General Question Having the same launch pads in every scenario

greyrogue715

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I have several packages installed, and I noticed some rockets sit on launchpads correctly, while others float above an invisible launch pad. I am sure this is a common issue. My question is - how do I get the launchpads to appear in every scenario in the same place? I am familiar with moving files around in MS Flight Sim and I have a very basic understanding of Orbiter. I am not sure though, which files read from which. Does the config file need tweaked, the scenario file, or both? Is there more?

I have a bunch of tutorials and manuals, and I read the wiki page, but I am not sure where to begin.

Thanks,
Andrew
 
Can you post something more specific? Like the addons your using, some scenario files with the "correct" rockets and some scenario files with the "floaters"? And if you may, please wrap the scenario files in
Code:
 tags. A few screenshots would be nice, too.

Oh, welcome to the forum:cheers:.
 
Let's start from begining.

Some launchpads are (in orbiter terms) part of base. They're defined in base config file (eg. canaveral.cfg) and as such they'll appear in every scenario. There is limitation to them as they're only static objects without any interactivity.

Second class of launchpads are "vessels" which have more options (movable arms, fuel/oxidizer venting effects etc.). They're defined in scenario file and you have either edit scenario file or use scenario editor to place them in desired position.

It would be nice of you to provide additional information what rockets and what launchpads you're expecting. That way our help would be more specific.
 
The floating start point problem is when you're using addons for Orbiter2006. O2010 has a new coordinate system, so starting points are slightly off when using 2006 scenarios.

It's no big deal, just find the scenario in "OrbiterInstall/Scenarios", open it in Notepad and you'll find in there somewhere the lat/long coordinates that you can edit - e.g. you could copy the position of a rocket in a correct scenario and paste it over the position of the one in the old scenario.

Oh, and :welcome: by the way!

EDIT: This thread is the same problem, and gives you an idea on how to fix it.
 
Last edited:
Thanks for the responses and the welcome to the forum!

Firstly I guess I must determine if the CVEL Titans are working in v.100830. I have read a lot about them yet I see some can't get them working and others do. My Titans load but there is no pad for them, some float and are sitting out in a field at the Cape. I have installed KSC medium rez textures.

Overall I guess I would like to have all the proper launch pads in the right places for all scenarios, if that is possible. I assume I have to tweak some files to make this happen.

Surprisingly, I have manage to add a lot of add-ons and 95% of them are working great (at least loading-haven't got into them yet.).

Continued thanks,
Andrew

Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4.66611e-007 sec
Found 0 joystick(s)
Devices enumerated: 4
Devices accepted: 3
==> RGB Emulation
==> Direct3D HAL
==> Direct3D HAL (Mobile Intel(R) 4 Series Express Chipset Family)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module ProjectOutpostsConfig.dll  [Build 120409, API 100830]
Module OrbiterSound.dll ...... [Build ******, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 1294 x 756 x 32
Graphics: Hardware T&L capability: No
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: -1
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> ERROR: Missing texture: asphalt.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: asphalt.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiGetStationCount
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
**** Closing simulation session

Code:
BEGIN_DESC
Here's a sad story; Martin-Marietta went to the trouble of developing a "commercial" Titan III with dual-payload dispenser for the satellite launch market.  On its maiden flight, a miswired sequencer kept the second payload from being deployed, and that was about it for the Commercial Titan III.
Go ahead and launch one now; you can deploy both payloads.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51982.6167479746
END_ENVIRONMENT

BEGIN_FOCUS
  Ship Commercial_Titan_III
END_FOCUS

BEGIN_CAMERA
  TARGET Commercial_Titan_III
  MODE Extern
  POS 2.89 -0.51 -82.42
  TRACKMODE TargetRelative
  FOV 50.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE Surface
END_MFD

BEGIN_MFD Right
  TYPE Orbit
  PROJ Ship
  REF Earth
END_MFD

BEGIN_SHIPS
Commercial_Titan_III:CVELTitan
  STATUS Landed Earth
  BASE Cape Canaveral:8
  HEADING 0.00
  TGT_HEADING 90.0
  FUEL 1.000
  CONFIGURATION 0
  SECOND STAGE 1
  UPPER STAGE 0
  AUTO LEO 0
  SHIFTFOCUS 0
  PADBIAS 0.0
  FAIRING 500 
  FAIRLOC -0.75
  PAYLOAD Carrier CVELTitan/2PLCarr CVELTitan/2PLCarr 0 0 -0.75 500 0 1
  PAYLOAD dualpl2 probe probe 0 0 -4.25 4700 0 1
  PAYLOAD PAF CVELTitan/2PLPAF CVELTitan/2PLPAF 0 0 -0.75 500 0 1
  PAYLOAD dualpl1 probe probe 0 0 2.25 4700 0 1
END
END_SHIPS
 
