Advanced Question How to manage "TouchdownPoints" in a cfg file with 2016 ?

jacquesmomo

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Hello

First excuse me for my bad English, I hope you understand ...
I have problems with the new management of contact points in Orbiter 2016 .

Before (orbiter 2010) we had just to declare in a config file a "plane" triangle as this :
TouchdownPoints = 0 -3 -10 -8 3 10 8 3 10

But I saw (in the SDK) that there are 2 other parameters to declare (fricton parameters )
And also a "plane" is not enough,we must have a volume (like a cube).
But with a config-file it is not possible...

And (of course) I don't know how to do a dll.:facepalm:

So, here is my question :
How can we make a vessel to move gently (and turn right or left) on the ground without slipping :
In fact my tests show me that it is impossible to turn or stop the vehicle : it slips like on ice !!!

And... of course with a "config file" not a dll file...

Thank you in advance for your answers if you have one.
:cheers:
 

4throck

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Good question.

If you use these values from DG you can drive over the surface:

Code:
; === Configuration  ===
Mass = 12000
Size = 9.0
MaxFuel = 10000  
Isp = 50000       
MaxMainThrust = 2.16e5
MaxRetroThrust = 5.4e4
MaxHoverThrust = 2.16e5
MaxAttitudeThrust = 5000
Inertia = 15.5 22.1 7.7
CrossSections = 53.0 186.9 25.9

The interesting thing is that it works with NO touchdown points defined. No bouncing or upsidedown vessels.
You can increase the attitude thrust to stear (about 10% of total thrust will do).
My guess is that orbiter is using some defaults as it does for all parameters that are not specified.

So there must be config string that sets valid 2016 touchdown points.
 
Last edited:

Ripley

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I can't believe that such important info is not crystal-clear in the official documentation frontpage (also given all the megaefforts gattispilot has poured into the thread "Updated SLS for Orbiter 2016 (and 2010)").
IIRC, I think Martin answered at some point in that thread, giving some precious infos.

Being it such a big change, it should really be stickyed (stuck?) in BIG capital letters.

:hailprobe:
 

4throck

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Well, on one hand we get realistic surface physics, and that's good.

On the other, the maths involved (see the mentioned thread) are not trivial (at least for me, but I'm no expert), so we can't really use it...
 

Notebook

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It may be crystal clear to some, not to me though.
I'm still following the 2016 tile structure, and the landing point structure. Its fascinating, but not obvious.

N.
 
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