COG shifting controls in Z axis would help converted spaceplanes to enter atmosphere in 40deg AOA and maintain it during whole reentry.
But as usual that's my own opinion/suggestion.
But as usual that's my own opinion/suggestion.
How about a definable separation velocity when you detach vessels?Anything else worth adding?
How about making Spacecraft4 with more config option?
Could you post a detailed readme on the conversion? I can't quite figure it out.:shrug:
Well, that's something i contemplated.
Specifically, extending SC3 format.
Then, the converter becomes an ini compiler.
First, [UMMU] section
[UMMU]
crew_count=4
airlock_pos=(10,10,20)
airlock_port=1
airlock_size=(1,1,2)
Then, touchdown points:
touchdown_up, touchdown_down, touchdown_anim.
Last is the sequence that deploys the gears.
More VC components - buttons for MFD, knobs and buttons to toggle animations, etc.
Multiple mesh definition, for vessel merging.
Then, all animation components get a MESH= parameter.
No limits on amount of things defined (none already, but SC3 dictates a lot).
There is a definite advantage of having a contained DLL for vessel, rather than the shaky system of SC3 dll and no two instances of a vessel in scenario.
[CONFIG]
MESHNAME="EVAEMU1"
EMPTY_MASS=250
FUEL_MASS=60
MAIN_THRUST=0
ATTITUDE_THRUST=10
ISP=500
SIZE=5
FOCUS=1
CAMERA=(0,1,0)
VISIBLE=1
[PARENT_ATTACH_0] ;right hand
POS=(0.198,0.695,0.042)
DIR=(0.0,0.0,-1)
ROT=(0.0,-1,0.0)
LOOSE=0
RANGE=0.5
[PARENT_ATTACH_1] ;tool
POS=(0.325,0.25,-0.20)
DIR=(-1,0,0)
ROT=(0,-0.5,0.5)
LOOSE=0
RANGE=0.5
[CHILD_ATTACH_0] ;to Foot Restraint
POS=(0.0,-0.89,-0.135)
DIR=(0,1,0)
ROT=(0,0,1)
LOOSE=0
ID="GS"
[CHILD_ATTACH_1] ;to COG
POS=(0.0,0,0)
DIR=(0,1,0)
ROT=(0,0,1)
LOOSE=0
ID="GS"
; ankle bend POR 0,-0.81,-0.138
; knee bend POR 0,-0.382,-0.017
[ROBOTIC_ARM]
JOINT_0_NAME="left arm swing"
JOINT_0_SEQ=4
JOINT_0_RANGE=(-160,160)
JOINT_1_NAME="left arm raise"
JOINT_1_SEQ=5
JOINT_1_RANGE=(-60,60)
JOINT_2_NAME="left wrist roll"
JOINT_2_SEQ=6
JOINT_2_RANGE=(-160,160)
JOINT_3_NAME="left wrist pitch"
JOINT_3_SEQ=7
JOINT_3_RANGE=(-100,100)
JOINT_4_NAME=" right arm swing"
JOINT_4_SEQ=8
JOINT_4_RANGE=(-160,160)
JOINT_5_NAME=" right arm raise"
JOINT_5_SEQ=9
JOINT_5_RANGE=(-60,60)
JOINT_6_NAME="right wrist roll"
JOINT_6_SEQ=10
JOINT_6_RANGE=(-90,90)
JOINT_7_NAME="Right wrist pitch"
JOINT_7_SEQ=11
JOINT_7_RANGE=(-100,100)
GRAP_SEQ=10
GRAP_ATTACH=0
[ANIM_SEQ_0] ; ankle bend
key=1
INIT_POS=0.6
DURATION=6
PAUSE=1
[ANIM_SEQ_1] ; knee bend
key=2
INIT_POS=0.88
DURATION=6
PAUSE=1
[ANIM_SEQ_2] ; waste swivel
key=3
INIT_POS=0.5
DURATION=6
PAUSE=1
[ANIM_SEQ_3] ; waste bend
key=4
INIT_POS=0.77
DURATION=6
PAUSE=1
[ANIM_SEQ_4] ; left arm swing
INIT_POS=0.88
DURATION=6
[ANIM_SEQ_5] ; left Arm raise
INIT_POS=0.5
DURATION=6
[ANIM_SEQ_6] ; left wrist roll
INIT_POS=0.5
DURATION=4
