Vessel Space Exploration Vehicle

Well I haven't done anything yet.
I made a quick and dirty mesh from the .obj and get this.
estXAR6.jpg

It is big I get a overflow error in meshwizard

But this is what I am talking about in 2016. Here is LEr. she moves but she sits in the mesh.
Xw0XYPo.jpg
 
Gattis,why does the LER usually sink under the ground in orbithangar.com?
 
But this is what I am talking about in 2016. Here is LEr. she moves but she sits in the mesh.

Did you use the new parameters? Did you check Hookes law?
 
yes The 2016 ler is using the new parameters. Not sure about Hooks's LAw. Right now this model doesn't have 6 sets of spring values that would raise/lower the body. Is there a way to tell spring 1 to raise/lower based on where it is?

static const int ntdvtx = 3;
static TOUCHDOWNVTX tdvtx[ntdvtx] = {
{ _V(0, -2.166, 1.5), 26150.8, 18409.6, 3.2, 0.8 },
{ _V(-2, -2.166, -2.6), 26150.8, 18409.6, 3.2, 0.4 },
{ _V(2, -2.166, -2.6), 26150.8, 18409.6, 3.2, 0.4 }//,
// { _V(-2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
// { _V(2, -2.164, 1.5), 1e6, 1e5, 3.2, 0 },
// { _V(-2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
// { _V(2, 1.6, -2.6), 1e6, 1e5, 3.2, 0 },
// { _V(-2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 },
// { _V(2, 1.6, 1.5), 1e6, 1e5, 3.2, 0 }
};
 
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Yes, but changing the reference coordinates. But remember: springs compress on weight. If you increase the weight of the rover, it should sink into the ground more.
 
Yes, but changing the reference coordinates. But remember: springs compress on weight. If you increase the weight of the rover, it should sink into the ground more.

Confused:facepalm:

Ok. So by decreasing the weight the rover will not sink as much?

But is it possible to ride on top of the surface?

Or by adjusting the touchdown points?
 
Confused:facepalm:

Ok. So by decreasing the weight the rover will not sink as much?

But is it possible to ride on top of the surface?

Or by adjusting the touchdown points?

Remember, your mesh does not know where the physical model of your rover touches the ground according to the touchdown points.
 
So I found this:
http://vehiclephysics.com/advanced/how-suspensions-work/


Remember, your mesh does not know where the physical model of your rover touches the ground according to the touchdown points.

Ok. But like in the real world on a level surface the wheel/springs would be the same.

So How do I tell it to compress/expand the springs based on terrain?

So if I and move over rock then that wheel would move up on top of the rock and maybe raise the car up
 
Without Orbiter helping you, not possible.
Ok. I think that was the issue in the touchdown posts.

So can Orbiter help?

On another note. I might be able make the new MMSev next week as I am off.
 
Ok. I think that was the issue in the touchdown posts.

So can Orbiter help?

Not yet. You can't poll the current position of the touchdown points. Remember, what you define is not the position at a timestep, but the position function depending on terrain.
 
Gattis, focus on getting it to work disregarding the individual wheels. We can switch to the VC view and don't worry about it.


Speculation:
To get independent surface interactions, perhaps you can setup each wheel as a vessel (touchdown point for each wheel).
Of course you would need some code to attach the wheels to the main body and keep them in place. Perhaps orbiter attachments do this already.

But don't loose focus.
Get it to rove without sinking or tumbling first and then sort out the visuals :cool:
 
Gattis, focus on getting it to work disregarding the individual wheels. We can switch to the VC view and don't worry about it.



But don't loose focus.
Get it to rove without sinking or tumbling first and then sort out the visuals :cool:
Thanks. I will see what I can get going. Tumbling no issue. Sinking Might be the issue.
 
Changing mass will make it go up and down, right?
Find the right mass, and use that once the vessel is landed.
If not, you restore the original realistic mass... might work :)
 
Not sure about the changing mass.

On the mesh part. I was able to load into blender and make into a mesh. But only the rover part was seen.

Then I removed the rover part and exported it only half of the ship was seen. I think it is just too big (vert,...).

I am remaking it trying to reduce the vert,triangles,....
 
Changing mass no change. But I raised the touchdown points.
AsGaVAz.jpg

ler at lunar base
Obm0B4V.jpg

ler at Brighton. The buidling are above the surface?

above looking down at Brighton. It looks better on the surface not flipping. It needs a brakes to keep from rolling down the hill when no thrust is applied.
HoECZfz.jpg
 
I think that the vessel must change to "landed" status to prevent sliding.
Otherwise the terrain computation will keep going trying to slide the vessel down.
Perhaps you can set it to landed if there's no thrust and groundspeed is really low?
Might work.
 
Maybe but it some way it seem realistic . I might need to adjust the friction?

Still working on the new mmsev rover
 
This is what I so far:
IQAdRB4.jpg

I need to texture the top part.
I can get this rover to not flip,... in 2016 but to be above the surface is another thing. If UMMU for 2016 ever gets done. I will be curious if there is a fix.
 
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