SSU Questions thread

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GLS

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Shouldn't this also depend on the tanking status?

What tanking? :shrug:
Wolf, what do you have for PRPLEVEL in the pad vessel?
 

Wolf

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What tanking? :shrug:
Wolf, what do you have for PRPLEVEL in the pad vessel?

This is the Pad in the scenario file

Code:
LC39A:SSU_Pad
  STATUS Landed Earth
  POS -80.6041120 28.6083650
  HEADING 270.00
  ALT 2.000
  AROT -180.000 80.604 118.608
  AFCMODE 7
  PRPLEVEL 1:1.000000
  THLEVEL 2:1.000000 3:1.000000 4:1.000000 5:1.000000 6:1.000000
  NAVFREQ 0 0
  ACCESS_ARM 1 1.0000
  GVA 1 1.0000
  VENTHOOD 1 1.0000
  FSS_OWP 0 0.0000
  RSS_OWP 0 0.0000
  RSS 1 1.0000
  FSS_GH2 0 0.0000
  FSS_IAA 0 0.0000
  EAST_SRB_SFD 1 1.0000
  WEST_SRB_SFD 1 1.0000
  SHUTTLE

And this is the situation at T-2h and 30'
Prelaunch.jpg :(
 

DaveS

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This is the Pad in the scenario file

Code:
LC39A:SSU_Pad
  STATUS Landed Earth
  POS -80.6041120 28.6083650
  HEADING 270.00
  ALT 2.000
  AROT -180.000 80.604 118.608
  AFCMODE 7
  PRPLEVEL 1:1.000000
  THLEVEL 2:1.000000 3:1.000000 4:1.000000 5:1.000000 6:1.000000
  NAVFREQ 0 0
  ACCESS_ARM 1 1.0000
  GVA 1 1.0000
  VENTHOOD 1 1.0000
  FSS_OWP 0 0.0000
  RSS_OWP 0 0.0000
  RSS 1 1.0000
  FSS_GH2 0 0.0000
  FSS_IAA 0 0.0000
  EAST_SRB_SFD 1 1.0000
  WEST_SRB_SFD 1 1.0000
  SHUTTLE

And this is the situation at T-2h and 30'
View attachment 15375 :(
You need to connect the pad vessel to the main SSU vessel by specifying the main SSU vessels name through the SHUTTLE line. So if the name is Atlantis, then the line would be SHUTTLE Atlantis.
 

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Try using PRPLEVEL 0:1.000000 1:1.000000
 

Wolf

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You need to connect the pad vessel to the main SSU vessel by specifying the main SSU vessels name through the SHUTTLE line. So if the name is Atlantis, then the line would be SHUTTLE Atlantis.

That was it. Didn't know the Pad must know which orbiter is sitting on it to work properly ;)

Thanks fo the help guys
 

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Hi SSU team!

Less technical questions today, all cosmetic stuff :cool::

1) Is there a specific reason why the SSU smoke trails (SRBs) during launch are brownish colored instead of pure white like the real ones? It really gives the impression SSU being not that environmental friendly :lol:

2) The SSME bells interior when engines are ignited should aswell light up but in SSU they don't. What is the reason for that?

3) Any chance to have in the future some air condensation effects around the Shuttle stack at MaxQ/transonic speed and maybe that very unique double sonic boom that used to wake up central Florida on reentry?

Thanks and keep up the good work
 

DaveS

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Hi SSU team!

Less technical questions today, all cosmetic stuff :cool::

1) Is there a specific reason why the SSU smoke trails (SRBs) during launch are brownish colored instead of pure white like the real ones? It really gives the impression SSU being not that environmental friendly :lol:

2) The SSME bells interior when engines are ignited should aswell light up but in SSU they don't. What is the reason for that?

3) Any chance to have in the future some air condensation effects around the Shuttle stack at MaxQ/transonic speed and maybe that very unique double sonic boom that used to wake up central Florida on reentry?

Thanks and keep up the good work
1)The SRB exhaust trail really is brown, it's just that sometimes the sun angle coupled with incorrect camera settings washes out the color: https://spaceflight.nasa.gov/gallery/images/shuttle/sts-110/hires/sts110-s-020.jpg
2)We did have some ideas to use an actual 3D mesh for the SSME exhaust, but it fell through when we couldn't get it to cooperate with the SRB particle streams.
3)OS4.0 already incorporates a sonic boom sound for all vessels. You could try replacing the following files: sonicbang.wav, sonicbangfar.wav.
As far as the condensation clouds are concerned, those are dependent on atmospheric conditions, mainly relative humidity. On days with low humidity, they're pretty much invisible, on the other days with high humidity, they're very visible.
 

