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  1. BigMac

    Project Project Mercury

    There are actually some very subtle textures on the towers, although they should perhaps be made a bit more prominent - in most of the images I found the towers just looked boringly red! I like the suggestion of trying to use the metal shader - think that would definitely improve things...
  2. BigMac

    Project Project Mercury

    Hello all, just a quick update - I've now added in meshes for both launch complexes and made a couple of changes to the Atlas guidance so that it now flies in the correct orientation. For the launch complexes to be placed correctly you will need to enable the terrain flattening option in the...
  3. BigMac

    Project Project Mercury

    Glad to hear that's solved your issues! I've added a quick update at the link to delete the booster on ground contact and to make the majority of the capsule components non-focusable.
  4. BigMac

    Project Project Mercury

    Very helpful! Thanks for taking the time to put that together. I did a bit of testing yesterday and didn't find any obvious culprits, however I have a couple of ideas as to what might be happening based on those graphs - I'll go over the data properly and do some more testing this morning...
  5. BigMac

    Project Project Mercury

    Certainly seems like it's happening for some other reason in that case - some logs of the attitudes would definitely be useful to help get to the bottom of it. I'll do some testing in the meantime to see if I can reproduce something similar. Could I also check whether you had changed the...
  6. BigMac

    Project Project Mercury

    There's no indication in the cockpit as to whether the gyro's are currently being slaved, however they will do so at the folowing points in the flight: From escape tower jettison to the assumption of orbit attitude (around five minutes after capsule separation) During orbital flight with a...
  7. BigMac

    Project Project Mercury

    For some brief pointers on the gyros: The main axes of the two attitude gyros (pitch and yaw readings) are free to rotate through 360 degrees, however the secondary axis (roll reading) is limited to +/-83 degrees - this is indicated by the red marks on the attiude display. Manouvering outside...
  8. BigMac

    Project Project Mercury

    Thanks for giving that a check. Currently the inertia switch that triggers the chute jettison will be activated on a deceleration of 7.5G as per the real capsule, however it's possible depending on the framerate and the behaviour of the touchdown points that the landing impact may not always be...
  9. BigMac

    Project Project Mercury

    Do you remember roughly what point in the flight you tried to save? Sounds like there is some particular systems configuration causing the issues. Edit: I think this should be fixed now with the new version at the link. I've also updated the retro time and historical failures for the MA-6...
  10. BigMac

    Project Project Mercury

    Confirmed the earth path indicator isn't curently functioning - the fix for the CTD when interacting with the GUI broke it, I'll post an update as soon as I get some time to fix it. Edit: Should be fixed now - I've updated the link with the new version.
  11. BigMac

    Project Project Mercury

    Thank you! I can definitely add missions for the rest of the flights, although they would be dubiously historcally accurate as the configuration of the capsule changed significantly (such as the removal of the periscope and RSCS system in later flights). There might also be issues with the MA-6...
  12. BigMac

    Project Project Mercury

    No hatch unfortunately, wouldn't be totally impossible to add but I would need to add a mesh for the cockpit visible from the external views - given that peoples frame rates are already probably pretty marginal I'd be worried about the impact this would have. Maybe in the future though!
  13. BigMac

    Project Project Mercury

    Sorry about that - I should have checked what the naming convention for the other addon was, it's an entirely separate mod to this one so you probably don't want to overwrite those files. Unfortunately it's probably a bit of a pain to change the filenames for this addon given that there are some...
  14. BigMac

    Project Project Mercury

    Ah, sorry - thought you were talking about the internal views! You're quite right - currently there are no external sounds for the boosters, definitely something I can look at adding at some point.
  15. BigMac

    Project Project Mercury

    I've updated the link in the OP with a new version that will hopefully solve a few of the bugs that have been raised so far - should be safe just to overwrite the existing files: Increased the stability of some of the fluids/thermo components at higher time accelerations to try and mitigate...
  16. BigMac

    Project Project Mercury

    Thanks - I think Thymo is correct about this being related to the config file being overwritten. Does anyone a bit more knowledgeable about Orbiter know what might cause this file to change without explicitly being asked to?
  17. BigMac

    Project Project Mercury

    I think that the issues with the suit fan are related to the points that n72.75 flagged up earlier - I'm currently working on a fix for this behaviour. All of the code for the systems is being executed from the prestep/poststep callbacks, so I would think it should still excute with the GUI...
  18. BigMac

    Project Project Mercury

    Would it be possible to post a screenshot? I haven't tested the addon against the beta, so it's possible that there might be some compatibility issues there.
  19. BigMac

    Project Project Mercury

    Thanks a lot! I was playing around with the new metalness shader for the Redstone which does seem to be a bit too reflective from some angles, however I think it probably looks a bit better than with the default shader. There should be sound, however it is fairly subtle - the astronaut reports...
  20. BigMac

    Project Project Mercury

    Thanks for raising that - I'll take a proper look this evening but on first glance it looks like there was a problem saving the config of the systems when you closed the sim, hopefully an easy one for me to fix.
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