Question Spacecraft3 attachments.

You do need all three, basically the Robot animations give you a way of moving the attachment point, The animation sequences and animations tell how and which parts to move.
 
Thanks, Donamy.

I'm thinking it might be better to bite the bullet, and pick up with my attempts at .ddl making.
I had a plan for F1 through F3 Blue Streaks, as in F1 a Velcro, F2 a SC3, and F3 a .dll. Hoping to use the SC3 paramaters as a template for the .dll.

Maybe it would be simpler to drop the SC3, and do it as a .dll?

N.
 
I can't help you with the .dll, but just about anything can be done with SC3, you just need make sure, you get the sequences right. If you could be more specific of the problem, I'm pretty sure I can help you get it right.
 
Ok Donamy, let me get one of my old A_Frame/Handling.inis out, and hopefully you can spot my errors:)

=================================================================================

In the meantime...

What confuses me about the DPod2.ini above is that the ANIMATION runs from
[ANIM_SEQ_0] to [ANIM_SEQ_5]
and
[ANIM_COMP_0] to [ANIM_COMP_13]
; ===== END ANIMATION ===========

Then the ARM runs from
[ROBOTIC_ARM]
JOINT_0_NAME="Arm Train"
JOINT_0_SEQ=6
to
JOINT_6_NAME="wrist roll"
JOINT_6_SEQ=12
JOINT_6_RANGE=(-447,447)
GRAP_SEQ=12
GRAP_ATTACH=0

with
; Arm Train
[ANIM_SEQ_6]
INIT_POS=0
DURATION=5
to
; wrist roll
[ANIM_SEQ_12]
INIT_POS=0.125
DURATION=20

and

; Arm Train
[ANIM_COMP_14]
SEQ=6
to
; wrist roll
[ANIM_COMP_20]
SEQ=12
RANGE=(0,1)
TIP_1=(0,1.815,-0.125)
TIP_2=(0,1.815,0.125)
TIP_3=(0,2,-0.125)
TYPE=ROTATE
ROT_AXIS=(0,0,1)
ROT_PNT=(0,1.815,-0.125)
ANGLE=720
PARENT=19

To summarise above(if I've got it right).

The generic animations use SEQ_0 through SEQ_5, and ANIM_COMP_0 through ANIM_COMP_13.

Then the RMS uses SEQ_6 through SEQ_12, and ANIM_COMP_14 through ANIM_COMP_20.

I can't see why removing the generic animation parts affects the rms animation and attachment use?
They use different groups and SEQ/ANIM_COMPs?

N.
 
Last edited:
The robot sequence doesn't assign any groups or rotation points.

The way I set my SC3 ini up is the attachments first, then the robot sequence(if any) then all of the animation sequences, then the all the animations.basically linking them.
 
Last edited:
I'll give that a try, Donamy.
I guess you need all the elements in the [ROBOTIC_ARM] section, and this won't work?

A_Frame.ini
Code:
[CONFIG]
MESHNAME="spacecraft\A_Frame"
SIZE=9.
EMPTY_MASS=1000
FUEL_MASS=1000
MAIN_THRUST=10000
RETRO_THRUST=10000
COG=0.18
[PARENT_ATTACH_0]
NAME="rms"
POS=(0, 3, 9)
DIR=(0, 0, 1)
ROT=(1, 0, 0)
LOOSE=0
ID="GS"
[ROBOTIC_ARM]
JOINT_0_NAME="A_FramePitch"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
JOINT_1_NAME="Lock"
JOINT_1_SEQ=1
JOINT_1_RANGE=(0,1)
GRAP_SEQ=1
GRAP_ATTACH=0
; A_FramePitch
[ANIM_SEQ_0]
INIT_POS=0
DURATION=5
 ;A_FramePitch
[ANIM_COMP_0] 
SEQ=0
GROUPS=1,2,3,4,5,6,7,8
RANGE=(0,1)
ROT_PNT=(0, .5, 0)
ROT_AXIS=(1, 0, 0)
ANGLE=-90
;PARENT=0
;Lock rotation
[ANIM_SEQ_1]
INIT_POS=0
DURATION=5
;Lock rotation
[ANIM_COMP_1]
SEQ=1
GROUPS=1
RANGE=(0,1)
ROT_PNT=(0, .5, 0)
ROT_AXIS=(0, 0, 1)
ANGLE=120
PARENT=8
ID="GS"

