Project Universal Car for Orbiter (UCO)

NEWS
------

Well, too much news, if some want review the detail here the beta changelog ;)
http://www.dansteph.com/publie/ChangeLog.txt

One neat feature is all files are now organized in subdir in the scenery editor
this to keep the editor list clear of the 30 new files of UCGO and to quickly find a ucgo cargo or car.

On the left you see the scn editor list (I've cut the cargo list it was too long)
and on the right the new payload center of the DGIV-2

ucgonews0912091.jpg


Dan
 
NEWS
------
One neat feature is all files are now organized in subdir in the scenery editor
this to keep the editor list clear of the 30 new files of UCGO and to quickly find a ucgo cargo or car.

On the left you see the scn editor list (I've cut the cargo list it was too long)
and on the right the new payload center of the DGIV-2
Dan
Wow Dan, eve I can undestand and use this... what I've seen so far looks excellent!! :thumbup:
 
o.O ... O.O ... ^.^

Lookin great, I love looking at the picture of the scenario editor, I'm glad somebody has started sorting their addon vessels into folders for the scenario editor. The only thing I've seen like that is velcro, but not as sorted as yours!

This is lookin great, hmm... maybe I should go practice interplanetary flight... I think I'm a little rusty.

Quick question though, do the autopilots use the RCS efficiently enough or does it overshoot like many other large spacecraft?

Either way, AWSOME!!! (I feel like a little kid asking his parents to open his presents on Christmas Eve)
 
Quick question though, do the autopilots use the RCS efficiently enough or does it overshoot like many other large spacecraft?

From the config file:

Code:
ANGULAR_DAMPER_ACTIVATED	=1	; Limit the angular velocity (0=deactivate 1=activate)

In fact with autopilot Orbiter by defaut use a very high angular velocity which make 200 meter vessel turn like mad and overshoot the point because of their inertia/angular speed.

My workaround was to limit the angular velocity, the baby look really more heavy and realistic to handle and pilot work perfectly without overshooting.

Of course F16/cartoon pilots might be worried about that so one can disable this in config file but I don't garantee anymore the autopilots. ;)

Dan

---------- Post added at 12:50 AM ---------- Previous post was at 12:46 AM ----------

:p you called the Standard DGIV cargos "obsolete".

Sure, they are inactive and you can only carry one... The UCGO cargo allow four and to spawn table, probe, base, cars, light, rescue boat ? consume them or drope them with chute.

"Obsolet" is maybe to weak... ? :lol:

Dan

---------- Post added at 06:37 AM ---------- Previous post was at 12:50 AM ----------

One step further ? :)



Oh oh oh ...

Drivable With VC and sea ambient sound :lol:


ucgonews0912101.jpg






ucgonews0912102.jpg


Dan
 
Dan, really, you're out-doing yourself here. Excellent work! the Arrow on its own is just awe-inspiring. Add UCGO and it is truly amazing. And it keeps getting better. Some of these changes from beta to beta are more like major revisions. Awesome stuff.
 
Amazing Dan! I just know that I'm going to be doing nothing but Orbiter for two weeks after this is released.:thumbup:

Looks so amazing very great work love it.
When can we download this addon?
And what version of Orbiter is recomended? Orbiter 2006?

Dan has yet to release it outside of a closed beta.
 
Is there something besides Orbiter ?:blink:
 
Is there something besides Orbiter ?:blink:

Its called life, eating sleeping and other activates. but i don't see many of us doing any of them for a week or two after Dan releases this.
 
I was just wondering...what is involved in adding more mesh animation to UMMU astronaut models ? ....to show walking or holding objects etc ? Is it possible to extend it with more realistic animation by defining sequences for the mesh segments ?
 
what is involved in adding more mesh animation to UMMU astronaut models ? to show walking or holding objects etc ?

nothing less than Vertex-baking routines that can handle the .msh format, and preferably a keyframe exporter for 3dsMax. Quite a bit of work in a rather specialized area. There's no doubt that there are people here that could pull it off, but they're working on other, more pressing matters.

Alternatively, one could try a kind of body-parts anymation and use the standard Orbiter animations to do it (I think Art succeeded at least in a prototype), but the animations created that way usually look a bit awkward and I don't know how deep into the UMMU-ccode you'd have to delve to realise this.
 
Orbiter makes no distinction between 'land' and 'water'. As far as the engine's concerned, it's all the same.

Yes. I added a couple of ships meshes into orbiter as UCGO cars, got distracted and returned to the PC to find my frigate merrily driving up one embankment at Ascension island and heading for the runway... :lol:
 
Orbiter makes no distinction between 'land' and 'water'. As far as the engine's concerned, it's all the same.
Orbiter could make distinction, if processed _lmask files for more than specular reflections, but that would need a new function in the API, or additional processing of _lmask files in a module.
 
Orbiter could make distinction, if processed _lmask files for more than specular reflections, but that would need a new function in the API, or additional processing of _lmask files in a module.

That would not be the most efficient way to do it though.
 
Back
Top