Project SATM - Station Attitude Thrust Module

icedown

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I'm working on a small station keeping module for stations. Right now it only does killrot and doesn't have a texture. It only has rotational RCS. It can hold 50kg of fuel on board but has room for up to 4 UCGO fuel containers. These are automatically grappled when within 20m of the module and used to keep the tanks on the module full automatically.

I am having one issue right now that's bugging me. When it grapples the cargo, it appears correctly on the back of the module, but when I move it using scenario editor or reload a scenario, the rotation of the cargo go back to 0, 0, 0 instead of -90, 0, 0. What can I do to correct this.

Here is the module as it stands. It can be added via scenario editor. I plan to also make it a XR5 cargo also.
 

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Could you post a screenshot of how the cargoes should be and of how they are after reload? I can't say anything without understanding the exact nature of the problem.
 
The first one is from just after loading the cargo. I then moved it to the ISS. Everything looked good after the move, but when i exited and reloaded the scenario, it looked like the second one.


EDIT: Figured this one out. For got to setup clbkVisualCreated...
 

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Another problem I'm having is that when I call

Code:
double fuelAte = hUcgo.EatCloserFuelCargo(fuelNeeded);

it returns -1.0 even with fuel cargo loaded.

EDIT:

Got killrot and global attitude hold working. How do I determine velocity reference angles, eg prograde direction?
Do I put the vector output by GetRelativeVel into GlobalRot? Then use that output to set my euler angles?

---------- Post added 08-01-12 at 03:13 AM ---------- Previous post was 07-31-12 at 02:44 PM ----------

Ok, some of you more experience developers probably spotted the problem with my design from the start. It worked as long as I didn't connect to something big or had a cg inline with mine. :facepalm: That was the whole point of this addon though..... :beathead:

Well I finally came up with a solution. I put the main part of the aparatus on a rotation mechanism. It just sits there when docked and can't fire anything but when it's finally docked to something is when it goes to work. It rotates the thruster section inline with the CG of the station and then goes to work. I've only got killrot working at this point but it's better than it was. I'm going to start work on the UCGO part of it again. I'll get back to work on the other 2 sections when I get off work thursday.

Here's how it looks right now.

sk1.jpg

sk2.jpg
 
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If you are using loose connections it will do what you see. I had that problem with my flat top where you could land at any angle on the deck because I defined loose connections. When the scn was reloaded all connections defaulted to the same.
 
If you are using loose connections it will do what you see. I had that problem with my flat top where you could land at any angle on the deck because I defined loose connections. When the scn was reloaded all connections defaulted to the same.

If your talking about the cargo pointing the wrong way problem, it was because I forgot to override clbkVisualCreated and notifiy UCGO. On the same note, I don't actually know what loose connections are.
 
I've got attitude and kill rot mode working. Getting ready to start on target relative autopilot.

Still having issues with the UCGO cargo. EatCloserFuelCargo still returns -1.0 no matter what I do.
 
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