Request New Shepard vehicle and tower

Flyable New Shepard booster/capsule, parachutes for descent and landing. Launch pad area. Booster autoland a "nice to have" but not required. Any scenery that's easy to incorporate since it looks like there was quite a bit of work done there.
 
It originally was supposed to be processed in the Assembly building and be hauled out to the pad, by the Peterbuilt Hauler. Erected on the launch table and be launched. The booster would launch the capsule up to altitude (100,000 ft), separate from the capsule, descend and land at the touchdown point. The capsule would then free fall, deploy parachutes and land on the ground.
 
Thanks. It looks like @Notebook removed the Corn ranch. Getting the vehicles to drive might be easy. With GV? or make a new dll.
 
I used the GV_Pete and adjusted the attachment for the hauler. And now we can move the hauler.
Then I tried the hauler with rocket. I lower the pad and dettached and got a CTD. I also couldn't get the feet animation to work G key. the arm B animation worked.
I under if the yellow frame needs to go lower to meet the surface?
 

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Maybe. I was messing around with a Mercury Redstone at the White Sands base a couple years ago and I had the issue of the launch pad hovering above the surface. You can definitely move it up and down, but I don't recall how I did it at the time.

This looks fantastic so far, @gattispilot well done!!
 
Thanks. In 2016 it gets tricky. Not sure ctd on release of the rocket and turntable
 
Are the logs helpful at all after the ctds? Is there any kind of testing I can do that might be helpful?
 
I can manual deattach the rocket.
I an trying to recode the hauler. But I can't get orbitersound to code.

Severity Code Description Project Path File Line Suppression State
Error LNK2001 unresolved external symbol _fprintf BOHauler D:\Orbiter2016\Orbitersdk\samples\blueorginihaulernew D:\Orbiter2016\Orbitersdk\samples\blueorginihaulernew\OrbiterSoundSDK40.lib(OrbiterSoundSDK40.obj) 1
the lib and h files are there. I couldn't get it to work on the new glen
 
Trying to figure out how the Hauler is supposed to work. I looks like the the frame tilts and the yellow frame move up/down. Then when you press J to detach. it should detach the turntable and the rocket is attached to the turntable.

It looks like it can grap the rocket? or turntable also?
 
Looks to me like it grabs both the rocket and the turntable. I haven't seen a lot of video on how this hardware works, so maybe others have a better idea.
 
So I got the hauler to get and drop the rocket.

BUT how to launch the rocket. I am applying thrust but no exhaust is seen and the rocket doesn't move. It is attached to the table.
 

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I have more questions than answers.
@Notebook is the structure part of your corn ranch base? Can we reuse it?

I wonder how the rocket made it from the building to the pad? I can't find any images.

The rocker on the Hauler has a table attached to it. But the rocket to launch is on a stand.

In the image I have it attached.

Sometimes the base is seen and sometimes not.

Like my new glenn. We can just raise the touchdown points so it appears above the stand.

BUT how do we get the rocket from building to stand?
 

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It looks like it's just driven out of the barn via truck/mobile transporter and then stood up on the pad. Some video shots for reference:

1752238554465.png
1752238586880.png
1752238611626.png
 
So. We need the launch pad to be able to attach the table. And rocket to launch. But @Notebook can we use your mesh
 
They're my meshes and I sent the BOlaunchpad.msh to you.
 
So. We need the launch pad to be able to attach the table. And rocket to launch. But @Notebook can we use your mesh
Sorry, only looked at this thread after your message. I can't remember much about this add-on, didn't think there were any meshes, just scenery?
Feel free to reuse whatever would be useful, N.
 
Ok the pad to attach to the launch table from the hauler. Next is to get it to deattach with the rocket thrust is firing?
 

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