[ANIM_SEQ_7] ; left wrist pitch
INIT_POS=0.5
DURATION=4
[ANIM_SEQ_8] ; right arm swing
INIT_POS=0.12
DURATION=6
[ANIM_SEQ_9] ; right Arm raise
INIT_POS=0.5
DURATION=6
[ANIM_SEQ_10] ;right wrist roll
INIT_POS=0.5
DURATION=4
[ANIM_SEQ_11] ;right wrist pitch
INIT_POS=0.5
DURATION=4
[ANIM_SEQ_12] ;hand grab
INIT_POS=0.5
DURATION=6
[ANIM_SEQ_13] ;visor
KEY=7
INIT_POS=1
DURATION=6
[ANIM_SEQ_14] ;head turn
KEY=8
INIT_POS=0.5
DURATION=3
PAUSE=1
[ANIM_SEQ_15] ;stoop
KEY=5
DURATION=3
PAUSE=1
[ANIM_COMP_0] ; nul base
SEQ=0
GROUPS=0
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,-0.81,-0.138)
ROT_AXIS=(1,0,0)
ANGLE=0
[ANIM_COMP_1] ; ankle bend
SEQ=0
GROUPS=1
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,-0.81,-0.138)
ROT_AXIS=(1,0,0)
ANGLE=45
PARENT=0
[ANIM_COMP_2] ; knee bend
SEQ=1
GROUPS=2
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,-0.382,-0.017)
ROT_AXIS=(1,0,0)
ANGLE=120
PARENT=1
[ANIM_COMP_3] ; waist swivel
SEQ=2
GROUPS=3
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0.53,-0.04)
ROT_AXIS=(0,1,0)
ANGLE=90
PARENT=2
[ANIM_COMP_4] ; waist bend
SEQ=3
GROUPS=4,5,6,7,8,9,11,12,13,14,15,16,17,18,19,20,21,38,40,41
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0.16,-0.07)
ROT_AXIS=(-1,0,0)
ANGLE=89
PARENT=3
[ANIM_COMP_5] ;visor
SEQ=13
GROUPS=10
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0.0,0.79,0.01)
ROT_AXIS=(1,0,0)
ANGLE=85
PARENT=4
[ANIM_COMP_6] ;left arm swing
SEQ=4
GROUPS=22
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0.5408655,-5.341899E-02)
ROT_AXIS=(1,0,0)
ANGLE=160
PARENT=4
[ANIM_COMP_7] ;left arm raise
SEQ=5
GROUPS=23,24,25
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(-0.1752803,0.5959535,-5.341899E-02)
ROT_AXIS=(0,0,-1)
ANGLE=60
PARENT=6
[ANIM_COMP_8] ;left wrist roll
SEQ=6
GROUPS=26
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(-0.43,0.11,-0.08)
ROT_AXIS=(0,1,0)
ANGLE=160
PARENT=7
[ANIM_COMP_9] ;left wrist pitch
SEQ=7
GROUPS=27,28,29
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0.,0.05,-0.08)
ROT_AXIS=(1,0,0)
ANGLE=100
PARENT=8
[ANIM_COMP_10] ;Right arm swing
SEQ=8
GROUPS=30
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0.5408655,-5.341899E-02)
ROT_AXIS=(-1,0,0)
ANGLE=160
PARENT=4
[ANIM_COMP_11] ;right arm raise
SEQ=9
GROUPS=31,32,33
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0.1752803,0.5959535,-5.341899E-02)
ROT_AXIS=(0,0,1)
ANGLE=60
PARENT=10
[ANIM_COMP_12] ;right wrist roll
SEQ=10
GROUPS=34
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0.43,0.11,-0.08)
ROT_AXIS=(0,-1,0)
ANGLE=180
PARENT=11
[ANIM_COMP_13] ;right wrist pitch
SEQ=11
GROUPS=35,36,37
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0.,0.05,-0.08)
ROT_AXIS=(1,0,0)
ANGLE=60
PARENT=12
[ANIM_COMP_14] ;head turn
SEQ=14
GROUPS=39
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0.,0.638,0)
ROT_AXIS=(0,1,0)
ANGLE=60
PARENT=4
