Request UCGO Space Station Modules

rdb12340

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Hello Everyone,

I don't know if this is possible, but I think it would be cool to see unpackable UCGO Space Station Modules:

-Solar Panels
-Radiators
-Hab Modules
-Etc

I know that it's possible to make a UCGO dock-able EX: The ISRU

Anyway, to any developers out there thank for anytime you may put into this idea.

Thanks
 
Would anyone out there be willing to work on this? I would if I knew how to...I know I would need some meshes. I think an add-on like this would be a great addition to the Orbiter world.

Thanks,
-RDB12340
 
Adding to this.It would be cool if these modules consumed food and oxygen cargos like the ISS that Dan realeased.
 
Possible, certainly. Best thing to do would be to compile a list of every module / module type you'd like to see, habs, trusses, panels and radiators etc. Saying "station modules" is fine, but the more you're talking about, the more complex the project becomes.

What should perhaps be possible is a more generic, almost SC3-style approach to it so that users can develop their own UCGO modules and make packages, for example.
 
What should perhaps be possible is a more generic, almost SC3-style approach to it so that users can develop their own UCGO modules and make packages, for example.

I've made my own UCGO boxes by copying the existing ones then spinning of a new DDS texture and editing the MSH file. Probably not the best way but it lets me label up the boxes with relative ease.

Editing the UCGO CFG's is easy enough as they are very well documented in the CFG themselves.

Overall, creating a new UCGO cargo should be fairly easy even though for larger cargo it might look a little silly, e.g. pulling half a spacestation of a few hundred metres width out of a 1.3 metre square box....

I might give it a go tonight...
 
And the XR5 can carry over a 100 of these boxes :hmm:

Exactly! It would be so cool to go to a moon or a planet and not only build a base but build a space station as well.

---------- Post added at 01:27 AM ---------- Previous post was at 01:23 AM ----------

Possible, certainly. Best thing to do would be to compile a list of every module / module type you'd like to see, habs, trusses, panels and radiators etc. Saying "station modules" is fine, but the more you're talking about, the more complex the project becomes.

What should perhaps be possible is a more generic, almost SC3-style approach to it so that users can develop their own UCGO modules and make packages, for example.

I would like to see things along the lines of SSBB 4.1 you know things like:

-Radiators (deploy-able)
-Solar Panels (deploy-able)
-Basic HAB modules and perhaps a copula
-Trusses
-Fuel, water, trash, and oxygen tanks

I'm glad I got you guys thinking about this. Because I don't know how to build these things but I was hoping someone out there would know and take the time to work it out.

---------- Post added at 01:28 AM ---------- Previous post was at 01:27 AM ----------

Adding to this.It would be cool if these modules consumed food and oxygen cargos like the ISS that Dan realeased.

I agree, that would be really cool.
 
You could make cargoes for the DLL-based SSBB modules just by editing the cfg files of existing cargoes. Take the Probe cargo for example and just substitute a different module to open. The six character naming limit for cargoes might make it difficult to spawn SC3 stuff, though.
 
Hey Ark,

Do you think you could walk me through something like that? Would I only have to edit the config files or would I have to go into the .DLL files as well?

Thanks,
-RDB12340

---------- Post added at 05:24 PM ---------- Previous post was at 01:11 PM ----------

Never mind I figured it out, and it worked just fine as far as unpacking goes, but the modules won't dock. The option doesn't even appear in the scenario editor. Is there anyway around this? Because using the SSBBs made it much easier. Like I said before I know that the ISRU can dock, is there anything I can add to the config file to make this possible on the SSBB/UCGO modules?

Thanks,
-RDB12340
 
MAN THIS WOULD BE AWSOME!!!

i was hoping someone would eventually come up with something like this!
i ssbb 4 kinda cargo packed into the very easily manipulated ucgo boxes!
this will make a brilliant addition to the ucgo and all its possibilities :)
and i thought ucgo couldnt get any better! (well, it can, thats how great it is!)
it would make building space stations with smaller ships like dgiv much easier!

100trillion x :thumbup: great idea!!!
 
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Basically, this is how you make a cargo to spawn just about any vessel. Take the Probe cargo, for example:

Code:
; === Configuration file for UCGO cargo ===
ucForceName    = cPROBE                ; Force object name when cargo is released max 6 char.
Module         = UCGODynamicCargo            ; if this cargo is active (chute,unpack, module etc)
Mass         = 356                    ; mass of content in kg
MeshName     = UniversalCars/UCGOProbePacked        ; Box mesh name (packed cargo)
UcDescription     = Auto unpack Probe (15s)        ; description
ucSpawnModule    = UCGO\Bin\UCGOCargoActiveProbe        ; name of vessel config to spawn once cargo released.
ucSpawnDelay    = 15                    ; delay in seconds of module spawning after cargo release (max 600)
ucSpawnCondition= 2                    ; 0=Landed 1=Not landed 2=Always 3=unpack by UMmu


ImageBmp = Images\UniversalCars\crgAutoProbe.bmp ;image for scenery editor

; === NOTE ON UCGO Cargos ===
; This cargo demonstrate the ability of cargos to spawn active module
; once released, you can set a timer delay and/or determine condition of
; spawning. See doc in "Doc/UniversalCars".


