OHM Universal Cargo Deck, release 4

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Author: kulch

Universal Cargo Deck is a special "phantom" ship without visual model. Using Universal Cargo Deck you can build cargo ships and multistaging systems based on any vessels in Orbiter. New:



  • based on Payload Manager 2.2.3.0
  • compatible with Universal RMS
  • compatible with vessels which can shift it's COG and can change it's dry mass (like Atlantis or any CVEL based vessels)
Designed for Orbiter 2006 Edition, patch 1 (build 060929)



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New version released. Now based on Payload Manager 2.2.3.0 and compatible with vessels which can shift it's COG and change it's dry mass (like Atlantis or any CVEL-based vessels).
 
It's a huge leap forward! Now I notice I have much better control with payloads on airplanes that could hardly even move at all before with even the smallest of loads.
 
Legacy Reviews

Legacy Add-on Reviews from Orbit Hangar Mods


Review by espeon
Pros: VERY easy to use!- I can attach almost anything to anything!
Review:
This addon is what I've been waiting for for quite awhile. It works like the TX, where you can use any payload without attachment points, but with any ship! 6 Stars! Thank you Kulch!


Review by slycoopersbutt
Pros: Easy to use, Anyone can use it!
Review:
If you have been looking for an easy way to attach any payload to any vessel you want during the simulation, this would be the addon you are looking for! If you've ever tried the Energy Project addon by this addon author, You'll know the way it works is very similar to the way you attach payloads on the Energia heavy launcher


Review by gxe3
Pros: You can Attach anything
Cons: None
Review:
One of the best addons for Orbiter. I would give this addon 100 stars, but I'm unfortunately limited to 5. Absolutely Awesome!!!!


Review by cogibeat
Cons: Zip file contains *.exe with installer that spams Start menu
Review:
 
well on of the best add-on's i have used realy esaey to do enething realy well done
 
Please update Universal Cargo Deck - Orbiter 2010 P1 and compatible with Shuttle Fleet
Currently off the autopilot does not work properly with this
Thanks

Sorry my English
 
Is it possible to remove the added mass from a payload?
I stuck a Space Station Building Blocks module in a Shuttle Fleet 4.7 Orbiter and I can't make orbit because of the added mass.
 
Is it possible to remove the added mass from a payload?
I stuck a Space Station Building Blocks module in a Shuttle Fleet 4.7 Orbiter and I can't make orbit because of the added mass.
Why are you launching it with STS if it's too heavy? How much did the cargo weigh, anyway? You could edit its configuration file (or INI if it's one of the animated modules) to bring its mass under 24 tonnes.
 
Please update Universal Cargo Deck - Orbiter 2010 P1 and compatible with Shuttle Fleet
Currently off the autopilot does not work properly with this
Thanks

Sorry my English

The autopilot may not work because it cant calculate the mass of the shuttle correctly, since it is only available if the autopilot KNOWS that UCD has an attachment, but it was most certainly written without UCD in mind

the only alternative is to launch manually, unless you want to recode the Shuttle autopilot...
 
Got a wacky bug here:



Yes, that's a XR2 on top of the Carrier 747 from the Shuttle Aircraft Fleet!

Changing the Y-rotation seemed to actually change a "squash" factor. Repeatedly pressing Apply cycles through normal mesh, horizontally squashed mesh and vertically squashed mesh. With y-rot as 1, the mesh is normal.

Edit: just tried it with the XR2 and Liber/N_Molson's A380. Same happens, ending in a quick trip to the Oort Cloud after a bit of fiddling with different numbers.

Edit 2: Does the same with stock DG too.
 
Last edited:
Got a wacky bug here:



Yes, that's a XR2 on top of the Carrier 747 from the Shuttle Aircraft Fleet!

Changing the Y-rotation seemed to actually change a "squash" factor. Repeatedly pressing Apply cycles through normal mesh, horizontally squashed mesh and vertically squashed mesh. With y-rot as 1, the mesh is normal.

Edit: just tried it with the XR2 and Liber/N_Molson's A380. Same happens, ending in a quick trip to the Oort Cloud after a bit of fiddling with different numbers.

Edit 2: Does the same with stock DG too.

Are you using inline DX7 client, or D3D9?
 
I saw a similar effect when I tried to attach a fuel tank onto a space station module. I was having a hard time getting it to rotate correctly and it was actually changing shape stretching and growing in size.

I was flying Shuttle Fleet so it was with the inline client.
 
Your rotation vector is wrong (0 0.4 0). 0.4 is just the same as 1, but in Orbiter vectors have to have a lenght of 1. Look at [ame="http://www.orbithangar.com/searchid.php?ID=3178"]Tutorial: Vectors for dummies[/ame] and [ame="http://www.orbithangar.com/searchid.php?ID=3429"]Vector normalizer tool[/ame].
 
hey i am very new to coding, and i was having a REAL nighmare trying to code attachment points... you saved me!!!! thank you so much, best ad-on ive downloaded in a LONG time!!! :thumbup: :thumbup: :thumbup: :cheers:
 
I just found this addon a few hours ago.. but I'm using Orbiter 2010 P1.... Wish there was something like this compatible with that version.. I'd really like to figure out how to build my own space station using the X5....
 
UCD works fine with Orbiter 2010 P1. I'm using it in a 2010 P2 BETA release.
 
I advise you not to use it with launch autopilots, especially shuttle fleet. The APs don't react well to it.
 
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