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Chutes work great! When I tried the cabin view, my eyepoint was rotated, so it looked like I was upside down. Does it look the same for you @gattispilot?
Hmm. Maybe on the bottom of the capsule? Another option would be to press J to separate the capsule, which forces the view to shift from booster to capsule. Then you just need to switch to linear thrust and translate up/away from the booster.
Another question: is it possible to allow...
Played around with it a bit on my laptop over lunch. Was able to get it working on D3D9. It works great! I think if parachutes are added for the capsule, we'll be set! A lower priority thing would be maybe a vessel autoswitch when you press J to separate the capsule/booster...but not really sure...
Ok, I'll dig around in the files this evening. I gave it one more shot before I left for work and noticed something interesting -
While in powered flight, I noticed the atmospheric wind settings in Orbiter push the capsule around a bit. I thought maybe I'd give it a shot with that setting...
Spacecraft 3 and 4 are in the server/config/spacecraft folder already. I copied them to the server folder (second picture), but the scenario still crashes in D3D9.
Ok, will check that out this evening.
Some quick thoughts:
Models are amazing!
I wonder if it's possible to add some kind of retro thrust to the booster when the capsule separates. The capsule separates 10 or so seconds after MECO on an actual flight. When I press "J" the capsule does separate...
Just did a quick test before work. The scenario loads fine in basic orbiter, but crashes when using the D3D9 client of Orbiter 2016. Log file attached. I'll play around with it more when I get home.
Looks to me like it grabs both the rocket and the turntable. I haven't seen a lot of video on how this hardware works, so maybe others have a better idea.
Maybe. I was messing around with a Mercury Redstone at the White Sands base a couple years ago and I had the issue of the launch pad hovering above the surface. You can definitely move it up and down, but I don't recall how I did it at the time.
This looks fantastic so far, @gattispilot well done!!
Flyable New Shepard booster/capsule, parachutes for descent and landing. Launch pad area. Booster autoland a "nice to have" but not required. Any scenery that's easy to incorporate since it looks like there was quite a bit of work done there.
The booster autoland is definitely a fun aspect of showing off the Falcon 9 addon. I'd put it in the "nice to have but not required" category. I'm not sure how hard it is to get the autoland feature to work, though.
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