OHM GeneralVehicle

gattispilot

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yes. I am not sure how well it would do in GV. With the trailer part.
 

Donamy

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fred18 got the Semi trailor working in GV.
 

4throck

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looks good on the pad but there are some ares where you sink in. In real life it would be like soft soil


As far as I understand Orbiter 2016 terrain and touchdown points (not much :lol: ) it will always be soft soil.

We don't have hard points, we have springs. So vessels will sink more or less depending on weight (and that depends on the planet).
The terrain we see is not what orbiter uses for surface calculations. So you will always have floating and sinking.

I might be completely wrong of course....
 

gattispilot

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That's what I was using. I had it with wheels and the body attached.
Code:
MOLABBDY:MOLBODY
  HGA1 0.0000
  HGA2 0.0000
  HGA3 0.0000
  HATCH 1.0000
  ANT1 1.0000
  ANT2 1.0000
  ANT3 1.0000
  STOW 0 
  UCGO @@0,1,0,0,
  STATUS Landed Moon
  POS -33.4351392 41.1194306
  HEADING 181.10
  ALT 0.740
  AROT -46.328 34.655 28.533
  ATTACHED 0:1,MOLABWHEELS
  AFCMODE 7
  NAVFREQ 0 0
END
MOLABWHEELS:GV_MOLABWHEELS
  STATUS Landed Moon
  POS 3.6301741 26.1519713
  HEADING 295.91
  ALT 0.740
  AROT 156.199 6.763 116.071
  AFCMODE 7
  NAVFREQ 0 0
END
TRAILER:MOLABTRAILER
  STATUS Landed Moon
  POS -33.4375000 41.1184070
  HEADING 181.10
  ALT 1.999
  AROT -116.669 -32.554 131.768
  AFCMODE 7
  NAVFREQ 0 0
END

Code:
ClassName=GeneralVehicle
Module=GeneralVehicle

Empty_Mass = 1000			;[kg] empty mass (almost unused)
Mesh = MOLABTIRES				; meshname
Cockpit_pos = -0.5 2.3 1.5	; [m m m] Position of the cockpit camera
Acceleration = 1.15			; [G] Acceleration factor expressed in Gs
Brake = 2					; [G] Deceleration factor expressed in Gs
Max_Speed = 200				; [km/h] Max Speed
Reverse_Max_Speed = 50		; [km/h] Max Speed in Reverse
Steering_Speed = .1  		; Steering wheel velocity factor
Full_Pedal_Time = 2			; [s] seconds from the beginning of pressing of Acceleration or Brake and the full power is applied
Max_Steering_Angle = 30  	; [DEG] Max steering of the front wheels per side
Height_From_Ground = .74 	; [m] height of the center of gravity from the ground
Always_Upright = FALSE   	;if set to TRUE vehicle will always remain parallel to the ideal ground, without following terrain's inclinations
Four_Wheels_Steering = FALSE ;if true also rear wheels will steer

;Mesh Groups - just specify using space between them

Rear_Right_Groups = 5
Rear_Left_Groups = 6
Front_Right_Groups = 0 3
Front_Left_Groups = 1 4
;Middle_Axles_N = 1
;Middle_Groups_1 = 5 7 0 10


Camber = 0							;[DEG] camber angle of the front wheels, no  camber is implemented for rear wheels.

Listen_From = MOLBODY

BEGIN_ATTACHMENT
C 0 0 -.1  0 1 0  0 0 1  BDY
END_ATTACHMENT

You are right it seems not to steer?
 

gattispilot

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So the MOLAB is made up of 2 gv wheels vessels and 2 non GV vessels that way like the LER the animations will work.

But not sure how to attach the trailer to the main body?
L8nhFAC.jpg


in the cfg for the trailer wheels:
Code:
Listen_From = MOLTRAILE

BEGIN_ATTACHMENT
C 0 0 -.1  0 1 0  0 0 1  BDY
P 0 0 -.1  0 1 0  0 0 1  TW
END_ATTACHMENT

But attachment manager reads 2 parents?

---------- Post added at 01:34 PM ---------- Previous post was at 08:10 AM ----------

So I looked at the trailer example. And it is not a GV cfg.

