Project DG-Launcher

My meager experience with vessel coding is telling me that something isn't being cleaned up in your code when it deletes the vessel.

Good find, the problem is probably there, I will look into it, thanks !

Will we be able to attach any vessel to it rather than only DG style ones?

Since the code will create an attachement on the target vessel, yes. I plan to make the boosters fully DG/XR-1&2 compatible, and for non-DG vessels, I'll have to find a way to allow the user to adjust the position (maybe through the .scn file in a "Velcro fashion").
 
There is a 'command' that can be written in the .cfg file to delete a stage after x-many seconds...
Mayfly = xxx where xxx is seconds after staging. it's in the velcro documentation, but I haven't tried it out yet.
 
These are great!

My system seems to have some kind of Velcro Rockets Leprosy, and I've been juggling addons trying to get them to work (apparently there's some kind of conflict with Well & NoMatter's Ariane/Soyuz suite), but they make the whole DG-IV experience so much more complete, using a custom booster instead of re-purposing one that already exists.

Have you thought at all about doing a JAXA one, as well? It might be a good way to get a different-looking set of boosters out there, or at least some more splashes of red:


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Yes, I thought about it, that's on the "to do" list... ;)
 
Hi,N_MOLSON,are there any good launch pads to use with the DG-Launcher? I tried attaching the DG-Launcher to the Wideawake island GPMLP,with Ucargodeck,but it keeps on CTDing all the time,is there a way to change the height of the DG-Launcher so it will sit on a launch pad correctly?also do you recomend any launch pads beside the default shuttle pad.Thanks
 
Workin' on it... ;)

That's one of the issues the new DLL-based version will solve :

 
Making some progress in crash simulation :

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I got the attachment code working !! :bananadance:

Now you can press "Shift-O", an input box appears, you enter the name of the ship you want (as long it's present in the scenario) and victory ! That ship gets attached to the DG-Launcher ! :P

While I still have to refine the code (I'd like to give the player the possibility to adjust in-game the position of the ship, just in case he doesn't want to attach a deltaglider), I think I'm on the right way !

Also, I will try to define position "presets" for the XR2 and the DGIV (the XR1 is identical to the stock DG).
 
What about a winged lifter next? :)

[ame="http://www.orbithangar.com/searchid.php?ID=933"]DG-Carrier[/ame]

:tiphat:
 
I also worked the internal view and added "throttle events", here we just got through MaxQ and the core engines are throttling up from 60% to 100%.

The LUA autopilot is in charge, I managed to modify the Atlantis autopilot to fit my needs. It still has to be refined, especially the roll manoeuver, that sometimes ends in a catastrophic way ! :lol: Once the booster is on the right heading, the AAP manages to achieve a rough (for now) orbit insertion. Here again, I need time to test-flight the thing.

Since it's LUA, the user will be able to program it (like with Multistage2, by defining pitch targets and time intervals).

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I guess it's too late to suggest using the Payload Manager SDK for implementing attachments... :shifty:
 
I guess it's too late to suggest using the Payload Manager SDK for implementing attachments...

Wow, this looks a very promising add-on ! :thumbup:

But for now I'm happy with coding my own system, I think I will learn more this way. :)
 
I made some progress recently, and still have hope for a first release before 2011. But the clock is running ! ;)

LUA Autopilot : OK !

Internal Guidance : OK, no RCS, the 4 engines nozzles are auto-gimbaled.

Attachment management : allows the user to attach any ship. Playable in the current state : you can choose a "child" vessel to attach via a line in the .scn file or in-game (key combo). It would be even better to allow the user to change the attachment offset.

Engines rating : OK, you can set the engines rating in the .scn (between 95% and 105% of their nominal power).

Failures : still nothing, except crash detection and minimal FXs...

Countdown sequence : I made a basic launchpad, that releases the launcher when its engines reach full thrust. I'd like to add custom sounds, working on it... Also have to add exhaust flames and vapor, spotlights would be cool too...

HUD Display : displays engines rating, fuel flow, remaining mass of propellant in the core/in the boosters, MET...

Save/Load parameters : most of the keys parameters are saved in the .scn.
 
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N_Molson,

First off, I want to thank you for building an amazing set of add-ons. I’m an Engineering student and one of those Orbitnauts who always cranks up the realism settings on his DGIV and XR-Class vessels. I really appreciate having a way to get my Glider to Brighton Beach without sacrificing that fidelity. :tiphat:

As a way to learn my way around building scenarios/add-ons I've been working on adapting the various DG_Launchers to other space-craft. I was going to contact you and send you my work once I got them working but with your Attachment Management Upgrade it seems you'll beat me to the scoop.

I’ll keep working on it (for my own education) but I have run into an issue. Re-orienting the launch stack (to get it positioned properly on pad 39B) seems to throw the autopilot out-of-whack. It oscillates along the pitch and yaw axes and no longer attains a stable orbit. Initially I thought that it was because the in-game scenario editor was over-writing the booster and DG’s status flags, but the problem persists even when I make the changes by hand. Reviewing the ScriptLUA shows that the Auto-pilot is acting as programmed. Note that I can change the stack’s position (lat/long), from 39A to 39B (or another spaceport entirely) without issue. The problem only appears when I attempt to adjust the stack's orientation or initial heading.

If this is a known issue, or you have any idea where I'm messing up, your help would be deeply appreciated.

Note: I am using your ESA Launcher at Cape Canaveral scenario as my base.
 
Hey Molson,are you still going to have the MaxQ effect at liftoff?I hope so because it looked fantastic.Happy NEW YEAR 2011:thumbup:
 
Arrh, now I get errors with the VC++2008 debugger. When I try to run Orbiter through the debugger, I get the Launchpad, but when I double click on a scenario, it doesn't even begin to load and I get an "access violation" error everytime.

And it doesn't seems related to my .dll, the problem occurs even with the ShuttlePB SDK sample :s

I have to investigate into this, but have no idea how, maybe i'll try to re-install VC++2008. At this point, I can't debug the project "blind", its too complex for that...

I really don't understand where this error comes from :idk:

---------- Post added 01-02-11 at 01:24 AM ---------- Previous post was 01-01-11 at 11:57 PM ----------

Unhandled exception at 0x7c91e4ff in orbiter.exe: 0xC0000235: NtClose a été appelé sur un handle qui était protégé contre la fermeture via NtSetInformationObject.

(NtClose has been called with a handle that has been protected against
closing via NtSetInformation Object)
 
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