Project CST-100

N_Molson

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Atlas V 412 alpha v0.3

New Features :

- More detailed Centaur-DE (2nd stage) mesh (WIP)
- Automatic (and based on real data) throttle control for both stages (except the "man rating throttledown", still some research to do here).
- Added 1 scenario to test the second stage.
- Several other bugfixes.

At this point, the ascent guidance program is mostly functional. From there, the focus will be more on meshes esthetics/realism and technical details.
 
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N_Molson

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Range safety command in good progress. Also, the LES now reacts automatically (actually, that's the point of such a system !) :

Escaping the Inferno :


Drogue chute deployed at a safe distance :


Main chutes deployement :


Final descent :


Splashdown in a few seconds :
 

N_Molson

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AtlasV-412 alpha v0.31

New Features :

- Improved DemoCap. Now equipped with a small SM and a SRM for retrofire. Once in orbit, orient retrograde, engage main, and that's it. Then press "J" to separate the capsule from the SM (no discarded SM modeled yet). Try to keep the Gs as low as possible during reentry using the RCS to control lift : under 5G, you are doing pretty well. Drogue chute deploys automatically at 9000m if your speed is lower than 350 m/s. Main chute deploys automatically at 3000m if your speed is lower that 125 m/s.
- Range safety feature. When the launchpad or the 1st stage are selected, tap "D" 3 times, and boom. The LES will trigger automatically.


That one was quite a lot of work, but I'm happy it works (on my setup). Needless to say, "converting" DemoCap in a CST-100 won't be difficult, as this is planned when the meshes will be ready. Now you can play a full flight from the launchpad to splashdown.

I'm counting on you to debug that release ! :salute:
 
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N_Molson

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The three "inlets" you can see in the orange section (which is the intertank section) are actually SRM exhaust. There are 8 of them around the intertank, and they are used to pull the CCB away from the Centaur. I'm going to implement them, that's better than the "magical" velocity that comes with separation.

3.2.7.5.3 Booster Retrorockets

After separation, eight retrorockets located in the booster intertank compartment fire to ensure the expended booster moves away from Centaur. These eight retrorockets use solid propellants and are canted outboard. The resulting plume products consist of small solid particles and very low density gases. The boattail shields the SC from particles in the retrorocket plume. Retrorocket plume gases that expand around the boattail and impinge on the SC are rarefied and are not condensable because SC surfaces are still relatively warm from prelaunch payload compartment gas conditioning. Moderate molecular depositions can be expected on aft facing surfaces.
Atlas V Launch Service User's guide

03-msl-atlas-v-2.jpg


---------- Post added at 10:08 PM ---------- Previous post was at 06:24 PM ----------

... and those retrorockets are now implemented, makes perfectly the job :

 

ky

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Everything is working great so far. Idk if you already have this info, but Max Q is at 92 seconds into the flight, engines are throttled down to 60% for 30 seconds, then are throttled back up.
 
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Urwumpe

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The exhaust plumes of the retro rockets can be far bigger... the nozzles may appear small, but they make a lot of smoke and that in the higher thinner atmosphere.
 

ky

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I hate how in this vid they don't show the actual retrorocket firing, but they show a simulation of it and switch back when it separated.

EDIT: The vid below shows it

 
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N_Molson

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Everything is working great so far. Idk if you already have this info, but Max Q is at 92 seconds into the flight, engines are throttled down to 60% for 30 seconds, then are throttled back up.

I suspect you have the figures of the Atlas V 401. It varies a lot with the configuration of the rocket. Actually, it seems that the engine is throttled to 89% with the 411 :


Also we have in fact an "Atlas V 4.5 12" because, with the CST-100 and the adapter, the nose diameter is 4.56 meters. So MaxQ time may vary. There are some flight profiles exemples in the User Manual I posted above.

Also I'm going to implement a booster power curve (based on Shuttle SRB data) that will affect the dynamics. SRMs do not provide a steady thrust, they tend to over-perform during the first third of the burn, stabilize, then quickly under-perform during the last seconds of the burn.

