Space Shuttle Ultra development thread

However, in this process I noticed that I just couldn't operate the event timer scroll wheels or the 3-mode switches as they were just too sensitive.

I work on that.
 
Urwumpe,
If you're looking for a real challenge, you can take a look at animating the door hinges.:suicide:
 
Checked in a fix for the RMS rollout animation where the end effector would not animate.
 
Urwumpe,
If you're looking for a real challenge, you can take a look at animating the door hinges.:suicide:

The problem can be solved. (I am sure) I just don't know which kind of solution the team will like. :angel:

I will take a look at solving the kinematics of the hinges, maybe it is possible to get the angles for the hinges as simple polynomial function of the door opening process. If not simple... we can always make the hinges a separate set of animations and calculate the angles for each hinge component inside the DLL.

:givemebeer:

EDIT: From looking at the drawings... the opening sequence should look a bit different, as the opening angle of the doors is actually a function of the rotation of the torque shaft, which is linear.

Can somebody get me the groups and joint coordinates of the hinge parts? The middle part of the animation should be the fastest, the beginning and end pretty slow as the push-pull rods move slower at that point.
 
I'll donate the beer !!:cheers:
 
I'll donate the beer !!:cheers:

Better first donate some coordinates for me to play with...

I need for one hinge:
  • Push pull rod lower end
  • Push pull rod top end
  • approx position of the torque shaft axis
  • rotation reference of the boomerang shaped lever
  • beginning of the smaller push-pull rod
  • end of the smaller push-pull rod
All in closed state.
 
1. x=-2.64 y=0.85 z=11.36
2 x=-2.64 y=1.16 z=11.36
3 don't know quite what you mean
4 x=-2.72 y=1.27 z=11.36
5 x=-2.50 y=1.46 z=11.36
6 x=-2.70 y=1.51 z=11.36


edit: forward port hinge
 
Checked in fixes for broken WING_NAME parameter as the order of textures had changed again. Also moved the RMS slightly outboard as it didn't quite line up with brackets in the payload bay.

I will also take a look on the rotation points for the radiator panels, they become separated from the payload bay doors when they are fully deployed.
 
3 don't know quite what you mean

The payload bay door motors for each side rotate a common shaft for all hinges, which actuate the push/pull rod to turn this rotational motion into a translation.
 
I will also take a look on the rotation points for the radiator panels, they become separated from the payload bay doors when they are fully deployed.
This has now been fixed. It's not entirely perfect, but it will do for now.
 
DaveS, the rotation points were in the spacecraft.ini I sent you, do you need it sent again ?
 
Urwumpe,

I thought that just doing translation, with a slight rotation inward would suffice. As long as the pivot stays together.
 
Urwumpe,

I thought that just doing translation, with a slight rotation inward would suffice. As long as the pivot stays together.

Well, it would change the door opening angles slightly. Also, the push-pull rod rotates outward during the opening according to the NASA drawings. The markings on these rods should also correlate to the correct position.
 
DaveS, the rotation points were in the spacecraft.ini I sent you, do you need it sent again ?
No. But those didn't work as they were based on a parent/child relatioship between the radiator panels and the payload bay doors. This is something that isn't implemented for the animations in the module.

So if you could post new rotation points that isn't based on a parent/child relationship it would be great!
 
The center of the torque shaft would be

x= -2.55 y=0.94 z=11.36
 
DaveS,

Are you talking about after the doors are opened?
 
Urwumpe,

We have saying in this country, " ...close enough for union work.":lol:

Also, it would be easier for me, to edit the markings on the texture, after the animations are done.
 
No. But those didn't work as they were based on a parent/child relatioship between the radiator panels and the payload bay doors. This is something that isn't implemented for the animations in the module.

So if you could post new rotation points that isn't based on a parent/child relationship it would be great!

I think this will not work with the improved doors, as the radiators have a slightly different rotation axis as the doors. Why not fix it to have a parent-child relationship? I don't think there will be many problems.
 
DaveS,

You didn't say anything about the new radiator textures.:huh:
 
We have saying in this country, " ...close enough for union work.":lol:

Well, we have a saying here, which can get roughly translated to "if it does not fit, make it fit." :lol:
 
Back
Top