4throck
Enthusiast !
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Gave it a quick try and it looks good, but fuel seems a bit short for Apollo 11.
I can give the EVA dude a try. Orbiter 2016 doesn't seem to like light vessels but let's give it another go. :thumbup:
--------------
OK, here's a rough by WORKING surface EVA astro:
Control is like any normal vessel: translation to move back/forward, rotation to rotate. Use short key presses and you should be fine.
Of course, we are "driving" over the surface. More realistic jumping might be possible, but for now I'm OK with this
It has some trouble to reach a landed state when you stop, applying brakes for a few moments might help (just a short fast key press).
But works reasonably well on flat surfaces :lol:
(yes, I'm using a generic EVA mesh, we can change that latter on)
I can give the EVA dude a try. Orbiter 2016 doesn't seem to like light vessels but let's give it another go. :thumbup:
--------------
OK, here's a rough by WORKING surface EVA astro:
Code:
ClassName = VesselBuilder1
Module = VesselBuilder1
;CONFIGURATION FILE FOR eva
NOEDITOR = FALSE
CONFIGURATIONS = 1
;<-------------------------GENERAL SETTINGS - Configuration: 0------------------------->
EMPTY_MASS = 150
VSIZE = 2
PMI = 1 1 2
CSECTIONS = 1 1 2
GRAVITYGDAMP = 20
ROTDRAG = 0 0 0
;<-------------------------MESHES DEFINITIONS------------------------->
MESH_0_NAME = UMmu\UMmuNasa
MESH_0_POS = 0 0 0
MESH_0_DIR = 0 0 1
MESH_0_ROT = 0 1 0
MESH_0_VIS = 23
;<-------------------------DOCKS DEFINITIONS------------------------->
;<-------------------------ATTACHMENTS DEFINITIONS------------------------->
;<-------------------------ANIMATIONS DEFINITIONS------------------------->
;<-------------------------PROPELLANT DEFINITIONS------------------------->
PRP_0_ID = 0
PRP_0_MAXMASS = 50
PRP_0_EFFICIENCY = 100
PRP_0_PRIMARY = TRUE
PRP_0_NAME = Tank_0
;<-------------------------THRUSTERS DEFINITIONS------------------------->
THR_0_ID = 0
THR_0_NAME = Pitch_up_1
THR_0_POS = 0 0 10
THR_0_DIR = 0 1 0
THR_0_MAX0 = 3
THR_0_ISP0 = 1e+007
THR_0_ISPREF = 0
THR_0_PREF = 101400
THR_0_TANK = 0
THR_0_HASEXHAUST = FALSE
THR_0_HASPARTICLES = FALSE
THR_1_ID = 1
THR_1_NAME = Pitch_up_2
THR_1_POS = 0 0 -10
THR_1_DIR = 0 -1 0
THR_1_MAX0 = 3
THR_1_ISP0 = 1e+007
THR_1_ISPREF = 0
THR_1_PREF = 101400
THR_1_TANK = 0
THR_1_HASEXHAUST = FALSE
THR_1_HASPARTICLES = FALSE
THR_2_ID = 2
THR_2_NAME = Pitch_dwn_1
THR_2_POS = 0 0 10
THR_2_DIR = 0 -1 0
THR_2_MAX0 = 3
THR_2_ISP0 = 1e+007
THR_2_ISPREF = 0
THR_2_PREF = 101400
THR_2_TANK = 0
THR_2_HASEXHAUST = FALSE
THR_2_HASPARTICLES = FALSE
THR_3_ID = 3
THR_3_NAME = Pitch_dwn_2
THR_3_POS = 0 0 -10
THR_3_DIR = 0 1 0
THR_3_MAX0 = 3
THR_3_ISP0 = 1e+007
THR_3_ISPREF = 0
THR_3_PREF = 101400
THR_3_TANK = 0
THR_3_HASEXHAUST = FALSE
THR_3_HASPARTICLES = FALSE
THR_4_ID = 4
THR_4_NAME = Yaw_left_1
THR_4_POS = 0 0 10
THR_4_DIR = -1 0 0
