New Release DGIV-3, UCGO 2.5 and UMMU 2.5 christmas release

Thanks for comments,

It was a pleasure to do :cheers: (And sorry for the long wait)

The last tests, polishing and doc correction will resume soon, maybe after the new years I don't know, but at least it work for you yet ;)

About UMMU (which is about the only unfinished addon)

  • -I plan to release additional "Nasa" and "ESA" packs with all spacesuit tagged "nasa" or "Esa" (whatewer the ID, for example the "sci" (scientific) will be the woman but with a nasa or esa spacesuit)
  • -By default the suit will be fictional with only two additionnal ID/crew (that work already) "Nasa" or "Esa" (Press SHF+R to rename and as Id enter "Esa" or "Nasa")

And of course, Merry Christmas !
astrid72.gif
 
Dan - are there any UMMU API changes in this new version over the previous?
 
Dan - are there any UMMU API changes in this new version over the previous?

I would say no.
I take care about ascent compatibility, if it work perfectly for your vessel with UMMu 2.0 SDK no changes are required.
If you have your code handy and nothing better to do you can compile again with the new SDK, that can't arm and
no changes are required in code in anyway.

-Compiling with the new UCGO SDK on counterpart is important, there was a major change made in cargo release (smooth as a silk)
and the GetDevMesh is now compatible with DX9/11.
Else it will CTD with graphic client.
 
Dan, I'm probably doing something very daft here but I'm trying to get an inert cargo working. I've copied the CargoBarrelFuel.cfg yet I'm still getting a debug string saying I'm missing the 'ucunpackedmesh parameter'.

This is the cfg. Can you see what I've missed please?

Code:
; === Configuration file for UCGO cargo ===
ucForceName	= cMEDIC				; Force object name when cargo is released max 6 char.
Module 		= UCGODynamicCargo			; if this cargo can be unpacked by UMMU
Mass 		= 1200					; mass of content in kg
MeshName 	= UniversalCars/CargoMedicalBox		; Box mesh name (packed cargo)
UcDescription	= Medical Supplies		; description AND/OR keyword if ressource


ImageBmp = Images\UniversalCars\CargoMedical.bmp ;image for scenery editor

; === NOTE ON UCGO Cargos ===
; UCGO Cargos require only mesh and a config file, anyone can do more
; see doc in Doc\UniversalCars for a step by step help.


; === MANDATORY NO NEED TO EDIT THIS BELOW ===
Size = 20.0	; size is 1.3 meter but this is to avoid LOD uggly switch
AlbedoRGB = 0.6 0.6 0.6
TouchdownPoints = 0.0 -0.005 3.0 -4.0 -0.005 -3.00 4.0 -0.005 -3.00
EditorCreate=true
EnableFocus = false
; === Attachment specs ===
BEGIN_ATTACHMENT
P 0.0 1.0 0.70  0 0 1  0 1 0  UCGOCG
END_ATTACHMENT
 
This is the cfg. Can you see what I've missed please?

Dynamic cargo is either an unpackable, either an "eatable" cargo ressource like fuel for example. Addons can require to "eat" for example "fuel" or "food" or... why not "medical" supplies. The keyword indicate what is the content.

In this case you need a
Code:
MassucRessource = 1200 ; mass of "eatable" content in kg (>10000 mean illimited as fuel station)

And not a
Code:
"Mass = 1200"

As it miss the "eatable" mass UCGO consider it's the other case: a unpackable cargo and ask for the unpacked mesh parameter.

I modified the error message for the final, now it's:
"UCGO Dynamic Cargo error, missing UcUnpackedMesh param or if ressource missing MassucRessource param"

Hope it help ? :tiphat:
 
Resisted downloading this yesterday, I mean, who releases on a Monday ;)

Thanks Dan, this has at last persuaded me to to forsake dx7 for dx9 :)
 
Can i have one suggestion for the DGIV. Can the UMmu be spawned on the ground when exiting while landed. The high gravity of some planets i'm developing (Tau Ceti) is killing them from the height they are currently spawned at. Other than that this is amazing.:thumbup:
 
Can i have one suggestion for the DGIV. Can the UMmu be spawned on the ground when exiting while landed. The high gravity of some planets i'm developing (Tau Ceti) is killing them from the height they are currently spawned at. Other than that this is amazing.:thumbup:

I thought you could select the crew lift as the active EVA dock, so it shouldn't be a problem.
 
I thought you could select the crew lift as the active EVA dock, so it shouldn't be a problem.

No the arrow is good with this. It's the delta glider IV that has the issue.
 
No the arrow is good with this. It's the delta glider IV that has the issue.

Yeah, my bad, I misread it as the arrow for some reason.

What kind of crazy gravity are you using where that 1 meter or so drop will kill them?
 
I like the new release and all, but could you please remove the debug string warning about OrbiterSound 3.5...

Also, the bug with the HUD disappearing when landed and moving is still there. Every time I apply thrust to take off from the runway, every time I land and taxi, the HUD just disappears. That happens in both the glass cockpit and 2D panel view.
 
Well since Tau Ceti f is 6.6 Earth masses the gravity is nearly two G's. Enough to kill UMmu's falling from the DGIV. This problem is also encountered in my GL 581 system.
 
Can i have one suggestion for the DGIV. Can the UMmu be spawned on the ground when exiting while landed. The high gravity of some planets i'm developing (Tau Ceti) is killing them from the height they are currently spawned at. Other than that this is amazing.:thumbup:
Corrected for final. Previously the MMu was spawned 1.20m above ground, now it's only 10cm, I bet it's not enough to kill him.



I like the new release and all, but could you please remove the debug string warning about OrbiterSound 3.5...

I reduced the warning from 120sec to 15sec.

Also, the bug with the HUD disappearing when landed and moving is still there. Every time I apply thrust to take off from the runway, every time I land and taxi, the HUD just disappears. That happens in both the glass cockpit and 2D panel view.

You can disable the camera effect head up/down with the DGConfig program.
What I can do is set it off by default ?

Dan
 
Corrected for final. Previously the MMu was spawned 1.20m above ground, now it's only 10cm, I bet it's not enough to kill him.

Ok thank you now i wont have to explane what kills the UMmu's when i release the Tau Ceti system in a few months. :tiphat:
 
Since it's all still sorta under development, is there any chance of a self destruct button for the DGIV and Arrow? Doesn't have to be a VC button, it could just be a scenario editor option.

They have awesome destruction sequences, it would be cool to have it on demand.
 
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