However in regards to staging, it was suggested to use vehicle forces, a temporary hack for sure, but it would have the same net outcome. I've been thinking it might actually be possible to develop a new vehicle force which holds components together, and can be released manually with a jettison force along the Y-axis. It might work. You would actually assemble the rocket out of separate components and when the snap points get within proximity they detect each other, snap to alignment and hold the two models together. One model would need to be the parent (command module), I was thinking the propulsion/vehicle forces could be applied to that body, and all the connected bodies are children, and just follow the parent. The ground reaction coordinates could possibly be calculated from a table of know part sizes. Initially the fasteners could have infinite or very high strength and friction, but could possibly have a breaking strength. I am not sure exactly how this would be implemented yet, I am just trying to think outside the box... I would like to know your thoughts.
I guess you are talking about how to hold different vehicles (components) together, instead of spawning new components and manipulating existing ones. What I meant was to have the ability to change the state of components (mass, moment of inertia, center of gravity, add/remove thrust forces, etc) while spawning the discarded stage with initial conditions matching that of the parent vehicle. I'm not sure how your idea would work, but I do not think it would be currently possible without a few changes by the Outerra team.
I asked Cameni about n-body physics and his reply implied we can experiment with vehicle forces in unintended ways, even to calculate multibody physics as it stands. Until an SDK or these features are released, a hack might just do the job.
Yes, I suppose you could add a fictitious vehicle force that was due to other influences of gravity depending on your position, but there is no point until other celestial bodies are added so that you can tell your relative position to each of them.
Did you use the J246 as a starting point, as I did?
No, I created it from scratch using examples of other rocket engines and the vostok from FlightGear.
How did you solve the problem of the ground instability? I tried adding aircraft/ground_reactions.xml and including it in the J246.xml aircraft file, but it doesn't seem to make a difference. The JSBSim hold-down force for keeping the rocket stable doesn't work either, unless it can be included in the aircraft file directly and not in the script/ file. Do you think that is possible? I asked Jon Berndt just a few hours ago but I haven't heard back about it yet.
It would tip over before launch all the time before I added 4 ground reactions with a VERY wide base.
Were you able use the functions provided by JSBSim in order to calculate the orbital elements?
Could be done, but there was no need for a suborbital vehicle. I have made sci-fi style spacecraft in the past and always had a hell of a time figuring out where to thrust once in space.
Were you able to implement manual user controls instead of autopilot?
I didn't write any autopilot for mine, so it is all manual control (pitch,roll,yaw with axes rotated to support a vertical launch). It's not a big deal since you aren't aiming for anything like a precise orbit, because the vehicle is only capable of suborbital flight. I imagine making a multistage rocket would require some kind of automation since we don't have the cool node orbital planning features of KSP.
Were you able to make fuel consumption and point mass reduction work? I am pretty sure I am operating with infinite fuel like the other Outerra vehicles.
This should work like any other aircraft. Outerra aircraft created using JSBSim do have limited fuel and changing center of gravity based on that consumption.
Would you mind sharing your rocket OTX, or is it top-secret?! ;-D
I'm willing to share the JSBSim xml files, but I am unsure where I sourced the 3D model from, so I'm unable to release the whole thing.
I am always into collaborating, let me know what you have in mind!
My plans were a little larger than just a mod for the engine and more in the realm of a sim built on the engine, but I'm sure we could work together. Since our DCS project fell apart at the hands of ED, I've been itching to switch my efforts to a more promising platform, such as Outerra.