; === MANDATORY NO NEED TO EDIT THIS BELOW ===
Size = 20.0    ; size is 1.3 meter but this is to avoid LOD uggly switch
AlbedoRGB = 0.6 0.6 0.6
TouchdownPoints = 0.0 -0.005 3.0 -4.0 -0.005 -3.00 4.0 -0.005 -3.00
EditorCreate=true
EnableFocus = true               ; One of the rare case where one want focus available on cargo
BEGIN_ATTACHMENT
P 0.0 1.0 0.70  0 0 1  0 1 0  UCGOCG
END_ATTACHMENT
This type of cargo is simply designed as a one-way function to spawn a vessel of your choice when the cargo is unpacked. It's really self-explanatory, just substitute in what you want to do. New name, description, box mesh, module to spawn, spawn parameters, etc. Here's that same cargo only edited slightly to spawn one of the SSBB modules:

Code:
; === Configuration file for UCGO cargo ===
ucForceName    = BM111                ; Force object name when cargo is 

released max 6 char.
Module         = UCGODynamicCargo            ; if this cargo can be unpacked 

or released as module
Mass         = 356                    ; mass of content in kg
MeshName     = UniversalCars/UCGOProbePacked        ; Box mesh name (packed cargo)
UcDescription     = Station Module             ; description
ucSpawnModule    = BM111        ; name of vessel config to spawn once cargo released.
ucSpawnDelay    = 0                    ; delay in seconds of module 

spawning after cargo release (max 600)
ucSpawnCondition= 3                    ; 0=Landed 1=Not landed 

2=Always 3=unpack by UMmu


ImageBmp = Images\UniversalCars\crgUMmuProbe.bmp ;image for scenery editor

; === NOTE ON UCGO Cargos ===
; This cargo demonstrate the ability of cargos to spawn active module
; once released, you can set a timer delay and/or determine condition of
; spawning. See doc in "Doc/UniversalCars".


; === MANDATORY NO NEED TO EDIT THIS BELOW ===
Size = 20.0    ; size is 1.3 meter but this is to avoid LOD uggly switch
AlbedoRGB = 0.6 0.6 0.6
TouchdownPoints = 0.0 -0.005 3.0 -4.0 -0.005 -3.00 4.0 -0.005 -3.00
EditorCreate=true
EnableFocus = true               ; One of the rare case where one want focus 

available on cargo
BEGIN_ATTACHMENT
P 0.0 1.0 0.70  0 0 1  0 1 0  UCGOCG
END_ATTACHMENT
I didn't even whip up a new mesh for it, I just changed the name and description and told it to open the BM111 module, along with specifying a UMMU unpacking instead of auto. In-game you unpack it and it functions just like you created it with the scenario module.
 
I think this would be a better fit for it, so to speak.
[ame="http://www.orbithangar.com/searchid.php?ID=4043"]StationMods[/ame]

I think the Modules have that compressible (for lack of a better word)look to them.

Works fine with 2010 BTW
 
Hey Ark,

Thanks for posting all that for everyone,

I tried that same process, however I used the CFG for the tables (maybe I should use the probe CFG?). It worked, they spawned just fine, but when I unpacked them they couldn't dock with anything, and there wasn't even an option for them to do so in the scenario editor. Can you think of anything I can do (within the CFG file) to work around this?

Also just as a side note,

I made UCGO CFG files for:
BM110
BCM (communications modules which uses spacecraft3, and spawned just fine, which was promising, but again couldn't dock)
BT101

Thanks again for your help Ark!
 
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The table config won't work because it's designed to spawn those static meshes that aren't focus enabled and aren't full Orbiter vessels. The probe config is designed to spawn a regular Orbiter vessel, which is what the SSBB modules are. Use the probe template and it will spawn those vessels with full functionality and docking ability, just the same as if you created them with the scenario editor.

The UCGO documentation is pretty good, reading through it will give you a basic grasp of the different types of cargo and what they do.
 
I tried using this technique with StationMods on auto unpack, and it just dissapears, no mesh, no nothing. Does it have to be on UMMU unpack, or does it just not work with StationMods?
 
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