[ANIM_COMP_15] ;hand grab
SEQ=12
TIP_1=(0.198,0.695,0.042)
TIP_2=(0.198,1.695,0.042)
TIP_3=(0.198,0.695,1.042)
PARENT=4
; stoop animation
[ANIM_COMP_16] ; ankle bend
SEQ=15
GROUPS=1
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,-0.81,-0.138)
ROT_AXIS=(1,0,0)
ANGLE=15
PARENT=0
[ANIM_COMP_17] ; knee bend
SEQ=15
GROUPS=2,3
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,-0.382,-0.017)
ROT_AXIS=(1,0,0)
ANGLE=-45
PARENT=16
[ANIM_COMP_18] ; waist bend
SEQ=15
GROUPS=4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,38,39,40,41
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0.16,-0.07)
ROT_AXIS=(-1,0,0)
ANGLE=-35
PARENT=17
[ANIM_COMP_19] ;left arm swing
SEQ=15
GROUPS=22,23,24,25,26,27,28,29
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0.5408655,-5.341899E-02)
ROT_AXIS=(1,0,0)
ANGLE=-90
PARENT=18
[ANIM_COMP_20] ;Right arm swing
SEQ=15
GROUPS=30,31,32,33,34,35,36,37
RANGE(0,1)
TYPE=ROTATE
ROT_PNT=(0,0.5408655,-5.341899E-02)
ROT_AXIS=(1,0,0)
ANGLE=-90
PARENT=18
Anything else worth adding?
Clarifications would be nice. COG is also a logical zero for all coordinates defined. What do you expect to see?Could you possibly make it possible to switch the focus on the different attachment points, instead of the center of the mesh ?
Um, with the keys that are defined in the ini?Also need a way to pause the animation. Some animations need to be stopped at some point.
Exactly the same as in the SC3. Do you have spacecraft.pdf manual? It's all in there.And which keys opperate the robotic arm ? Here's the .ini
That is planned.combine that with the multistage.dll
No wonder, it's not being defined. To be fixed.I think you need to check trim option...look like does not work.
Still can't make heads or tails on how the RCS are defined in the first place, internally.the the RCS exhaust on the lander is incorrect
...
Translating the sound entries from SC3 would be great too.
Which should do what? Just a boolean to make it so?add NoseWheelSteering function
Some clarifications needed - there is only one ISP parameter in the ini, what should be different?The other thing I've also had to change in generated .cpp for Swift is making ISP at sea level bigger than ISP in vacuum to make it airplane instead of underpowered spaceship, like Greg Burch wanted it to be natively; but I don't know if there is too many spacecraft3 airplanes to add the 'atmospheric engine' function to your converter.
I'm using UMMUSDK from 2007. There was an update since then?latest Ummu patcher finds your generated DLLs to be using obsolete Ummu code and advises to fix it.
Poor dude..
Some clarifications needed - there is only one ISP parameter in the ini, what should be different?
th_h[0]=CreateThruster(_V(0,0,0),_V(0,0,1),10000,ph_h[0],50000,0,101400)
I'm using UMMUSDK from 2007. There was an update since then?