THR_4_MAX0 = 3
THR_4_ISP0 = 1e+007
THR_4_ISPREF = 0
THR_4_PREF = 101400
THR_4_TANK = 0
THR_4_HASEXHAUST = FALSE
THR_4_HASPARTICLES = FALSE
THR_5_ID = 5
THR_5_NAME = Yaw_left_2
THR_5_POS = 0 0 -10
THR_5_DIR = 1 0 0
THR_5_MAX0 = 3
THR_5_ISP0 = 1e+007
THR_5_ISPREF = 0
THR_5_PREF = 101400
THR_5_TANK = 0
THR_5_HASEXHAUST = FALSE
THR_5_HASPARTICLES = FALSE
THR_6_ID = 6
THR_6_NAME = Yaw_right_1
THR_6_POS = 0 0 10
THR_6_DIR = 1 0 0
THR_6_MAX0 = 3
THR_6_ISP0 = 1e+007
THR_6_ISPREF = 0
THR_6_PREF = 101400
THR_6_TANK = 0
THR_6_HASEXHAUST = FALSE
THR_6_HASPARTICLES = FALSE
THR_7_ID = 7
THR_7_NAME = Yaw_right_2
THR_7_POS = 0 0 -10
THR_7_DIR = -1 0 0
THR_7_MAX0 = 3
THR_7_ISP0 = 1e+007
THR_7_ISPREF = 0
THR_7_PREF = 101400
THR_7_TANK = 0
THR_7_HASEXHAUST = FALSE
THR_7_HASPARTICLES = FALSE
THR_8_ID = 8
THR_8_NAME = Bank_left_1
THR_8_POS = 10 0 0
THR_8_DIR = 0 1 0
THR_8_MAX0 = 3
THR_8_ISP0 = 1e+007
THR_8_ISPREF = 0
THR_8_PREF = 101400
THR_8_TANK = 0
THR_8_HASEXHAUST = FALSE
THR_8_HASPARTICLES = FALSE
THR_9_ID = 9
THR_9_NAME = Bank_left_2
THR_9_POS = -10 0 0
THR_9_DIR = 0 -1 0
THR_9_MAX0 = 3
THR_9_ISP0 = 1e+007
THR_9_ISPREF = 0
THR_9_PREF = 101400
THR_9_TANK = 0
THR_9_HASEXHAUST = FALSE
THR_9_HASPARTICLES = FALSE
THR_10_ID = 10
THR_10_NAME = Bank_right_1
THR_10_POS = 10 0 0
THR_10_DIR = 0 -1 0
THR_10_MAX0 = 3
THR_10_ISP0 = 1e+007
THR_10_ISPREF = 0
THR_10_PREF = 101400
THR_10_TANK = 0
THR_10_HASEXHAUST = FALSE
THR_10_HASPARTICLES = FALSE
THR_11_ID = 11
THR_11_NAME = Bank_right_2
THR_11_POS = -10 0 0
THR_11_DIR = 0 1 0
THR_11_MAX0 = 3
THR_11_ISP0 = 1e+007
THR_11_ISPREF = 0
THR_11_PREF = 101400
THR_11_TANK = 0
THR_11_HASEXHAUST = FALSE
THR_11_HASPARTICLES = FALSE
THR_12_ID = 12
THR_12_NAME = Translate_up
THR_12_POS = 0 0 0
THR_12_DIR = 0 1 0
THR_12_MAX0 = 300
THR_12_ISP0 = 1e+007
THR_12_ISPREF = 0
THR_12_PREF = 101400
THR_12_TANK = 0
THR_12_HASEXHAUST = FALSE
THR_12_HASPARTICLES = FALSE
THR_13_ID = 13
THR_13_NAME = Translate_dwn
THR_13_POS = 0 0 0
THR_13_DIR = 0 -1 0
THR_13_MAX0 = 300
THR_13_ISP0 = 1e+007
THR_13_ISPREF = 0
THR_13_PREF = 101400
THR_13_TANK = 0
THR_13_HASEXHAUST = FALSE
THR_13_HASPARTICLES = FALSE
THR_14_ID = 14
THR_14_NAME = Translate_left
THR_14_POS = 0 0 0
THR_14_DIR = -1 0 0
THR_14_MAX0 = 300
THR_14_ISP0 = 1e+007
THR_14_ISPREF = 0
THR_14_PREF = 101400
THR_14_TANK = 0
THR_14_HASEXHAUST = FALSE
THR_14_HASPARTICLES = FALSE
THR_15_ID = 15
THR_15_NAME = Translate_right
THR_15_POS = 0 0 0
THR_15_DIR = 1 0 0
THR_15_MAX0 = 300
THR_15_ISP0 = 1e+007
THR_15_ISPREF = 0
THR_15_PREF = 101400
THR_15_TANK = 0
THR_15_HASEXHAUST = FALSE
THR_15_HASPARTICLES = FALSE
THR_16_ID = 16
THR_16_NAME = Translate_forward
THR_16_POS = 0 0 0
THR_16_DIR = 0 0 1
THR_16_MAX0 = 300
THR_16_ISP0 = 1e+007
THR_16_ISPREF = 0
THR_16_PREF = 101400
THR_16_TANK = 0
THR_16_HASEXHAUST = FALSE
THR_16_HASPARTICLES = FALSE
THR_17_ID = 17
THR_17_NAME = Translate_backward
THR_17_POS = 0 0 0