;Lock rotation
[ANIM_COMP_1]
SEQ=1
TIP_1=(-1.5, 2.5, 9)
TIP_2=(0, 3.5, 9)
TIP_3=(1.5, 2.5, 9)
TYPE=ROTATE
ROT_AXIS=(0,0,1)
ROT_PNT=(0,1.815,-0.125)
ANGLE=720
ID="GS"
 
Last edited:
One thing to remember is, the child needs the "GS" designation not the parent.

Also get rid of the ID's in the anim_comps, plus you are linking the group 1 to itself. Take it out of the first Anim_Comp.

Just noticed you have Parent=8 ? You don't have a Anim_comp_8.
 
Last edited:
I shall have a go, and keep you posted...oh dear.

N.
 
It's easier for me if I list all the robotic animations first, then all the sequences, fanally all the animations. It's much easier to keep track of where things go, especially the parent to child links.
 
keep the first X vector the same in all three Tips, add one to the Z in Tip2 add 1 to the Y in Tip3
 
Thanks again Donamy, this is the latest, shows the Handling Frame with BS_F2 attaching to the A_Frame, then pitching vertically. Just what I wanted!

http://s89.photobucket.com/albums/k207/Notebook_04/?action=view&current=SC3Attachments3.flv

This is the A_Frame.ini
[CONFIG]
MESHNAME="spacecraft\A_Frame"
SIZE=9.
EMPTY_MASS=1000
FUEL_MASS=1000
MAIN_THRUST=10000
RETRO_THRUST=10000
COG=0.18
[PARENT_ATTACH_0]
NAME="rms"
POS=(0, 3, 9)
DIR=(0, 0, -1)
ROT=(1,0, 0)
RANGE=3
LOOSE=0
[ROBOTIC_ARM]
JOINT_0_NAME="A_FramePitch"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
GRAP_SEQ=0
GRAP_ATTACH=0
; A_FramePitch
[ANIM_SEQ_0]
INIT_POS=0
DURATION=5
;A_FramePitch : This is the grapple point motion
[ANIM_COMP_0]
SEQ=0
TIP_1=(0,3,9)
TIP_2=(0,3,-9)
TIP_3=(0,3.2,9)
ROT_PNT=(0, 0.15, 0)
ROT_AXIS=(1, 0, 0)
ANGLE=-90
;A_FramePitch : This is the A_Frame meshes animation
[ANIM_COMP_1]
SEQ=0
GROUPS=1,2,3,4,5,6,7,8,9,10,11,12
RANGE=(0,1)
ROT_PNT=(0, 0.15, 0)
ROT_AXIS=(1,0,0)
ANGLE=-90

Next is the gantry crane and the launcher mechanism. I'm after a simpler version of this:
http://i89.photobucket.com/albums/k207/Notebook_04/File0003-3.jpg

Looking forward to Dan's UCGO, the Scammel low-loader should be fun...

N.
 
Not related to SC3 attachment questions, but I don't think it warrants a new thread.

I'm copying 6A's launcher for the 6B site, and just copying the .cfg entries over to the 6B.cfg file. this is what you get:
http://i89.photobucket.com/albums/k207/Notebook_04/09110608-59-35Handling_Frame.jpg

No surprise, as 6A is ~20m above ground.
Is there an easy(automated) way to correct the 'Y' values? Otherwise its dong them all manual, that'll be tedious...

Thanks, n.

p.s. I see the 'New Posts" has moved to the tabs bit, very nice. Mind you it could confuse a stupid person...
 
Last edited:
You could move the mesh in the 3D program, but then you need 2 meshes.
 
