OHM Jarvis Heavy Launch Vehicle 2.75

The new version is out, with the features described above and a couple of other small things.
 
Given that Orbiter needs a built in add-on manager I tend to be paranoid of adding things just to later decide that's not what I want, and then have to hunt the files down to toss. The Jarvis package is a keeper. I was on the verge of designing my own heavy launcher, but given the great modeling, plus the payload range with these variants, these shall be my heavy launchers of choice. Now I can just focus on designing my space station.

Great work. 5 stars. Thanks!! :thumbup:
 
Any chance of this working in O2016?

Sure, just use Multistage2015 instead of Multistage2.

First of download MS2015 for Orbiter2016 from here: [ame="https://www.orbithangar.com/searchid.php?ID=7010"]https://www.orbithangar.com/searchid.php?ID=7010[/ame]

Then you have to use it in place of Multistage2, in order to do it there many ways that come to my mind, 2 are:

1) open the scenario you want to launch, where there is written "multistage2" change it to "multistage2015". save, close and run the scenario

OR

2) open the file "multistage2.cfg" in the config/multistage folder and change classname and module to "Multistage2015"
 
Thank you! Can't wait to try it out tonight after work.

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---------- Post added at 11:45 AM ---------- Previous post was at 11:02 AM ----------

Sure, just use Multistage2015 instead of Multistage2.



First of download MS2015 for Orbiter2016 from here: https://www.orbithangar.com/searchid.php?ID=7010



Then you have to use it in place of Multistage2, in order to do it there many ways that come to my mind, 2 are:



1) open the scenario you want to launch, where there is written "multistage2" change it to "multistage2015". save, close and run the scenario



OR



2) open the file "multistage2.cfg" in the config/multistage folder and change classname and module to "Multistage2015"
Do you know if this will solve the problem I was having with the LV spawning mostly underground and at about a 40* angle?

Is there any way of fixing that in O2016 or do I just need to go back to a previous version of Orbiter? I'm just looking for a heavy lift vehicle that allows me to customize the payload.

I remember using the DeltaIV Heavy in the past, along with the HCLV add-on. Both seem to spawn as mentioned above.

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Do you know if this will solve the problem I was having with the LV spawning mostly underground and at about a 40* angle?

Is there any way of fixing that in O2016 or do I just need to go back to a previous version of Orbiter? I'm just looking for a heavy lift vehicle that allows me to customize the payload.

I remember using the DeltaIV Heavy in the past, along with the HCLV add-on. Both seem to spawn as mentioned above.

Well this is quite a long story but I will make it short:

if you have multistage2 launchers the answer is yes: passing to Multistage2015 will solve that issue, so Jarvis is included in this package.

If you have dll launchers then it is another story, but there are solutions for that specific issue: 1 solution is a small module I just created by totally chance yesterday, please see this https://www.orbiter-forum.com/showthread.php?p=587199&postcount=3 (this is quite a remarkable coincidence by the way :thumbup: )

There is another method that can be used even if it's not easy at all. The AROT parameter and ALT parameter written in the scenario file are used for setting up the initial scenario in orbiter whatever the touchdown points are. The ALT parameter is just the height from ground of the COG of the Vessel, so quite easy to set manually, while the AROT parameter for landed vessels expresses the euler angles in the planet reference frame, as martins explained here: https://www.orbiter-forum.com/showthread.php?t=37728.

In the GeneralVehicle addon I found the way to use this and to properly calculate the arot parameter for landed vessels, so in theory this could be done by hand and set manually in the scenario file. The issue is that it is not easy or immediate since it implies rotation matrix multiplications, and one thing is doing it with some c++ code inside an addon, another thing is doing it manually. Anyway the code used for this is the following:

Code:
MATRIX3 GeneralVehicle::RotationMatrix(VECTOR3 angles, bool xyz = FALSE)
{
	MATRIX3 m;
	MATRIX3 RM_X, RM_Y, RM_Z;
	RM_X = _M(1, 0, 0, 0, cos(angles.x), -sin(angles.x), 0, sin(angles.x), cos(angles.x));
	RM_Y = _M(cos(angles.y), 0, sin(angles.y), 0, 1, 0, -sin(angles.y), 0, cos(angles.y));
	RM_Z = _M(cos(angles.z), -sin(angles.z), 0, sin(angles.z), cos(angles.z), 0, 0, 0, 1);
	if (!xyz) {
		m = mul(RM_Z, mul(RM_Y, RM_X));
	}
	else {
		m = mul(RM_X, mul(RM_Y, RM_Z));
	}
	return m;
}
/////then the calculation part
MATRIX3 rot1 = RotationMatrix(_V(0 * RAD, (90 * RAD - lng), 0 * RAD), TRUE);
		MATRIX3 rot2 = RotationMatrix(_V(-lat + 0 * RAD, 0, 0 * RAD), TRUE);
		MATRIX3 rot3 = RotationMatrix(_V(0, 0, 180 * RAD + hdg), TRUE);
		

		MATRIX3 rot4 = RotationMatrix(_V(90*RAD-pitch_angle, 0, roll_angle), TRUE);

//This last roation matrix is used to set the vehicle parallel to ground, if you need a tail sitter you should be able to skip this


		MATRIX3 RotMatrix_Def = mul(rot1, mul(rot2, mul(rot3, rot4)));




		vs2.arot.x = atan2(RotMatrix_Def.m23, RotMatrix_Def.m33);
		vs2.arot.y = -asin(RotMatrix_Def.m13);
		vs2.arot.z = atan2(RotMatrix_Def.m12, RotMatrix_Def.m11);


if you are willing to use this and you need help just ask, no problem :thumbup:
 
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