Discussion Space: 1999 updates ?

ucgo Space1999 addons

Here are 4 parts that are UCGO. They are in different number cases. They are 5 laser barriers, 1 barrier, 1 waste cone, and nuclear waste pod for the eagle. Images included for scenario editor. Not happy with the quality of them.

http://www.4shared.com/file/2JfKxmWb/ucgospace1999.html


With these 4 parts you can create your own Nuclear Disposal Area.


One issue I have run into on the waste processor is where the cargo is released. The 1st cargo gets dropped at the end of the belt but the 2nd is dropped in the end on the belt. So is the release data based on each cargo or based off the center of the mesh?

CargoSlotPos = -15.5 1.17 0 ; Front left pos of first cargo slot X Y Z (see doc).
CargoRowColumnNbr = 8 1 ; Number of slot row & column (max 20 slots, see doc).
CargoSlotInterval = 0.05 ; Interval between each slot in meters.
CargoReleasePos = -17 0 ; X Z pos at which cargo will be placed when released (see doc).
CargoShowInCockpit= 0 ; Force cargo to appear also in cockpit view (only external by default).
CargoGrappleDist = 50 ; Grapple radius from center of cars. By defaut 15 meters.
 
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Very awesome, I love having some industrial buildings to build bases with.

I unpacked the container texture into Orbiter and it doesn't seem to have taken effect.
 
Thanks. What do you mean no effect. What does the orbiter log say? Do any of the case have a texture?
 
Nothing in the Orbiter log. The case is just plain white, it doesn't appear to be loading a texture for it. Looks just like it did before putting the new texture into the textures folder.
 
Something that is odd about the nuclear disposal unit? The cargo is placed correctly.
nuc3.jpg


But when released the 1st one is good but then the next one,... gets placed behind the 1st one like it was when stored.

nuc4.jpg


Also the grap distance. I have it set at 50 the release point is -17 so it should beable to pick up. But I have to move the pod to the edge of the pad which is about 15.

PHP:
:CARGO
;-------------------------------------------------------------
CargoSlotPos = -15.5 1.17 0        ; Front left pos of first cargo slot X Y Z (see doc).
CargoRowColumnNbr = 8 1        ; Number of slot row & column  (max 20 slots, see doc).
CargoSlotInterval = 0.05        ; Interval between each slot in meters.
CargoReleasePos      = -17 0        ; X Z pos at wich cargo will be placed when released (see doc).
CargoShowInCockpit= 0            ; Force cargo to appear also in cockpit view (only external by default).
CargoGrappleDist  = 50            ; Grapple radius from center of cars. By defaut 15 meters.


I have need to make the pod bigger. As seen here.
http://www.space1999.net/~catacombs/main/images/space/b/spb0018.jpg
The pods look like they almost fill the space between the floor of the skid and the bottom of the eagle pad.
 
Thanks. Not sure how much more I will work on the ummu. The fcial hair shouldn't be hard to add. just change the texture. Bell bottom pants wouldn't be hard either.

I am coding the depot. Not sure what to do about the nuc waste plant and cargo.

any ideas? it seems the cargo is place at a certain distance from where it was.
 
Well I am going to stray and add a travel tube car station in the lower floor in the circular part of the depot and then add a station in the tpad. The depot had one but it was underground. So you could transfer from the tpad to the depot,.....

I have resized the nuclear waste processor and waste cans to fit the scale. Any ideas about the cargo issue placement on it?
 
Here are some new shots of the depot interior. I have added some furniture. I am going to redo the scopes.

Travel tube door on the left.


depotinside1.jpg


chairs

depotinside2.jpg


depotinside3.jpg


depotinside4.jpg




One issue is with the travel tube car. Displacement booths can only allow 9 booths (1-9). The moonbase uses 8 ( 5 pads, 2 hangars and Main Mission) so you will have to change one. You will be able to travel from the moonbase to depot. In the show they was no connection as they far apart. But there was a travel tube from the Tpad to the depot.

I have asked Artlav who made the displacement booth about a way to increase the number.
 
Will the travel tube attach the same way as the Moonbase and will the depot have a coded breathable area?
 
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yes to breathable area. Remember this is coded so make sure you end the scn with suits on. maybe on the travel tube.

Another issue with the travel tube is the original mesh is too tall. So I removed the outer shell and it will fit. But then you have 2 meshs. I think displacement booths are only use 1 mesh. displacement.msh. So don't how to fix that. Any ideas? because of this if you open the travel tube door you see an opening in the depot.

But I everything else works. I need to make it as a cargo like the tpad could. It as a vc so you can look around upstairs. Just switch camera (key W)

New zip file-mixed ctd because of mesh
http://www.4shared.com/file/kfRUDvCt/_2__depot.htmlhttp://www.4shared.com/file/70CdyGbc/_3__depot.html

Moonbuggy in the hangar

depotbuugy.jpg


Thanks to this people for being able to use theri graphics:
http://www.space1999.net/~eagle/index.html
 
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UCGO Space 1999 update

Here is the latest update.http://www.4shared.com/file/6Nbdqncq/ucgo1999.html

I have included the latest nuclear waste processor, waste cans, and new eagle skid. Because of the increased size of the cans. To properly carry them use eagleskidnuclear.

Fixed attachment location on lazer barrier, waste cones, and cans. On the cases I move them so they are closer to the Ummu.

Textures: Textures for the cases are in the Cargo folder which should be in the Textures Directory. Cans and waste processor textures are in WP folder.

On the eagleskid. if attached then when you drop the cargo it just falls down.

Not been able to fix the waste processor as far as picking it up from where released.
 
Well I am reworking the Ummu inside mesh. Here is what I have now:
http://i373.photobucket.com/albums/oo179/gattispilot/SPACE1999/newummudepot.jpg
newummudepot.jpg


I redid the uniform made it beige which is lighter in color than my first set. I change the hair a little. Add mustache. added bell bottoms. Probably wouldn't do much on the guys. Maybe change hair color?

On the female not sure what to do with the hair.

I am slowly building NDA2 using the add on. Here is what it looks like from the monitoring station
nda2-4.jpg


nda2-3.jpg


I think I need to rescale the Tpad. I think it is too tall.
 
I'd love to see one of the hangers from MBA sliced off and made into it's own building.
 
here is the newest Ummu crew.
http://www.4shared.com/file/5kLB5rfA/ummu2.html

On the cut away building. That is not a problem. Just a pad mesh. It won't have the travel tube stuff. not elevator/ airlock and breathable area. I will do both the round pad and the cone station so you could drive a buggy out.
 
Thanks to StarshipExplorer. He pointed me to computerex's teleporter. With his permission I am modifying it to make it work with the travel car. So you will be able to have more than 9 travel cars.
I am going to have a seperate hangar/launch pad with travel car station. And the T shaped pad and depot will have them.

I need to add a 4th airlock to the eagle so if attached to the launch pad at the moon base or seperate pad then you should be able to get in/out from that eagle and into/from the airlock in the pad
 
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