True, but its not a complete mesh, its just an assembly of meshes in the base .cfg file.

BASE-V2.0
Name = Woomera_6B
Location = +136.444960 -31.079165
Size = 2000
BEGIN_OBJECTLIST
LPAD2
POS 0 0 0
SCALE 0 0 0
TEX Lpad02
NAV 132.35
END

MESH South track
FILE ServiceTowerTrack
POS 6 .1 -10
SCALE 1.2 1 1
ROT -90 0 0
SHADOW
OWNMATERIAL
PRELOAD
END

MESH North track
FILE ServiceTowerTrack
POS -6 .1 -10
SCALE 1.2 1 1
ROT -90 0 0
SHADOW
OWNMATERIAL
PRELOAD
END
MESH North track
FILE mmu
POS -3 1.2 20
SCALE 1 1 1
ROT -90 0 0
SHADOW
OWNMATERIAL
PRELOAD
END
;============================================Start of Launcher 6B
; 6B Start of Launcher
MESH 6B North beam
FILE LauncherBeam
POS -3 1.1 0
SCALE 1 .75 1.2
ROT 0
SHADOW
OWNMATERIAL
PRELOAD
END
MESH 6B South beam
FILE LauncherBeam
POS 3 1.1 0
SCALE 1 .75 1.2
ROT 180
SHADOW
OWNMATERIAL
PRELOAD
END
;=================================================
MESH 6B NE corner
FILE LauncherBeamBase
POS -3.05 0.0 2.9
SCALE 1 1 1
ROT 45
SHADOW
OWNMATERIAL
PRELOAD
END
MESH 6B
FILE LauncherBeamDamperSupport
POS -3.1 .8 2.9
SCALE 1 1 1
ROT 45
SHADOW
OWNMATERIAL
PRELOAD
END
MESH 6B
FILE LauncherPlate
POS -3.0 1.4 2.8
SCALE 1 .7 1
ROT 46
SHADOW
OWNMATERIAL
PRELOAD
END
MESH 6B
FILE LauncherBeamDamperBracket
POS -3.2 2.5 3
SCALE 1 1 1
ROT 45
SHADOW
OWNMATERIAL
PRELOAD
END
MESH 6B
FILE LauncherBeamDamperBracket
POS -3.2 1.5 3
SCALE 1 1 1
ROT 45
SHADOW
OWNMATERIAL
PRELOAD
END
MESH 6B
FILE LauncherBeamDamper
POS -3.0 1.4 3.3
SCALE 1 1 1
ROT 45
SHADOW
OWNMATERIAL
PRELOAD
END
MESH 6B
FILE LauncherBeamDamper
POS -3.5 1.4 2.8
SCALE 1 1 1
ROT 45
SHADOW
OWNMATERIAL
PRELOAD
END

; 6B End of NE corner
;=====================================================

; and so on...
END_OBJECTLIST

After a few hours it looks lke this:
http://i89.photobucket.com/albums/k207/Notebook_04/09110614-44-06Handling_Frame.jpg

Think I'll bring the hand-rails down, and leave out the ladders.

Taught me one thing, make a mesh of anything that may be re-used, and is of any complexity. Won't make that error again.

N.
 
Currently putting an attachment+robotic arm onto the gantry crane, and having some problems. The usual, the grapple points and the animation.

These are the current .ini files. The A_Frame works, the Gantry_Crane partly.


A_Frame.ini
[CONFIG]
MESHNAME="spacecraft\A_Frame"
SIZE=9.
EMPTY_MASS=1000
FUEL_MASS=1000
MAIN_THRUST=10000
RETRO_THRUST=10000
COG=0.18

[PARENT_ATTACH_0]
NAME="rms"
POS=(0, 3, 9)
DIR=(0, 0, -1)
ROT=(1,0, 0)
RANGE=3
LOOSE=0

[ROBOTIC_ARM]
JOINT_0_NAME="A_FramePitch"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
GRAP_SEQ=0
GRAP_ATTACH=0