The exhaust plumes of the retro rockets can be far bigger... the nozzles may appear small, but they make a lot of smoke and that in the higher thinner atmosphere.

Yes, I was thinking to add more "gases expansion" for the first stage. Those rocket trails are really impressive IRL. Of course in Orbiter there is the performance issue (particles are quite performance-eaters). I'll try to find the best compromise.

Edit : BTW I missed the word "retro". They do, but particle streams never render very well on screenshots.

I hate how in this vid they don't show the actual retrorocket firing, but they show a simulation of it and switch back when it separated.

EDIT: The vid below shows it

Seems I was pretty good at locating those retrorockets. It also seems they send a nice cloud of solid particles at the Centaur !
 
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ky

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BrianJ's LC-41 is a perfect for the Atlas 412, now to get permission to include it in the package. Meanwhile, here is a Demo Cap launch scenario including the pad. BrianJ's MRO addon is required (for now).

bazkI.jpg

i6PwG.jpg

L2yla.jpg

7mMf0.jpg
 

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  • Demo Cap atop Atlas 412.scn
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N_Molson

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Atlas V 412 alpha v0.32

New Features & Bugfixes :

- Updated Atlas CCB mesh (various changes)
- SRM power curve implementation (gives you more power at the beginning of the burn, less at the end).
- SRM accurately separates at T+90 sec.
- CCB separation retrorockets implemented.
- Minor fixes on DemoCap.

Note to self : don't forget to add a time save variable on the SRM next time !

BrianJ's LC-41 is a perfect for the Atlas 412, now to get permission to include it in the package. Meanwhile, here is a Demo Cap launch scenario including the pad. BrianJ's MRO addon is required (for now).

Ah, excellent new ! Thanks to you and BrianJ :cheers:
 
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ky

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Well, now we have permission to use it! Thanks BrianJ!
 

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One little request: since BrianJ's LC-41 did not model the vertical integration facility (VIF) used for stacking the rocket, maybe you guys can model it (perhaps even animating the doors!) and put it along for greater realism? I know it would not be high on your to-do-list, but it won't hurt to suggest it here, right? :p
 

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One little request: since BrianJ's LC-41 did not model the vertical integration facility (VIF) used for stacking the rocket, maybe you guys can model it (perhaps even animating the doors!) and put it along for greater realism? I know it would not be high on your to-do-list, but it won't hurt to suggest it here, right?

If you have a map with the precise location of the thing, and a good set of photographs, and even if possible its dimensions, maybe ;)

BTW that launchpad looks great. However it "blinks" (like it is lightened then normal then...) on my setup with D3D7 on my setup. No idea of the nature of the problem. But it is fine with D3D9. Also I just have to rotate it by 90°, which is better than changing the "launchpad vessel" heading, which drives the guidance program mad :lol:
 

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If you have a map with the precise location of the thing, and a good set of photographs, and even if possible its dimensions, maybe ;)

BTW that launchpad looks great. However it "blinks" (like it is lightened then normal then...) on my setup with D3D7 on my setup. No idea of the nature of the problem. But it is fine with D3D9. Also I just have to rotate it by 90°, which is better than changing the "launchpad vessel" heading, which drives the guidance program mad :lol:

Is caused by launch pad vessel being at zero altitude. Can be fixed by moving it upwards a bit.
 

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AtlasV-412 alpha v0.33

New Features :

- Now includes BrianJ's LC41 mesh (many thanks) for better visual experience and immersion. This addon stays "standalone" (meaning that everything is included).
- Added a basic particle effect simulating vapor/dust exhaust during liftoff. It sure doesn't look perfect but we'll care about such esthetic refinement later ;)
- Ultra-minor fix about DemoCap's drogue chute drag.


Now I think I should put a little more work on the Centaur stage.
 
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ky

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Everything is working and looking great! :thumbup:
 

Kyle

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I decided to give the Atlas a test and I noticed a few problems on my end.
When not using D3D9client for a launch and you click 'D' 3 times to detonate the Atlas, there's a CTD.
The light source appears not to work for D3D9, while the lights for the launchpad appear to work fine - the Atlas V does not light up the KSC area like it does not using D3D9.