Wolf

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1)The SRB exhaust trail really is brown, it's just that sometimes the sun angle coupled with incorrect camera settings washes out the color: https://spaceflight.nasa.gov/gallery/images/shuttle/sts-110/hires/sts110-s-020.jpg
2)We did have some ideas to use an actual 3D mesh for the SSME exhaust, but it fell through when we couldn't get it to cooperate with the SRB particle streams.
3)OS4.0 already incorporates a sonic boom sound for all vessels. You could try replacing the following files: sonicbang.wav, sonicbangfar.wav.
As far as the condensation clouds are concerned, those are dependent on atmospheric conditions, mainly relative humidity. On days with low humidity, they're pretty much invisible, on the other days with high humidity, they're very visible.

1) You are definetly right Dave: the exhaust trail is brown. For some reason I recalled it white (maybe confusing with the WSSS vapor)

2) I see your point.. :(

3) I meant specifically the double sonic boom at reentry. that is not modeled in OS AFAIK.

4) I still think it would be nice to have them rendered, like it is for other addons (i.e. Thorton ISSR for the Shuttle Fleet)

Thanks a lot for your answers
 

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Question about SSU scenarios:
Can two SSU together with LC39A and 39B coexhist in the same scenario?

I made one for STS-125 Launch with both pads and Shuttles but I have some weird graphic effects:

0248.jpg

0251.jpg

0253.jpg
 

GLS

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Question about SSU scenarios:
Can two SSU together with LC39A and 39B coexhist in the same scenario?

I made one for STS-125 Launch with both pads and Shuttles but I have some weird graphic effects:

View attachment 15452

View attachment 15453

View attachment 15454

I'll have to play with that situation a little to see exactly what happens.
You using the latest revision, right? In terms of the vessels talking to each other it shouldn't be any issues, but maybe some vessels have functionality issues because static variables are used. A scenario with 2 vehicles getting ready for launch is something I had thought about doing for the Death Star missions, but never got around to it.
The diagonal lines seem to be shadows, which I think have some issues with the terrain in D3D9 (maybe it's our fault as well :shifty:).
The texture breakup in the SRB appears to be z-fighting (or z-tearing or something), which sometimes shows up at low FOV angles.

PS: I'm jealous of the resolution at which you run Orbiter. :lol:
 

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Is that in both Orbiter Dx7 and Dx9 ?
 

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Is that in both Orbiter Dx7 and Dx9 ?

No, in DX7 the shadows disappear, though the LOX vents are still displaced.

0000.jpg

Disregard the all-white Shuttles, that's because I used my Hi Res textures made for the Fleet
 
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Wolf

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I'll have to play with that situation a little to see exactly what happens.You using the latest revision, right?

Running SSU Rev 4.2

PS: I'm jealous of the resolution at which you run Orbiter. :lol:

Actually I use 1900x1280 at 60Hz. I get decent FPS and considering that my rig is pretty outdated I thought most users had the same or even better visuals..

---------- Post added at 05:56 PM ---------- Previous post was at 05:51 PM ----------

Got another question: the scenario has Atlantis and Endeavour in. What happens is both Shuttles appear as Atlantis. Is that related to the Mission file (STS-125) which calls for Atlantis textures?
If so, is there a way to edit the file or do something to have two different Orbiters showing in the scenario?
 

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Got another question: the scenario has Atlantis and Endeavour in. What happens is both Shuttles appear as Atlantis. Is that related to the Mission file (STS-125) which calls for Atlantis textures?
If so, is there a way to edit the file or do something to have two different Orbiters showing in the scenario?

I'll have to look, but the main SSU vessel will almost certainly have issues due to its size and complexity. Hopefully it can be changed to allow more than one vessel per scenario.

---------- Post added at 05:30 PM ---------- Previous post was at 05:18 PM ----------

Running SSU Rev 4.2
How are you running it in Orbiter 2016? If I recall well, it won't do the launch well...
 

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DaveS

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I followed DaveS tutorial and with some help from your team I was able to install it in O2016.
https://www.orbiter-forum.com/showthread.php?t=38317&page=2

Launches look good to me (but honestly I haven't checked if the MECO paramaters are the desired ones)

BTW is there a new Rev available (5.0)?
That's the official/public version number. Revisions are what the SSU SF.net repository uses. Currently the latest trunk revision is 2729.
 

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That's the official/public version number. Revisions are what the SSU SF.net repository uses. Currently the latest trunk revision is 2729.

Will it work if I update it via SVN? I remeber I did an SVN update a while ago but got CTD's due to new SRBs naming
What i have now is 2727
 

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Will it work if I update it via SVN? I remeber I did an SVN update a while ago but got CTD's due to new SRBs naming
What i have now is 2727
SVN updates are how you retrieve the latest check ins to the repository. And as GLS wrote, dual vessels in scenarios are unlikely to be supported due to the complexities of each vessel.
 

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SVN updates are how you retrieve the latest check ins to the repository. And as GLS wrote, dual vessels in scenarios are unlikely to be supported due to the complexities of each vessel.

Thanks: What I meant is if I regularly update SSU via SVN will the default and "standard" (one shuttle only) scenarios work?
 

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Thanks: What I meant is if I regularly update SSU via SVN will the default and "standard" (one shuttle only) scenarios work?
Yes. By performing an SVN Update on the root folder, it retrieves changes/additions made to all folders.
 
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