THR_17_DIR = 0 0 -1
THR_17_MAX0 = 300
THR_17_ISP0 = 1e+007
THR_17_ISPREF = 0
THR_17_PREF = 101400
THR_17_TANK = 0
THR_17_HASEXHAUST = FALSE
THR_17_HASPARTICLES = FALSE
;<-------------------------THRUSTER GROUPS DEFINITIONS------------------------->
THGROUP_ATT_PITCHUP = TRUE
THGROUP_ATT_PITCHUP_THRUSTERS = 0, 1
THGROUP_ATT_PITCHDOWN = TRUE
THGROUP_ATT_PITCHDOWN_THRUSTERS = 2, 3
THGROUP_ATT_YAWLEFT = TRUE
THGROUP_ATT_YAWLEFT_THRUSTERS = 4, 5
THGROUP_ATT_YAWRIGHT = TRUE
THGROUP_ATT_YAWRIGHT_THRUSTERS = 6, 7
THGROUP_ATT_BANKLEFT = TRUE
THGROUP_ATT_BANKLEFT_THRUSTERS = 8, 9
THGROUP_ATT_BANKRIGHT = TRUE
THGROUP_ATT_BANKRIGHT_THRUSTERS = 10, 11
THGROUP_ATT_RIGHT = TRUE
THGROUP_ATT_RIGHT_THRUSTERS = 15
THGROUP_ATT_LEFT = TRUE
THGROUP_ATT_LEFT_THRUSTERS = 14
THGROUP_ATT_UP = TRUE
THGROUP_ATT_UP_THRUSTERS = 12
THGROUP_ATT_DOWN = TRUE
THGROUP_ATT_DOWN_THRUSTERS = 13
THGROUP_ATT_FORWARD = TRUE
THGROUP_ATT_FORWARD_THRUSTERS = 16
THGROUP_ATT_BACK = TRUE
THGROUP_ATT_BACK_THRUSTERS = 17
;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->
TDP_1_0_POS = 0 -1.3 1.1
TDP_1_0_STIFFNESS = 1308
TDP_1_0_DAMPING = 920.643
TDP_1_0_MU = 0.1
TDP_1_0_MULNG = 0.2
TDP_1_1_POS = -0.866025 -1.3 -0.5
TDP_1_1_STIFFNESS = 1308
TDP_1_1_DAMPING = 920.643
TDP_1_1_MU = 3
TDP_1_1_MULNG = 0.2
TDP_1_2_POS = 0.866025 -1.3 -0.5
TDP_1_2_STIFFNESS = 1308
TDP_1_2_DAMPING = 920.643
TDP_1_2_MU = 3
TDP_1_2_MULNG = 0.2
TDP_1_3_POS = 0 1 0
TDP_1_3_STIFFNESS = 1308
TDP_1_3_DAMPING = 920.643
TDP_1_3_MU = 3
TDP_1_3_MULNG = 0.2
;<-------------------------AIRFOILS DEFINITIONS------------------------->
;<-------------------------CONTROL SURFACES DEFINITIONS------------------------->
;<-------------------------CAMERA DEFINITIONS------------------------->
CAM_0_ID = 0
CAM_0_NAME = Cam_0
CAM_0_POS = 0 0 1.8
CAM_0_DIR = 0 0 1
CAM_0_TILT = 0
;<-------------------------VIRTUAL COCKPIT DEFINITIONS------------------------->
;<-------------------------LIGHTS: BEACONS DEFINITIONS------------------------->
;<-------------------------LIGHTS: LIGHT EMITTERS DEFINITIONS------------------------->
;<-------------------------VARIABLE DRAG ITEMS DEFINITIONS------------------------->
;<-------------------------EVENTS DEFINITIONS------------------------->
;<-------------------------EXHAUST TEXTURES DEFINITIONS------------------------->
;<-------------------------PARTICLES DEFINITIONS------------------------->
Control is like any normal vessel: translation to move back/forward, rotation to rotate. Use short key presses and you should be fine.
Of course, we are "driving" over the surface. More realistic jumping might be possible, but for now I'm OK with this
It has some trouble to reach a landed state when you stop, applying brakes for a few moments might help (just a short fast key press).
But works reasonably well on flat surfaces :lol:
(yes, I'm using a generic EVA mesh, we can change that latter on)
Last edited: