Project Universal Car for Orbiter (UCO)

Are the gas stations actual Vessels, or are they hard coded into the base configuration? It seems like it would be easier to code if they were vessels... but what do I know?
 
Would it be possible to have third-party factories with the current API for the cargo add-on?

I think yes, no problem for someone that know programming.
Cargo a recognized by an attachment point that is written in the config file (UCGO don't use attachment but their id is an easy way to identify vessel)
Type of item carried is defined also in the config file by a specific description value.

UcDescription = rock ;example

A factory DLL would need to check say every 5 secondes if a cargo of one type is in the "load bay" of the factory with the correct attachment and description then delete this vessel and spawn another cargo of the converted type.

And here is some possibilities:
You define "Rock" type cargo that look like.. rock once unpacked. You place it at random location on a planet (A dll that spawn them?). Player arrive with UMMU, pack those cargo (that will look as container) transport them by cars & vessels to the factory and put them in the load bay.

At the exit you can get gold money container, whatewer.

Orbinomic in it's full extent ;)

Dan

---------- Post added at 12:31 AM ---------- Previous post was at 12:27 AM ----------

Are the gas stations actual Vessels, or are they hard coded into the base configuration? It seems like it would be easier to code if they were vessels... but what do I know?

Vessel. They don't have any dll assigned in fact they just have a special attachment id and a description of what item they can give. The SDK look the attchment, the description and know that they can get ressources from them if they are in range.

For the gas station for example here's the config file:

Code:
; === Configuration file for UCGO Stations ===
MeshName     = UniversalCars/GasStationEarth    ; mesh name
UcDescription     = fuel oxygen hydrogen        ; description AND/OR keyword if ressource
ImageBmp     = Images\UniversalCars\GasStationEarth.bmp ;image for scenery editor


; === NOTE ON UCGO stations ===
; UCGO Stations require only one mesh and a config file, anyone can do more
; see doc in Doc\UniversalCars for a step by step help.

; === MANDATORY  ===
Size = 60
TouchdownPoints = 0.0 -0.005 3.0 -4.0 -0.005 -3.00 4.0 -0.005 -3.00
EditorCreate=true
EnableFocus = false
; === Attachment specs ===
BEGIN_ATTACHMENT
P 0.0 1.0 0.70  0 0 1  0 1 0  UCGOST
END_ATTACHMENT
 
Dan will you be able to add Ummu to bases ,such as Brighton beach, or your own.

He has already done it. Prelude base. you have already asked this and it's been answered........
 
Sorry to ruffle your feathers garyw,but I was just wondering if Dan was updating the Ummu, so you don't have to always use the PreludeII base. thanks
 
Another option for UMMU in bases is to create a shuttle PB and hide it in a building that crew would normally come out. Then you just use that as your "Prelude" be creative... As I was saying before I would for figure features like this, it would seem easier to use a vessel and not a surface base.
 
NEWS:
It's time now to clean things and polish details, all things that make the difference beetween a nice demo and a finished projects. This take time.

About UMMU UCGO allow to design packable "cargo" (as inflatable base see previous page) or fixed base, basically meshes with a special config that allow UMMU to breath and refuel into them.

I'm thinking about another idea to allow to design special config file to declare breathable zone (so you can make brighton forever breathable for exemple) As I see it peoples would be able to exchange easealy those config file. One config could work for several zones and with a unic filename. So no editing required to distribute those "small addons" just unzip them on say... "config/UMMUBase/"

Not fixed, yet I must make some test. Such things should be highly optimised.

Working...

Dan
 
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Go go Dan go go! Looking for to it! No doubt it will change the way we look at Orbiter for some time to come. :)
 
Precision: the "vessel" base work already, it's done. The new idea is the config file with permanents zone. Working on it right now, should no be difficult but the hell is in details: a utility to allow you to define such zone using a UMMU so it's user friendly for example.

