OHM Spacecraft3 to DLL&C++ converter 141006

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Author: artlav

Spacecraft3 to DLL converter 141006, Made by Artlav in 2011-2014.

This program converts SC3/GV ini vessels into DLL vessels.
This version is not quite fully done yet, expect minor bugs.

How to use:
Install into Orbiter directory.
sc3conv.exe make inifile dllname crew

The output will be a zip file with everything that the particular SC3 vessel required.
Output will be in the program directory.

For simplicity there is a GUI version - sc3gui.exe, which would call the sc3conv.exe with what you provide in it.
It automatically enumerates files in config/spacecraft directory.


Changes:
141006:
-Updated with fixes from GenericVessel branch, expect many, many bug fixes
-Removed C++ code generation for now



DOWNLOAD
 
What? So i can convert any Spacecraft3 vessel to its own DLL? :blink:
 
This is essentially a proof-of-concept tool, if anyone would find it useful development can continue. multistage2 support is also plausible.

The idea is to convert Spacecraft3.dll ships to more solid format, allowing to have multiple instances of them and select them in the scenario editor. Also, future-proofing.

If you played with GregBurch's great station building blocks, then the issues above are likely familiar to you.

Ideas and bug reports are welcome.
 
Thank you for this tool, as you mentioned, station blocks are a bit of a pain to create if based on sc3.

I think I might have a suggestion: basic UMMU support, i.e. the ability to specify how many "seats" a vessel has. Without delving into such issues as O2 management, it would still be great.
 
basic UMMU support, i.e. the ability to specify how many "seats" a vessel has.
There is no definitions for UMMU in SC3 files. How to handle it?

UMMU is already supported in the DLLs generated, only question is how to define it.
 
There is no definitions for UMMU in SC3 files. How to handle it?

UMMU is already supported in the DLLs generated, only question is how to define it.
It would be really cool if it could output a C++ source file defining the SC3 capabilities. It would be much more modular that way, and users could implement UMMU or whatever they wanted without having to spend 10 hours reinventing wheels. :)
 
By default at the first docking port. In some cases this might be a bit crude, but for smaller, dg-like vessels it should work. Alternatively, it is possible to cycle through docking ports to be used for EVAs or vessel-to-vessel transfers, like in Hispa's Long Shot.

---------- Post added at 20:05 ---------- Previous post was at 20:03 ----------

[ame="http://www.orbithangar.com/searchid.php?ID=4642"]Here's[/ame] the link to the Long Shot if you wanto to take a look.
 
This is really great,so far I find only K and G key work with animation...
 
Aargh, just when I thought things might get simple! Artlav has doubled/halved? my fun/workload?

Excellent.

Edit: just realised I'm suffering from :

N.
 
Last edited:
Okay, here's the tool:
http://orbides.1gb.ru/orbf/sc3crewadd.zip
Put into Orbiter directory, it will show all converted vessels and give an option to add crew count.

EVA/transfer: Alt+0..9, airlock - docking port 0, or center of vessel if none.

This is really great,so far I find only K and G key work with animation...
What else are there?
0-9, g,l,j,k,a,b.
 
Sorry I meant no rudder,elevator,aileron,thruster...other key work.
Maybe to correct COG,and look like full thrust pitch nose to ground.
Don't know what file do you use as trial,maybe we need to configure other sp3.ini file in some order?
 
It would be really cool if it could output a C++ source file defining the SC3 capabilities.
It could also output LUA scripts for ScriptVessel module (ScriptPB as an example), which can replace all the functionality of SC3.
 
Sorry I meant no rudder,elevator,aileron,thruster...other key work.
Well, i used station blocks and nice space vessels like Bullet as reference, so aerodynamics sections is the "not quite fully done" part. Animations are defined, but they are not linked with the control surfaces. And the flight models are not defined yet.

---------- Post added at 22:28 ---------- Previous post was at 22:26 ----------

It would be really cool if it could output a C++ source
It could also output LUA scripts
Counter-intuitively, generating a source file is harder than generating machine code.
Naive way would produce a pretty bloated one, and other option is the hard way.
 
Does this one handle attachment points? I get a CTD if I try to attach one of my Spacecraft3 converted vessels to something else.
 
Impressive. The next step would be to output source files to allow C++ beginners to draw the frame of their addon with C++, then be able to customize it further.

Congrats ! :thumbup:
 
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