So I made a dll and cfg for the molab trailer but it doesn't load. No mesh is shown and in the log it doesn't show it
 

gattispilot

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So something weird. I am making a rover and like the LER the wheels are a GV vessel and the body is a dll vessel attached.

here is the rover:
https://drive.google.com/open?id=11SQsSXEnJrcrqpuo34qJU_Ya0B4pKEel


No problem But the vessel/wheels don't go straight they move at an angle. I tried the rover with LER wheels and the same. Then tried the LERbody with the rover wheels and the same thing:
Code:
Empty_Mass = 10000			;[kg] empty mass (almost unused)
Mesh = change4wheels				; meshname
Cockpit_pos = 0 -.231 1	; [m m m] Position of the cockpit camera
Acceleration = .01			; [G] Acceleration factor expressed in Gs
Brake = 2					; [G] Deceleration factor expressed in Gs
Max_Speed = 10				; [km/h] Max Speed
Reverse_Max_Speed = 10		; [km/h] Max Speed in Reverse
Steering_Speed = .0001  		; Steering wheel velocity factor
Full_Pedal_Time = 2			; [s] seconds from the beginning of pressing of Acceleration or Brake and the full power is applied
Max_Steering_Angle = 30 	; [DEG] Max steering of the front wheels per side
Height_From_Ground = 1.07 	; [m] height of the center of gravity from the ground
Always_Upright = FALSE   	;if set to TRUE vehicle will always remain parallel to the ideal ground, without following terrain's inclinations
Four_Wheels_Steering = TRUE ;if true also rear wheels will steer

;Mesh Groups - just specify using space between them

Rear_Right_Groups = 4
Rear_Left_Groups = 5
Front_Right_Groups = 2
Front_Left_Groups = 3
Middle_Axles_N = 1
Middle_Groups_1 = 1 0



Camber = 0							;[DEG] camber angle of the front wheels, no  camber is implemented for rear wheels.



BEGIN_ATTACHMENT
C 0 0 0  0 1 0  0 0 1  BDY

END_ATTACHMENT

Not sure if it is how attached?
Code:
ClassName = Change4bdy
Module = Change4body


BEGIN_ATTACHMENT
P 0.0 0 0  0 -1 0  0 0 1  BDY
END_ATTACHMENT
 
Last edited:

Donamy

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Has anyone been able to use a thrustmaster steering wheel, with GV ?
 

jacquesmomo

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Hello Fred

So I'm doing a "hord-bord" which is a "general_vehicle" with a "spacecraft4" part for future animations.

For the moment this boat is only at the beginning stage: ;)

35e.jpg

But it should (hopefully) look like this: :D

35f.jpg

So I just have a question for confirmation:

I wanted to simulate see spray that would be controlled by the driving buttons (NumPad 8 and 2) therefore by the RCS.

I noticed that if we can define exauts (PSTEAM and TEXTURE) for the "MAIN-TRUST (but which here have no function)
we cannot make the same for RCS (ATT-TRUST) : there is no exaust (neither smoke nor texture)

I think this is normal, you should have deactivated this function which is not logical for a "General_Vehicle" vehicle.

Can you confirm that for me? (if you remember this awesome module, because it's been quite a while) .... ;)


I also take this message to ask you if we can link a "Vesselbuilder" part with a "General_Vehicle" as we can do with a "spacecraft" part
but with the command Listen_From =

I now we can attach it with an attachment point, but will the 8/2/4/6 (numpad) commands work ? I think no, hmmm ? :unsure:

Thank you again for all these essential modules !!!!
 

N_Molson

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Where's that lighthouse ? Love it.
 

fred18

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Hello Fred

So I'm doing a "hord-bord" which is a "general_vehicle" with a "spacecraft4" part for future animations.

For the moment this boat is only at the beginning stage: ;)

View attachment 24495

But it should (hopefully) look like this: :D

View attachment 24496

So I just have a question for confirmation:

I wanted to simulate see spray that would be controlled by the driving buttons (NumPad 8 and 2) therefore by the RCS.

I noticed that if we can define exauts (PSTEAM and TEXTURE) for the "MAIN-TRUST (but which here have no function)
we cannot make the same for RCS (ATT-TRUST) : there is no exaust (neither smoke nor texture)

I think this is normal, you should have deactivated this function which is not logical for a "General_Vehicle" vehicle.

Can you confirm that for me? (if you remember this awesome module, because it's been quite a while) .... ;)


I also take this message to ask you if we can link a "Vesselbuilder" part with a "General_Vehicle" as we can do with a "spacecraft" part
but with the command Listen_From =

I now we can attach it with an attachment point, but will the 8/2/4/6 (numpad) commands work ? I think no, hmmm ? :unsure:

Thank you again for all these essential modules !!!!
I gotta be quick now, in case I'll get back to give more details, anyway:
I think you can define in the cfg file what default orbiter allows you but no, there is no GV specific command for that, since it is meant just for vehicles as you correctly guessed.
But yes, you can attach any vessel and listen from it, so also VB vessels, anything you want and use that, although maybe just the basic commands are forwarded (forward, backward, left and right etc). A bit of trial and error is needed to assess the best way of proceeding. Let me know if I can help further!
 

jacquesmomo

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hello fred

And thank you again for your quick response.

So I tried to associate a "General_Vehicle" with a "Vesselbuilder."
In my example, the mesh for GV is an "invisible mesh", and the mesh for VB is the boat.

the attachment is ok, but the controls (forward, turn) do not work from VB.
Only with GV.

Here are my config files:

For GV:
ClassName=GeneralVehicle
Module=GeneralVehicle

;EnableFocus=false
Mesh = Honeymoon\HorsBordCoque

Empty_Mass = 1000
Cockpit_pos = 0 2.5 -8.66
Height_From_Ground = 0.7
Always_Upright = FALSE

Max_Speed = 200
Reverse_Max_Speed = 30
;Acceleration = 2
Brake = 1

Steering_Speed = 2
Max_Steering_Angle = 20
Camber = 1

Listen_From = VB_HorsBord

BEGIN_ATTACHMENT
C 0 0 0 0 1 0 0 0 1 BDY
END_ATTACHMENT

For VB :
ClassName = VesselBuilder1
Module = VesselBuilder1

;CONFIGURATION FILE FOR HordBord

NOEDITOR = FALSE

CONFIGURATIONS = 1

;<-------------------------GENERAL SETTINGS - Configuration: 0------------------------->
EMPTY_MASS = 1000
VSIZE = 10
PMI = 20 20 10
CSECTIONS = 20 20 20
GRAVITYGDAMP = 0
ROTDRAG = 0.01 0.01 0.01
;<-------------------------MESHES DEFINITIONS------------------------->
MESH_0_NAME = Honeymoon\HorsBord2
MESH_0_POS = 0 0 0
MESH_0_DIR = 0 0 1
MESH_0_ROT = 0 1 0
MESH_0_VIS = 1
;<-------------------------DOCKS DEFINITIONS------------------------->
;<-------------------------ATTACHMENTS DEFINITIONS------------------------->
ATT_0_IDX = 0
ATT_0_POS = 0 0 0
ATT_0_DIR = 0 -1 0
ATT_0_ROT = 0 0 1
ATT_0_RANGE = 10
ATT_0_ID = BDY
ATT_0_TOPARENT = TRUE
ATT_0_IDCHECK = FALSE

;<-------------------------ANIMATIONS DEFINITIONS------------------------->
;<-------------------------PROPELLANT DEFINITIONS------------------------->
;<-------------------------THRUSTERS DEFINITIONS------------------------->
;<-------------------------THRUSTER GROUPS DEFINITIONS------------------------->
;<-------------------------TOUCHDOWNPOINTS DEFINITIONS------------------------->
;<-------------------------AIRFOILS DEFINITIONS------------------------->
;<-------------------------CONTROL SURFACES DEFINITIONS------------------------->
;<-------------------------CAMERA DEFINITIONS------------------------->
;<-------------------------VIRTUAL COCKPIT DEFINITIONS------------------------->
;<-------------------------LIGHTS: BEACONS DEFINITIONS------------------------->
;<-------------------------LIGHTS: LIGHT EMITTERS DEFINITIONS------------------------->
;<-------------------------VARIABLE DRAG ITEMS DEFINITIONS------------------------->
;<-------------------------EVENTS DEFINITIONS------------------------->
;<-------------------------EXHAUST TEXTURES DEFINITIONS------------------------->
;<-------------------------PARTICLES DEFINITIONS------------------------->


