, other vehicles etc.. As far as I can see now, this is way too much work for me.
---------- Post added at 11:06 PM ---------- Previous post was at 11:00 PM ----------
Making stable collision response simulation is very difficult. In Ultimate Stunts, I discovered it to be very effective to 'cheat' a bit in the physics by explicitly programming the desired effects instead of trying to achieve then through physics modeling. I think this can also be done in Orbiter, especially when you have one particular type of situation in mind, like driving a car.
For the crawler and similar vehicles there are some other issues:Well, it would be useful to quickly create the ground support equipment vehicles at KSC: http://www-pao.ksc.nasa.gov/nasafact/transportersold.htm
Better up: Orbiter's own default attachment system. Native support already from the beginning, no need for a special payload system. Is well used by other add-ons like Kulch's add-ons, the shuttle add-ons, Spacecraft3.dll etc.For the crawler and similar vehicles there are some other issues:
- You probably want it to have a fully functioning STS on top of it, so it needs to use some kind of multistage architecture. Things like that exist in add-ons, but I've never worked with them before. In fact, I only know names, but I don't know what I should use. CVEL? Multistage.dll? Something else?
Better up: Orbiter's own default attachment system. Native support already from the beginning, no need for a special payload system. Is well used by other add-ons like Kulch's add-ons, the shuttle add-ons, Spacecraft3.dll etc.
So the payloads can be totally separate add-ons simply attached to the "transporter vessel". For SSU this would be the MLP attached to the "transporter vessel", while the Shuttle stack vessel is attached to the MLP.
Not that I know of. The key can be the same for attach/detach. All that you need to do is add code that checks if an compatible attachment point is within a certain range limit(up to you!) and then attach it.How much programming is involved in this? I mean, the least thing I need to do is to add a jettison key, right? Is there anything more that needs to be done?
It would be interesting to have some drifting capability for vehicles.

Exactly same thing here.I couldn't care less about drifting. The vehicles I wish to simulate on the lunar or martian surface won't be the kind of thing Vin Diesel uses in his movies, unless he's playing Riddick again.
BTW, I found something that could be an Orbiter bug: when I created a 1400kg vehicle, landed at KSC, with no forces acting on it (no explicit AddForce, no thrusters, wings etc.), and I set the friction coefficients to 0.0, then the vehicle accelerated with about 0.03 m/s^2. I guess this effect was never noticed before, because it tends to be hidden by using larger friction coefficients.