Idea Mercury and Gemini add-on improvements

The one thing we really need to improve is the recovery sequence in Mercury. It is a let down to complete a successful mission only to be disappointed by the "buggy and bland" recovery. Saturn V already made a couple of better aircraft carriers. Follow the thread here: http://orbiter-forum.com/showpost.php?p=109883&postcount=4.

The helicopter really needs a major overhaul. The docking sequence, handling (aerodynamics), and appearance are the targets. I suppose someone who makes aircraft add-ons, especially kev shanow, would be very familiar with the process of creating a new one or just repairing the target priorities.

uh-34profile.jpg


UH34DDanang.jpg
 
Do you see what I see?...

Splashdown1.jpg


This is from the upcoming Gemini recovery sequence. I haven't installed the airwing on the carrier yet, and I still need to figure out exactly how I'm going to recover the astronauts (probably as attachments, but you'll probably have to fly them back to the carrier one at a time), but hopefully, you get the general idea.

ACSoft consented to the use of his helicopter dll, but I ended up using spacecraft3 and Kev33's Sea King mesh (retextured for Gemini ops) so I could more finely tune the touchdown points. The physics and handling are stock so recovery will be something of a challenge.

The splashdown site is something 80mileshigh & I did the middle of '07. Guess it's about time it saw the light of day! New Essex-class carrier mesh is in the background.

Below is a detail shot of the retextured Sea King. New pilots too...

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Aerial view of splashdown site...

Splashdown2.jpg
 
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Hi Orbinauts!

First of all thank's for a great add-on to Gemini. Second, when I tap D after main chute deployement to get the Gemini-spacecraft in the correct landing-attitude the cockpit is not positioned in the same attitude. Is this something that you can solve or have I done something wrong installing it.

Best Regards!
 
With a lot of help & guidance from Donamy & Zatnikitelman, I've been able to get the recovery sequence operational.

RECOVERY3.jpg


Please be aware that due to the new spacecraft3 ini file's inlclusion of the ROBOTIC ARM feature, the "hover" function of the original aircraft model is no longer functional.

You can still fly it per the original instructions, but you will find it EXTREMELY difficult to do so.

There will be a new set of instructions included in the release that describe in detail a much easier method of flying the sequence. Indeed, you may find the new method to be "cheating" like Hell, but this add-on offers a phase of the Gemini missions otherwise unaccounted for.

I'll be adding the carrier airwings over the next few days and upload will likely be this weekend.

Then it's back to wrestling with the pads & animations!
 
Very very nice Saturn V! AMAZING! :speakcool: I salute you for all the work you've done! :salute:

How about the Mercury recovery sequence? Will there be a new carrier and will the helicopter be compatible with the capsule?
 
Actually, I'm trying to make the Gemini recovery a little more interactive. The floatation collar is now deployable (along with a frogman and the raft). Looking into animating the spacecraft doors, etc.

If I ever get around to Mercury, it will be done along the same lines as the Gemini recovery (a stand-alone add on with seperarte models for the recovery sequences). The carriers are Essex & Iwo Jima class and would still be correct for Mercury. If I can ever get the hang of making these things work the way I want them to, I might look into doing a destroyer for the recovery of Friendship 7 & Gemini 8. Time will tell...
 
I have been searching and came up with this:

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Would it be too much trouble to create an alternate texture?
 
Just change the texture.
 
I don't know how to do that. Is there a tutorial or a thread on that?
 
If you have Photoshop, you can download a dds plug-in which will allow you to open existing texture files. By studying those, you get an idea of how the textures are laid out and applied to a mesh. You can even use them as templates to retexture a mesh. But be sure to rename them and the texture list in the mesh file so they don't overwrite the originals if you plan to distribute them.

If you want to create new texture files from scratch, you'll need a UV mapper to assign where in the mesh a texture is supposed to be applied. You can also texture different pieces of a mesh in anim8or or a similar program.

Think of it as painting model kits for the digital age!
 
...and if you want to modify someone else's work and release it, it's good form to get their permission.
 
We're cool !!:bighug:
 
I do realize I have to credit the right person, but I don't have Photoshop. I just want to change the lettering and the American flag to the roundel of the USAF. It takes Photoshop to do that? I do have Microsoft Paint.
 
It sure is alot easier.
 
I use MS Paint for basic edits (and sometimes as a starting point). But you still need to convert the bmp to dds to use it in Orbiter. That's one of the many reasons you want Photoshop & the dds plug-in (does a lot of impressive effects besides the conversions). You'll also need it to edit/create transparencies and the like.

I think some of Orbiter's planetary textures may be bmp, but Orbiter relies heavily on the dds format (just look in your Textures folder).
 
I could give it a try, but that would take days (I moved to Tampa and and Orbiter is still at the Cape). I don't know when I will be back there but when I do, I could give it a shot unless someone else can do a more efficent job in lesser time.
 
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