and the SCN :
BEGIN_DESC
END_DESC

BEGIN_ENVIRONMENT
System Sol
Date MJD 59275.4332204206
END_ENVIRONMENT

BEGIN_FOCUS
Ship HordBord
END_FOCUS

BEGIN_CAMERA
TARGET HordBord
MODE Extern
POS 4.076293 52.130399 -22.164239
TRACKMODE TargetRelative
FOV 60.00
END_CAMERA

BEGIN_SHIPS
GV_HorsBord:Honeymoon\GV_HorsBord2
STATUS Landed Earth
POS -1.7899230 46.4868600
HEADING 0
ALT 0.000
AROT 16.436 15.013 45.439
AFCMODE 7
END
HorsBord:Honeymoon\VB_HorsBord
STATUS Landed Earth
POS -1.7899230 46.4868600
HEADING 0
ATTACHED 0:1,GV_HorsBord
AFCMODE 7
NAVFREQ 0 0
END
END_SHIPS

and finaly just an image with my boat (nice, no ?).... ;)

36c.jpg

In fact it's not very important for me, as GV + spacecraft is ok for me....
it's just to tell you.

@ N_Molson :

This lighthouse is part of an add-on that I am doing with Papyref, well known for his many add-ons and tutorials on the Dan's French site and forum.

It is located at the town of "Sables d'Olonne" in France.
(you can ;) look in google map)

36a.jpg

36b.jpg

this add-on will be available a futur tuesday.....:ROFLMAO:
 

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fred18

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hello fred

And thank you again for your quick response.

So I tried to associate a "General_Vehicle" with a "Vesselbuilder."
In my example, the mesh for GV is an "invisible mesh", and the mesh for VB is the boat.

the attachment is ok, but the controls (forward, turn) do not work from VB.
Only with GV.

Here are my config files:

For GV:


For VB :



and the SCN :



and finaly just an image with my boat (nice, no ?).... ;)

View attachment 24519

In fact it's not very important for me, as GV + spacecraft is ok for me....
it's just to tell you.

@ N_Molson :

This lighthouse is part of an add-on that I am doing with Papyref, well known for his many add-ons and tutorials on the Dan's French site and forum.

It is located at the town of "Sables d'Olonne" in France.
(you can ;) look in google map)

View attachment 24520

View attachment 24522

this add-on will be available a futur tuesday.....:ROFLMAO:
From a quick view in the gv config the listen from should be just horsbord without vb_ right? Because it s the name of the vessel and not the class to be used.

Ps les salbes d olonne is where the vendee globe starts and arrive!
 

jacquesmomo

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Yes that's right !!! Well seen !!!! (y)

I did not understand o_O:sleep: that is must be the name of the vessel and not the class to be used, as you say....

I just modified this, then test it : and it works !!!

again 1000 thanks for what you do for Orbiter and for somme people like me who don't know C++ :hailprobe:


and you are right for the vendee Globe....

Here is a part of my scenery in the add-on... ;)

36d.jpg
 

N_Molson

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It is located at the town of "Sables d'Olonne" in France.

I currently live 40 km from there, in Vendee. I could take pictures for you, if you want. Show me the buildings / specific locations you want me to picture. I need to breath the ocean's air anyways. :cool:
 

jacquesmomo

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I currently live 40 km from there, in Vendee. I could take pictures for you, if you want

Thank you for your proposition. :salute:
But Papyref (the one I'm doing the add-on with and who's an idea of he) lives there.
So no problem to have pictures ...

For info, I live in Bordeaux. :cheers:
 

N_Molson

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Hello, the link provided on the OP seems broken, Orbithangar returns :

The provided legacy ID did not resolve to an addon in the API. Please contact the administrator if this violates your expectations.

Can you provide a new one ? Thank you.
 
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