What does your key press code look like I can try that
Code:
case OAPI_KEY_J:
SpawnEVA();
return 1;
What does your key press code look like I can try that
case OAPI_KEY_J:
SpawnEVA();
return 1;
if (!GetFlightStatus() && GroundContact()) { VECTOR3 angAcc; GetAngularAcc(angAcc); if (length(angAcc) < 0.5) { VESSELSTATUS2 status = GetVesselStatus(this); status.status = 1; SetGroundRotation(status, cargoInfo.frontPos, cargoInfo.rightPos, cargoInfo.leftPos); DefSetStateEx(&status); } }void LEVA::clbkPreStep(double simt, double simdt, double mjd){ { VESSELSTATUS2 vs; memset(&vs, 0, sizeof(vs)); vs.version = 2; GetStatusEx(&vs); if (GroundContact() == true) vs.status = 1; // Landed DefSetStateEx(&vs2); }}What TD points does UACS use?I am not sure how UACS does it. When the cargo is released it is landed.
cargoInfo.frontPos = { 0, -0.65, 0.65 }; cargoInfo.rightPos = { 0.65, -0.65, -0.65 }; cargoInfo.leftPos = { -0.65, -0.65, -0.65 }; double stiffness = 100 * GetMass(); double damping = 2 * sqrt(GetMass() * stiffness); std::array<TOUCHDOWNVTX, 7> tdVtx { { {{ 0, -0.65, 0.65 }, stiffness, damping, 3, 3}, {{ -0.65, -0.65, -0.65 }, stiffness, damping, 3, 3}, {{ 0.65, -0.65, -0.65 }, stiffness, damping, 3, 3}, {{ -0.65, 0.65, -0.65 }, stiffness, damping, 3, 3}, {{ 0.65, 0.65, -0.65 }, stiffness, damping, 3, 3}, {{ -0.65, -0.65, 0.65 }, stiffness, damping, 3, 3}, {{ 0.65, -0.65, 0.65 }, stiffness, damping, 3, 3} } }; SetTouchdownPoints(tdVtx.data(), tdVtx.size()); // If the cargo was unpacked and it is landed if (init && status.status) { SetGroundRotation(status, cargoInfo.frontPos, cargoInfo.rightPos, cargoInfo.leftPos); DefSetStateEx(&status); } }The moving is due to the stiffness and damping? In the code they're mass dependant. Maybe wrong mass?It lands good but still moves