Project Universal Car for Orbiter (UCO)

That's why Dan's add-ons are the best! He thinks about what he would like to see, and then builds from the heart! It has to come from the heart!!!!
 
yeah dan is the best! he makes addons that people want!(and if you dont have his addons seriously they are awesome and orbitsound is pretty much required)
 
yeah dan is the best! he makes addons that people want!(and if you dont have his addons seriously they are awesome and orbitsound is pretty much required)

I think it's safe to say that pretty much everyone around here has them! :)
 
Yeah, orbiter sound is a must, and the DG-VI is: :hotcool:.
 
NEWS:
------

THIS IS ONLY COSMETIC !

In cars one can define a user animation that can be whatewer, door, spoilers. You can define axe, anim speed,angle etc. This anim is toggle in cars with key "2" (key "1" toggle a Y infinite rotation that can be a radar as in Azure etc)

In config file it look like this:

Code:
;AUX ANIM
;-------------------------------------------------------------
AuxAnim1GrNbr    =8            ; group for auxiliary anim (key 2 to toggle)
AuxAnim1Ref    = 0.0 2.0 3.2906        ; ref point of rotation (see Orbiter SDK doc)
AuxAnim1Axis    = 0 1 0            ; rotation axis (x y or z again see Orbiter doc)
AuxAnim1Angle    = 90            ; rotation angle in degree
AuxAnim1Speed    = 0.05            ; rotation speed
As said previously a AI cars can have a waypoint set to action "refuel any vessel within 100 meter", (with broadcat radio sound exchange beetween your vessel and fuel truck) but you can also do it in manual from cars with key "SHF+F"

Now for those that care about realism, you can deploy in fuel truck a "cylindre" (hose?) that is an aux anim and connect it more or less to vessel then initiate fuel transfer. This is only cosmetic, AI cars can't do that and really find where to connect, but it look cool in manual:

UcgoPreviewtruck5.jpg


"[scrtchhh] Please Captain, Don't touch the damn engine lever, over ! [scrrtch]"

UcgoPreviewtruck6.jpg



Here on top left view of the truck's cockpit message when refuelling (if you go to DG-S VC you can see the fuel gauge increasing slowly) and right the "hose?" auxiliary anim retracted: (whatewer vessel's tank capacity the refuelling last about 40 seconds)

UcgoPreviewtruck7.jpg
 
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That is too awesome for me to just use the thanks button.

THANK YOU!!! :)
 
Sure... I tested of course ;)

Of course it bypass the "ext" valves or any vessel system and the DGIV button don't call a UCGO cars. Fuel Radio exchange can be heard only if the focus is on a vessel that is close to action. (10km)

Any cars can refuel, I didn't put a limitation, user's choice if he want to stick to realism or for example refuel the Arrow with the lunar rover he can. One config line less and simplicity.

Dan

---------- Post added at 05:48 AM ---------- Previous post was at 04:59 AM ----------

NEWS
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I start to think about the UCGO package.

The idea is now to deliver the UCGO base package without Picto's town (see 1st post video) and only with some cars: cargo truck, fuel truck, lunar rover, Azure rover and maybe 1-2 more. (but with all defaut cargo)

-Less things to control and risk of error for me in base package (oh wait, the Van's wheels don't turn? yep, config error and no one saw)
-Not everyone may want a big town near KCS (exact place not decided yet)
-Not everyone may want all cars and it will keep the scenery editor's list of vessel more clean.

At about the same time of UCGO release I'll put on O-H Picto's town, Well's rovers, the other cars not included, probably a ShuttleA modified with cargo & UMMU capacity (only basic one, no panel button only keyboard key and with source code provided)

-It will also highlight author's work, Well's cars or Picto's town deserve to be released under their name and not "sunk" into the base package with credit on doc's last page.
-May initiate a "make more addons for UCGO" movment.
 
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Would be good if you make the first package to allow the addon developers to make their stuff. And then release your other package. :)
 
Yeah. Can't wait for this new super cool and fantastic looking addon.
:cheers:
 
Picto's town will be released with his cars in one pack (bus, van, mini)
Well's cars will all be in one pack I think (up to him).

NEWS:
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Well have designed rover that needed more than one auxiliary anim (solars panel camera etc) So now UCGO cars can have up to FOUR auxiliary anim toogle by key 1 to 4. (5 toggle the radar anim if any)

in config file it would look like this:
Code:
:aux anim 1
AuxAnim1GrNbr    =8            ; group for auxiliary anim (key 1 to toggle)
AuxAnim1Ref    = 0.0 2.0 3.2906        ; ref point of rotation (see Orbiter SDK doc)
AuxAnim1Axis    = 0 1 0            ; rotation axis (x y or z again see Orbiter doc)
AuxAnim1Angle    = -90            ; rotation angle in degree
AuxAnim1Speed    = 0.05            ; rotation speed
;aux anim 2
AuxAnim2GrNbr    =6            ; group for auxiliary anim (key 2 to toggle)
AuxAnim2Ref    = 0.0 2.0 3.2906        ; ref point of rotation (see Orbiter SDK doc)
AuxAnim2Axis    = 0 1 0            ; rotation axis (x y or z again see Orbiter doc)
AuxAnim2Angle    = -90            ; rotation angle in degree
AuxAnim2Speed    = 0.05            ; rotation speed

... ect etc for anim 3 and 4
 
Unbelievable. Dan, you are truly a gifted developer. I can't wait to add this to my Orbiter installtioni. This looks so amazing, I'm going to give you the ultimate thanks by purchasing a copy of FS Passengers when I get home from work.
 
Half out-of-topic but Dan... FSPassenger looks so good I will test it... and I'm pretty sure I'll buy it to support you even if I don't use it in FSX ;)
 
I just can`t wait to set up a drag race with DGIV and a fuel truck on runway.:speakcool:
 
I just can`t wait to set up a drag race with DGIV and a fuel truck on runway.:speakcool:

Drag race with a fuel truck, that sounds safe....
 
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