In anyway it will be only bounding circle ring (a center and a radius), complexe shape would require to much cycles.
 
UCGO will be bundled with UMMU 2.0 also so authors have only one link to give if they support UMMU+UCGO. I think it will be less than 50mb, maybe around 35mb. In anyway almost nothing given todays's standard.

News:
breathable fixed base work , of course took no time to do. Now I must do the utility in UMMU so it's user-friendly to define breathable area and the file system. As usual user interface take the most time. All will be completed in 4-10 hours of work I think.
 
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Great stuff Dan.and thanks for the advice Tommy. GaryW did'nt mean to get harsh with you, I am kind of new to the adding new stuff such, as Ummu, to your own or preexsisting bases,and life is to short to squabble amongst each other in this great orbiter community it's all good.Thanks
 
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The devil really is in the details isn't it? I like the idea of the breathable zone configuration files. That will really add some realism to your bases.

The player and SDK manual I imagine will be extensive too. A lot of time to spend on things "no one" will read ;).

First dumb question: How do you land the Arrow?
Second dumb question: I landed my UMMu guy at Olympus Base, and he went in and died. Why?

and so on...and so on....

Exceptional work though Dan. You may have even inspired me to try my hand at building some meshes. I've never journeyed into that realm before, so I see you getting people to try new and different things. I cannot wait for the release of UCGO.

Cheers,
 
Go sun go ! make meshes ! it's very cool.

NEWS: okay almost completed...

The utility in MMU is very simple, press F10, see utility menu, move UMMU to center of breathable zone, press spacebar etc etc press key to save config, done. Your orbiter have a new breathable zone and you can put this file with your base addon.

Here's the actual inline help file (not corrected)
Code:
UNIVERSAL MMU HELP PAGE 5
--------------------------------------------------

PERMANENT BREATHABLE AREA:

Such area are meant to allow UMMU to wear off his spacesuit in bases without dying. 
Breathable area are defined by virtual circles contained in config file with unique 
filename that can be exchanged beetween users. There can be a maximum of 250 area
in Orbiter installation. The key F10 open a very simple utility that allow you to 
define new area and save them directly in config file.


IMPORTANT NOTE: (Very important if you plan to distribute your areas)

-Keep one base's area in one file only. (max 10 area per file)

-Define the filename so there is not risk to overwrite another user's files.
 Try to put at least your name, unique number, planet and base name (for example: 
 "Peter4365MoonBrighton.cfg" is ok, "MyArea.cfg" or "brighton.cfg" are not)

-Each base must have the minimal area possible, don't try to match exactly your 
 base's shape but make sure to cover at least all breathable area.

-Avoid defining area that you want to distribute without a base mesh's interior. 
 Other users would be confused where they can go exactly without spacesuit.

-Once a new area defined and saved you can find your new config file in the folder
 "Orbiter/config/UMMUPermanentBase" you can distribute this file with your base
 addon so it unzip at the correct location. Don't forget to put in documentation
 that permanent breathable base work ONLY for UMMU version 2.0 or higher.

-When you just have defined and saved new area you must quit and restart Orbiter
 so the new config file is loaded.

-Of course there is no need for such areas on earth ;)


PRESS "H" TO EXIT HELP
 
Sounds like a good time to revive the Survival gear project. :lol:
 
Looks good Dan. Easy to understand and use. Allows you to build a pressurized hut or otherwise. I can think of some very creative base building with such a system. Out of curiosity, can you define overlapping circles of breathable air?
 
Looks good Dan. Easy to understand and use. Allows you to build a pressurized hut or otherwise. I can think of some very creative base building with such a system. Out of curiosity, can you define overlapping circles of breathable air?


Yes no problem.

The challenge was to optimise all that. You really can't have 20 UMMU that constantly poll and scan all areas. The C++ is incredibly fast but I just can't do such things.

As it is now it's elegant and take about no time.

Amost finished yet, just need to make the function that write the file. A piece of cake.

Dan
 
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