Syntax error.
Also ALT is no standard parameter of Orbiter.
Syntax error in the code?
Well how do you adjust the ALT then?
Syntax error.
Also ALT is no standard parameter of Orbiter.
Well how do you adjust the ALT then?
Also ALT is no standard parameter of Orbiter.
So where are these values coming from, and how do you know that they don't reflect correctly what you see in the simulation?Code:ALT -60.000 AROT -28.841 8.183 95.517
Instead, Orbiter now uses the ALT and AROT entries to determine those parameters.
So where are these values coming from, and how do you know that they don't reflect correctly what you see in the simulation?
You mean the "ALT" tag was already used by addons? I didn't consider that possibility. But given that Orbiter's use of "ALT" is quite intuitive (altitude of CoG over surface), would an addon use a different definition? Also, Orbiter makes use of the "ALT" entry only for landed vessels, which is (I assume) exactly where addons would not use it - so maybe they can coexist?Oh ... that's problematic with all those add-ons that use the new API and a ALT parameter, didn't know it yet.
So, the "spring forces" are not saved per vertex?
Just thought I'd throw this in here, in case it got overlooked in the Orbiter2016 thread.
There is an issue with scenario editor placing vessels with compressed touchdown points (usually the front one, at least in my tests) when setting the location. As a result, the vessel is prone to take a hop. I haven't yet quite figured out what influences the magnitude of that hop, probably the stiffness of the attachment point.
The force is released as soon as the first force acts on the vessel. I think this is where GattisPilot's problem with his rover flipping upside down comes from. The issue is barely visible with the DG (it is visible on the moon, but negligible), but I also had an appreciably massive vessel almost flipping itself on its back after placement due to this issue.
You mean the "ALT" tag was already used by addons? I didn't consider that possibility. But given that Orbiter's use of "ALT" is quite intuitive (altitude of CoG over surface), would an addon use a different definition? Also, Orbiter makes use of the "ALT" entry only for landed vessels, which is (I assume) exactly where addons would not use it - so maybe they can coexist?
So is there a way to have the vessel NOT bounce along the terrain? I guess you could make the vessel super heavy but then you would need a larger force to move in
How would you do that. Is there a height setting?No that's not a good recipe.
Heavier -> requires stiffer suspension -> increases eigenfrequency of the suspension -> less numerically stable.
With a stiffer suspension, a given error in the touchdown point displacement would result in higher forces and a bigger bounce.
What about this for a quick fix:
Instead of creating the vessel as landed on the ground in the scenario editor, create it floating at a small height, let it drop to the ground, and wait until it settles and switches to idle. Then save the scenario. This should write out the correct POS, ALT and AROT values. When you re-load that scenario, the vessel shouldn't bounce on activation.
Yes. In the state vector tab. Do you know how to use the scenario editor?How would you do that. Is there a height setting?
That depends on your rover. A weaker suspension is more compressed at equilibrium, so you need enough ground clearance.So make the suspension weaker?
Yes. In the state vector tab. Do you know how to use the scenario editor?
That depends on your rover. A weaker suspension is more compressed at equilibrium, so you need enough ground clearance.
So what if the dampness was high to keep the vessel from bouncing
static const DWORD ntdvtx = 3;
static TOUCHDOWNVTX tdvtx[3] = {
{ _V(0, .001, 20), 1e5, 1e2, 0.5, 0.005 },
{ _V(-15, .001, -20), 1e5, 1e2, 0.5, 0.005 },
{ _V(15, .001, -20), 1e5, 1e2, 0.5, 0.005 }
//{ _V(0, 5, 0), 1e5, 1e2, 0.5 }// new point just to make a closed shape (more are not needed as the crawler is unlikely to get upside down)
};
#define STRICT
#define ORBITER_MODULE
#define ENG 1
#define START 2
#include "orbitersdk.h"
#include "SLSCRAWLER.h"
#include "SLSCRAWLERMESH.h"
static const DWORD ntdvtx = 3;
static TOUCHDOWNVTX tdvtx[3] = {
{ _V(0, .001, 20), 1e6, 1e5, 1.6, 0.1 },
{ _V(-15, .001, -20), 1e6, 1e5, 3.0, 0.2 },
{ _V(15, .001, -20), 1e6, 1e5, 3.0, 0.2 }
//{ _V(0, 5, 0), 1e5, 1e2, 0.5 }// new point just to make a closed shape (more are not needed as the crawler is unlikely to get upside down)
};
//LAND_PT1=(0,-2.866,17)
//LAND_PT2 = (-3.96, -2.866, -4.3)
//LAND_PT3 = (3.96, -2.866, -4.3)
VISHANDLE MainExternalMeshVisual = 0;
void SLSCRAWLER::clbkSetClassCaps(FILEHANDLE cfg) {
// physical specs
SetSize(6.08);
SetEmptyMass(MASS);
SetCW(0.9, 0.9, 2, 1.4);
SetWingAspect(0.1);
SetWingEffectiveness(0.1);
SetCrossSections(_V(12.16, 15.99, 9.39));
SetRotDrag(_V(0.1, 0.1, 0.1));
if (GetFlightModel() >= 1) {
SetPitchMomentScale(1e-4);
SetBankMomentScale(1e-4);
}
SetPMI(_V(3.75, 3.48, 2.23));
SetTrimScale(0.05);
SetCameraOffset(_V(0, .7, 3.121));
SetTouchdownPoints(tdvtx, ntdvtx);
// visual specs
iMeshMain = AddMesh("SLSCRAWLER");
SetMeshVisibilityMode(iMeshMain, MESHVIS_ALWAYS);
}
It isn't correct. Your screenshot shows the mesh being vertical in the top view when it should be horizontal. Below is a screenshot showing the correct orientation:Thanks. The mesh is correct in both. Z axis runs fore and aft and y up/down. x left/right.
But when i placed a DG there it is above and correct attitude