Other than that, excellent to me. I was wondering though if you'd planned on adding highres textures to the Atlas V booster?
 

N_Molson

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When not using D3D9client for a launch and you click 'D' 3 times to detonate the Atlas, there's a CTD.

Mmh... Could you post a log ? Thanks.

The light source appears not to work for D3D9, while the lights for the launchpad appear to work fine - the Atlas V does not light up the KSC area like it does not using D3D9.

Do you have similar issues with other addons ? It seems quite hardware-related. :hmm:

Other than that, excellent to me. I was wondering though if you'd planned on adding highres textures to the Atlas V booster?

Currently there are no textures at all. Of course that will be a part of the work (if someone is a competent texturer and wants to participate, you're welcome, as I know nearly nothing to this).
 

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Here's my log.
Code:
**** Orbiter.log
Build Nov  5 2011 [v.111105]
Timer precision: 3.77525e-007 sec
Found 1 joystick(s)
Devices enumerated: 3
Devices accepted: 3
[ ] RGB Emulation (SW)
[ ] Direct3D HAL (HW)
[x] Direct3D T&L HAL (HW)
Module AtlantisConfig.dll .... [Build 111105, API 111105]
Module AtmConfig.dll ......... [Build 111105, API 111105]
Module DGConfigurator.dll .... [Build 111105, API 111105]
Module ProjectOutpostsConfig.dll  [Build 120604, API 100830]
Module ScnEditor.dll ......... [Build 111105, API 111105]
Module Rcontrol.dll .......... [Build 111105, API 111105]
Module Framerate.dll ......... [Build 111105, API 111105]
Module FlightData.dll ........ [Build 111105, API 111105]
Module ExtMFD.dll ............ [Build 111105, API 111105]
Module LunarTransferMFD.dll .. [Build 100621, API 100603]
Module uap.dll ............... [Build 110613, API 100830]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module AutoFCS.dll ........... [Build ******, API 050206]
Module GPCMFD.dll ............ [Build 111222, API 100830]
Module RPOP.dll .............. [Build 111124, API 100830]
Module OrbiterSound.dll ...... [Build ******, API 060425]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1440 x 900 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Joystick throttle: Z-AXIS
Joystick throttle control detected
Module Sun.dll ............... [Build 111105, API 111105]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 111105, API 111105]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 111105, API 111105]
Module VenusAtm2006.dll ...... [Build 111105, API 111105]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 111105, API 111105]
Module EarthAtmJ71G.dll ...... [Build 111105, API 111105]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 111105, API 111105]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 111105, API 111105]
Module MarsAtm2006.dll ....... [Build 111105, API 111105]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 111105, API 111105]
Module Jupiter.dll ........... [Build 111105, API 111105]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 111105, API 111105]
Module Europa.dll ............ [Build 111105, API 111105]
Module Ganymede.dll .......... [Build 111105, API 111105]
Module Callisto.dll .......... [Build 111105, API 111105]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 111105, API 111105]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 111105, API 111105]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 111105, API 111105]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module Sigma_LES.dll ......... [Build 120730, API 100830]
--------------------------- WARNING: --------------------------
Texture not found: Contrail5.dds
Skipping.
---------------------------------------------------------------
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::GetHorizonAirspeedVector
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
============================ ERROR: ===========================
Mesh not found: .\Meshes\RLM_Debris.msh
[LoadMesh | .\Mesh.cpp | 1211]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\RLM_Debris.msh
[LoadMesh | .\Mesh.cpp | 1211]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\RLM_Debris.msh
[LoadMesh | .\Mesh.cpp | 1211]
===============================================================
============================ ERROR: ===========================
Mesh not found: .\Meshes\RLM_Debris.msh
[LoadMesh | .\Mesh.cpp | 1211]
===============================================================

And the light issue is one I am not having with any of my other addons.
 

N_Molson

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I already can tell that there is a problem with my debris meshes. Probably a path error in my code. Will check that. An exhaust texture is missing too.
 
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