; A_FramePitch
[ANIM_SEQ_0]
INIT_POS=0
DURATION=5

;A_FramePitch : This is the grapple point motion
[ANIM_COMP_0]
SEQ=0
TIP_1=(0,3,9)
TIP_2=(0,3,-9)
TIP_3=(0,3.2,9)
ROT_PNT=(0, 0.15, 0)
ROT_AXIS=(1, 0, 0)
ANGLE=-90

;A_FramePitch : This is the A_Frame meshes animation
[ANIM_COMP_1]
SEQ=0
GROUPS=1,2,3,4,5,6,7,8,9,10,11,12
RANGE=(0,1)
ROT_PNT=(0, 0.15, 0)
ROT_AXIS=(1,0,0)
ANGLE=-90

Gantry_Crane.ini
[CONFIG]
MESHNAME="spacecraft\Gantry_Crane"
SIZE=9.
EMPTY_MASS=1000
FUEL_MASS=1000
MAIN_THRUST=10000
RETRO_THRUST=10000
COG=0.18

PARENT_ATTACH_0]
NAME="rms"
POS=(0, 15, 0)
DIR=(0, -1,0)
ROT=(1,0, 0)
RANGE=3
LOOSE=0

[ROBOTIC_ARM]
JOINT_0_NAME="Hoist"
JOINT_0_SEQ=0
JOINT_0_RANGE=(0,1)
GRAP_SEQ=0
GRAP_ATTACH=0

; Hoist cable scale
[ANIM_SEQ_0]
INIT_POS=0
DURATION=6

;Hoist cable scale: grapple placeholder till hook is finished
[ANIM_COMP_0]
SEQ=0
TIP_1=(-0.5, 15, 0.5)
TIP_2=(0, 15, 0.5)
TIP_3=(0.5, 15, -0.5)
RANGE=(0.,1.)
TYPE=TRANSLATE
SHIFT=(0,-0.3,0)

;Hoist cable scale, -y only
[ANIM_COMP_1]
SEQ=0
GROUPS=45
RANGE=(0,1)
TYPE=SCALE
SCALE=( 1, -3, 1 )
REF=(0,15,0)

The attachment points are shown here, they are correct on the A_Frame, Handling_Frame, and _F2. But not showing on the Gantry_Crane.

http://i89.photobucket.com/albums/k207/Notebook_04/09111515-25-01A_Frame.jpg

Also, when Gantry_Crane has focus, the RobotArm animation is working(not correct, but thats just tweaking). The 'A' key does not bring up the SC3 string at bottom left of frame.

On previous experience with A_Frame.ini, I suspect its the TIP co-ordinates?

What I'm after is a grapple point at the end of a hoist cable, this will connect to an attachment point on _F2 in the vertical, and move it over the launch pad. So, the RobotArm grapple tip is at 15m height, centred on x,z and pointing -y.

http://i89.photobucket.com/albums/k207/Notebook_04/09111515-59-14A_Frame.jpg

Slight error in heights, must have gone Imperial again...

All help appreciated.

N.
 
Last edited:
Trying to get my head around this "Constant Tension Device", basically how it works!

Here's a diagram of the erection process:

http://i89.photobucket.com/albums/k207/Notebook_04/File0027.jpg

Note step 5, where the CTD is lowered onto the vehicle.

This is the CTD attached in the tower:
http://i89.photobucket.com/albums/k207/Notebook_04/File0031.jpg

Assuming the vehicle is attached to the launcher mechanism at the propulsion bay, is this simply applying a vertical pull to the skin of the lox tank(this is the top tank)?

Also why the springs?

All help apprecited, N.
 
That would be my assumption also.
 
The thing that worries me is wind...Any swaying of the service tower would put a bending force on the top of the vehicle, and its fixed to the launcher jaws via pick up points on the main thrust beams near the bottom.
They run across the top of the propulsion bay, and are the mounting points for the engine gimbals, they also extend up the side of the lower tank to attachment points.
I'll see if I have a picture or diagram somewhere.

N.
 
I would imagine they have give.
 
Back
Top