CVEL Titans doesn't come with launchpads. Try downloading [ame="http://orbithangar.com/searchid.php?ID=2621"]SLC-4 West[/ame] for Titans I & II and [ame="http://orbithangar.com/searchid.php?ID=2547"]SLC-4 East[/ame] for Titans III, 34 and IV. These are the West Coast launchpads at Vandenberg AFB(which has it own addon [ame="http://orbithangar.com/searchid.php?ID=2380"]here[/ame]). Both are of the second type of launchpads Loru mentioned, vessels that are interactive. Spacecraft3 vessels, so make sure you have it.

Those two pads being Vessels, to have them in a scenario, they must be placed in between the BEGIN_SHIPS and END_SHIPS, like this.

Code:
BEGIN_DESC
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 54758.5946666771
END_ENVIRONMENT

BEGIN_FOCUS
  Ship VAFB_SLC-4E_MSS
END_FOCUS

BEGIN_CAMERA
  TARGET VAFB_SLC-4E_MSS
  MODE Extern
  POS 1.87 52.62 -11.28
  TRACKMODE TargetRelative
  FOV 50.00
END_CAMERA

BEGIN_SHIPS
TitanIVB:CVELTitanIVB
  STATUS Landed Earth
  POS -120.6101125 34.6310700
  HEADING 0.00
  PRPLEVEL 0:1.000
  NAVFREQ 0 0
  CONFIGURATION 0
  TIME 86082.922
  SECOND STAGE 1.000
  UPPER STAGE 0
  AUTO LEO 1.000
  THRUST_TERM 0
  TGT_HEADING 185.000
  PADBIAS -5.500
  SHIFTFOCUS 1
  FAIRING 501
  FAIRLOC -1.000
  LAUNCH MJD 0.000
  PAYLOAD Probe probe probe 0.00 0.00 0.00 21100.00 0.00 1.00
END
VAFB_SLC-4E_MSS:Spacecraft\Spacecraft3
  STATUS Landed Earth
  POS -120.6101125 34.6310700
  HEADING 270.00
  NAVFREQ 0 0
  RCS 1
  CTRL_SURFACE 1
  CONFIGURATION 1
  CURRENT_PAYLOAD 0
  SEQ 0 -2 0.000000
  SEQ 1 -2 0.000000
  SEQ 2 -2 0.000000
END
VAFB_SLC-4E_FUT:Spacecraft\Spacecraft3
  STATUS Landed Earth
  POS -120.6101125 34.6310700
  HEADING 270.00
  NAVFREQ 0 0
  RCS 1
  CTRL_SURFACE 1
  CONFIGURATION 1
  CURRENT_PAYLOAD 0
END
END_SHIPS

That is from the scenario that comes with SLC-4 East, the one titled "SLC-4E Last Launch of the Titan IV". If you want to adjust the height off the ground of a CVEL Titan, edit the PADBIAS number here:

Code:
TitanIVB:CVELTitanIVB
  STATUS Landed Earth
  POS -120.6101125 34.6310700
  HEADING 0.00
  PRPLEVEL 0:1.000
  NAVFREQ 0 0
  CONFIGURATION 0
  TIME 86082.922
  SECOND STAGE 1.000
  UPPER STAGE 0
  AUTO LEO 1.000
  THRUST_TERM 0
  TGT_HEADING 185.000
  [B]PADBIAS -5.500[/B]
  SHIFTFOCUS 1
  FAIRING 501
  FAIRLOC -1.000
  LAUNCH MJD 0.000
  PAYLOAD Probe probe probe 0.00 0.00 0.00 21100.00 0.00 1.00
END

Negative numbers add height, positive numbers reduce height. I might be wrong about that, so use what works and ignore me if I'm wrong.
 
Having problems and getting frustrated. I wish there was some sort of diagram showing what files read from what. Very confusing, but I am sure once you understand the whole, it becomes easy?

---------- Post added at 03:56 PM ---------- Previous post was at 03:10 PM ----------

I am not even sure what is the right question to be asking or how to word it...

The scenario reads from the .cfg and .ini, which request mesh and texture files? Wow, maybe I am i just in over my head. I always thought that I was somewhat intelligent, but this makes for a nice reality check.
 
So anyway, I guess I had better learn to fly this thing a little better first, before delving into the underbelly. I will return to this topic when I learn more. Thanks for the help guys. Studying...
 
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