SSU Development Thread (2.0 to 3.0)

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Not my area. I'll make'm, you place'm.:thumbup:

---------- Post added at 11:35 AM ---------- Previous post was at 11:29 AM ----------

The instuments from the old cockpit could be done ala X plane, then placed onto the panels.

---------- Post added at 11:36 AM ---------- Previous post was at 11:35 AM ----------

A working rangefinder in the aft, would be awesome.
You mean the Line of Sight (LoS)/Range Rates display on panel A2? That would be nice as it would give us a rudimentary Ku system. The only thing that stopped us way back in the past to have it implemented was that we didn't have the equations to calculate the Ku band gimbal angles properly. But we have had a sheet listing those for years now (Doc\Space Shuttle Ultra\Tech Notes\Shuttle_Ku_gimbal_equations.jpg).
 
Got tired of seeing this in the log file.
Code:
---------------------------------------------------------------
>>> ERROR: Missing texture: asphalt.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
Can we fix it? It comes from VAFBasphalt.msh, a file that comes from the VAFB addon (so it's not versioned). The texture name inside the mesh should be VAFBasphalt.dds.
 
Got tired of seeing this in the log file.
Code:
---------------------------------------------------------------
>>> ERROR: Missing texture: asphalt.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
Can we fix it? It comes from VAFBasphalt.msh, a file that comes from the VAFB addon (so it's not versioned). The texture name inside the mesh should be VAFBasphalt.dds.
I don't remember how we decided to proceed with non-SSU created add-ons such as VAFB. We could add our fixed version to the repository.
 
I don't remember how we decided to proceed with non-SSU created add-ons such as VAFB. We could add our fixed version to the repository.

Scott Conklin (Usonian20) said:
OPEN LICENSE
You are free to include and distribute all or part
of VandenbergAFB within other add-ons for use
with Orbiter Space Flight Simulator. Credit the
author and advise users of changes made as
you deem appropriate.
The provisions of Orbiter Space Flight Simulator
Copyright and Disclaimer notices, 06 May 2006,
shall apply to VandenbergAFB and its author.

We could add a fixed version of that mesh, or everything, as we will have to credit Usonian20 anyway.
 
The instruments from the old cockpit could be done ala X plane, then placed onto the panels.

What does that mean?

On another note: Today at work, the silly idea sparked in my head, that we could include an "academy" section in our technical documentation, that gives tutorials about how to develop SSU (related to making an example of the panel texture animations)
 
What does that mean?

I was refering to the way instuments are placed in Xplane (or FSX) VC's.
Make the instrument seperate from the panel, and place it where it needs to be.
 
I was refering to the way instuments are placed in Xplane (or FSX) VC's.
Make the instrument seperate from the panel, and place it where it needs to be.

Well, that's a bit harder in Orbiter, because rotating meshes is not that easily done. Also too many small meshes are bad for the performance (Too many material/shader changes during rendering).

Just grouping things into some useful number of meshes is good enough as compromise to a "all in solid single mesh" for optimal performance.
 
What does that mean?

On another note: Today at work, the silly idea sparked in my head, that we could include an "academy" section in our technical documentation, that gives tutorials about how to develop SSU (related to making an example of the panel texture animations)
I think this could be a good idea. This way we could enforce the required standards as it is in an official document.
 
If sourceforge ever gets back online, I'll commit this:
 

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Source forge is harshing my mellow.
 
If sourceforge ever gets back online, I'll commit this:
Can't you post it here either as an attachment or a link? Easy to delete the local file once it is checked in.

---------- Post added at 09:51 PM ---------- Previous post was at 08:30 PM ----------

Donamy: Do you think you could make a set of textures for the OMS pods that has them in their original all LRSI/FRSI configuration?
 
This one, without the scorching of course?
 

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    Atlantis_lands.jpg
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This one, without the scorching of course?
Yes. Also make a set that has no LRSI indentation at the carrier panel area as seen in this photo from STS-7. All of the early missions using Columbia had the OMS pods with that indentation. Starting with Challenger, the carrier panels did not have the indentation and was just a smooth even arc.

STS7-143-S07-19-937.jpg


Speaking of the OMS pods, I have prepared a package if you like to really get them accurate, shape, size and the textures.
 
Yes. Also make a set that has no LRSI indentation at the carrier panel area as seen in this photo from STS-7. All of the early missions using Columbia had the OMS pods with that indentation. Starting with Challenger, the carrier panels did not have the indentation and was just a smooth even arc.

STS7-143-S07-19-937.jpg


Speaking of the OMS pods, I have prepared a package if you like to really get them accurate, shape, size and the textures.

What the heck is a carrier panel ?:huh:
 
After looking at the file. Details, that fine can't be seen in Orbiter, to be noticed. I can work on the texturing, but the size and shape is finished as far as I concerned.
 
Can't you post it here either as an attachment or a link? Easy to delete the local file once it is checked in.

Here you go. It's pretty much the original texture, only all white. :lol:
You'll have to rename it and replace the current SWT texture for the time being, as because of sourceforge only I have the code to choose between the two. :facepalm:
 

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After looking at the file. Details, that fine can't be seen in Orbiter, to be noticed. I can work on the texturing, but the size and shape is finished as far as I concerned.
I guess that's what's matters now, the textures. That's where more improvements can be done to increase the visual accuracy.

---------- Post added at 11:33 PM ---------- Previous post was at 11:27 PM ----------

Here you go. It's pretty much the original texture, only all white. :lol:
You'll have to rename it and replace the current SWT texture for the time being, as because of sourceforge only I have the code to choose between the two. :facepalm:
I believe we already have the option to use different textures for the ETs, ET_TEX_NAME.
 
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