General Question Craft Upside Down on Pad

Mandella

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A tailsitter I am developing works just fine when loaded from a scenario file, sitting and launching properly from a pad. But using the scenario editor to move it to another pad flips it over onto its nose.

The craft is SC3 at this stage of development, and the touchdown points seem to be in order.

LAND_PT1=(3.691974,3.691974,-22.66792)
LAND_PT2=(-3.691974,3.691974,-22.66792)
LAND_PT3=(0,-3.691974,-22.66792)

I'm not using separate LAUNCH_PTs since they should default to the LAND_PTs, but now I think about it that might be the problem, but I can't check it now since I am not at my dev machine. I'm still going to post this now in case anybody knows something else I should be doing differently.

I've searched around and can't find any solution to this. I swear, I should make a book on problems I manage to find that nobody else has ever seen....

:facepalm:
 
Try switching the points around, something like
Code:
LAND_PT1=([COLOR=Red]-[/COLOR]3.691974,3.691974,-22.66792)
LAND_PT2=([COLOR=Red]+[/COLOR]3.691974,3.691974,-22.66792)
LAND_PT3=(0,-3.691974,-22.66792)

or some other combination. I don't remember off the top of my head if one of the touchdown points is meant to be in the front, but I do remember that the normal is oriented based on the order of touchdown points.
 
Try switching the points around, something like
Code:
LAND_PT1=([COLOR=Red]-[/COLOR]3.691974,3.691974,-22.66792)
LAND_PT2=([COLOR=Red]+[/COLOR]3.691974,3.691974,-22.66792)
LAND_PT3=(0,-3.691974,-22.66792)
or some other combination. I don't remember off the top of my head if one of the touchdown points is meant to be in the front, but I do remember that the normal is oriented based on the order of touchdown points.
You're right there. From API reference:
The order of points is significant since it defines the direction of the normal. The points should be specified such that the cross product pt3-pt1 x pt2-pt1 defines the horizon "up" direction for the landed vessel (given a left-handed coordinate system).
 
Thanks guys! That's got to be it. And it looks like I need to go back and reread the Orbiter API for other stuff like that I might have missed.

:tiphat:
 
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