From the feedback of the Cargo Trailers thread, I am proud to present my next project:
Cargo Operations
This will be a generic class that like UCGO, will allow cargo transportation with a mesh and a config file.
I went down this route so that many different mesh makers can participate. The cargo operations will be very similar to the XR series, so CO will use XR cargo as its standard.
FAQ:
What features will be included?
The vehicles will have much the same features as my tug. They will have semi-realistic drive trains, lights, UMMU, towing and vessel dynamics.
Will we have access to the source?
Yes
What things can we modify in each vehicle?
See this example config:
Will there be limitations?
Yes. This is a balancing act between making it easy to use compared to making it comprehensive. However I hope to avoid putting limitations on the core functionality that make things difficult.
An example: A Horizontal towing point is not interchangeable with a vertical towing point. In one case the direction vector moves, in the other the rotation vector moves. There can only be 1 child trailer connected to any other part at any one time. There can only be one power unit in a trailer train (at the front).
Another: The dx headlight will point in the +Z direction. The mesh is expected to have the front of the vehicle in the +Z direction. UMMU options are limited.
At the other end, there is no limit on axles nor steerable axles. Crab steering might not be available but (permanent) multi wheel steer could be. There is going to be no limit to the number of cargo spots.
Will this feature a development cycle like your tug?
Most likely
What are some future vehicle types?
Boats probably. Tugs and Barges as well
Maybe trains and hopefully cranes.
I want to help!
I am open to ideas. I also need some vehicle meshes to test on.
If you want to help program, one of the first things I need to work on is parsing the config file
Cargo Operations
This will be a generic class that like UCGO, will allow cargo transportation with a mesh and a config file.
I went down this route so that many different mesh makers can participate. The cargo operations will be very similar to the XR series, so CO will use XR cargo as its standard.
FAQ:
What features will be included?
The vehicles will have much the same features as my tug. They will have semi-realistic drive trains, lights, UMMU, towing and vessel dynamics.
Will we have access to the source?
Yes
What things can we modify in each vehicle?
See this example config:
Code:
;Normal Vessel Things
;Classname
ClassName = ContainerTruck
;Module
Module= CargoOps
;Mesh
MeshName = CargoOps\ContainerTruck
;Size
Size = 3.867
;Touchdown Points
TouchdownPoints = 0 -1.296 3.024 -1.217 -1.296 -3.024 1.217 -1.296 -3.024
;Vehicle Type
;Type Primary Secondary Comments
;truck Cargo Towing Hori UMMU, Camera, Wheels, Driveline, Engine, Lights, Mass, Cargo
;tractor Towing Vert Towing Hori UMMU, Camera, Wheels, Driveline, Engine, Lights, Mass, Cargo
;dolly Towinf Vert Camera, Wheels, Lights, Mass, Cargo: Towing Hori to Towing Vert
;trailer Cargo Towing Camera, Wheels, Lights, Mass, Cargo: Can tow Hori or Vert
Type = truck
;UMMU
;Cabin Size
UMMUCrew = 2
;Doors x Y Z X Y Z
UMMUDoors = -2 0 3 2 2 5
;Camera
;Location Dir
Camera = 0 1.5 4 0 0 1
;Wheels
;Location Axle X Y Z Meshgroups
Frontleft = 1 1 0.5 5 4 5 6 7
Frontright = 1 -10.5 5 8 9 10
;Driveline
;Axle No. Turning Circle
Axle = 1 13
;Tyre Dia (m)
Tyre = 1.03
;Gear No. Ratio
Gear = 1 3.4
Gear = 2 2.2
;Final Drive
FinalDrive = 0.9
;Engine
;RPM Min Max
RPM = 950 2500
;Torque Curve Function where x is RPM in and f(x) is torque in N.M
Torque = x*x+2*x+950
;Brake Force
Brakes = 300000
;Lights
;Headlights ID Colour Size Position
Headlights = 1 0 0 0 0.5 -2 0.5 5.1
Headlights = 2 0 0 0 0.5 2 0.5 5.1
;DX light Colour Sizes Position
HeadlightDX= 0 0 0 RAD*25 RAD*60 0 0.5 5.1
;Warning Lights ID Colour Size Position
Warnings = 1 200 200 0 0.5 -2 0.5 5.1
Warnings = 2 200 200 0 0.5 2 0.5 5.1
;Indicators Lights ID Colour Size Position
Indicators = 1 200 200 0 0.5 -2 0.5 5.1
Indicators = 2 200 200 0 0.5 2 0.5 5.1
;Reverse
;Brake
;Sounds
;Mass
;Empty Mass (kg)
EmptyMass = 40000
;Fuel Mass (kg) Fuel burn (kg) per RPM per second
FuelMass = 200 0.004
;Cargo
;Attachment Points
BEGIN_ATTACHMENT
P 0 0 0 0 1 0 0 0 1 XRCARGO
END_ATTACHMENT
Yes. This is a balancing act between making it easy to use compared to making it comprehensive. However I hope to avoid putting limitations on the core functionality that make things difficult.
An example: A Horizontal towing point is not interchangeable with a vertical towing point. In one case the direction vector moves, in the other the rotation vector moves. There can only be 1 child trailer connected to any other part at any one time. There can only be one power unit in a trailer train (at the front).
Another: The dx headlight will point in the +Z direction. The mesh is expected to have the front of the vehicle in the +Z direction. UMMU options are limited.
At the other end, there is no limit on axles nor steerable axles. Crab steering might not be available but (permanent) multi wheel steer could be. There is going to be no limit to the number of cargo spots.
Will this feature a development cycle like your tug?
Most likely
What are some future vehicle types?
Boats probably. Tugs and Barges as well
Maybe trains and hopefully cranes.
I want to help!
I am open to ideas. I also need some vehicle meshes to test on.
If you want to help program, one of the first things I need to work on is parsing the config file
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