BETA Release OGLAClient Beta 100511: Bug hunt continues

computerex

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Are they still there?
With smoothing it would look like what you see in the 100501, unreadable at all.

Thanks, the fix did it. Unfortunately it also decreased frame rates by roughly 85% while in the panel mode.
 

tl8

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Just installed over Orbiter 100509, Massive slow down and an error on the Launchpad

A large number of extra pixels on the yellow text

However GDI problem on the 2D Shuttle-A panel is fixed
 

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Artlav

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Thanks, the fix did it. Unfortunately it also decreased frame rates by roughly 85% while in the panel mode.
Hm? Are you sure?
There is almost negligible difference between 100508 and 100509.
Do you still use Orbiter 100503?
Is it the panel or some of the MFDs?
 

computerex

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Hm? Are you sure?
There is almost negligible difference between 100508 and 100509.
Do you still use Orbiter 100503?
Is it the panel or some of the MFDs?

False alarm. Seems like an Orbiter bug, had two instances running in the background for some reason. I had two random crashes, and for some reason those processes weren't terminated.
 

tl8

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Same as Computerex...

A slow down seems to happen when I move the 2D panels, about 90% and movement isn't smooth

This happens on both the left and right sides
 

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DaveS

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Wraparound... Fixing which is mutually exclusive with SSU C3 panel.
Artlav: No need for any special coding for SSU. The C3 panel bug has been fixed at the mesh level where the bug really was. So you can you remove any specific code you put into OGLA for SSU.
 

Artlav

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tl8 said:
Maybe you might need a SSU mode?
Artlav: No need for any special coding for SSU. The C3 panel bug has been fixed at the mesh level where the bug really was. So you can you remove any specific code you put into OGLA for SSU.
There is no special code - without wraparound the textures on SSU won't work whatever being done to the mesh, with wraparound the info screen line will appear.
With the D flag there is no implicit decompression, which had a bug in it that disabled wraparound, making that texture disappear.

The info's coordinates should be tuned instead, either in OGLA or in the core.
 

Disconnect

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-A band in atmosphere looking from lower angles in ray traced air mode:
http://dl.dropbox.com/u/5862163/sav.png
(it wasn't there in the 1004XX versions)
- Poor fps with mapped shadows ( halved since the 1004XX release)

Artlav: i saw that you put some bug screenshots from me in the readme

http://dl.dropbox.com/u/5862163/bug.png
you wrote, it's dgiv, but it isn't. It is plain simple delta glider, i don't remember what caused this issue, but i wrote it in the other topic.

And this:

http://dl.dropbox.com/u/5862163/triangles.png

you wrote: "Mapped shadows won't work on old ATIs"
i don't think my hd 3850 is "old" it's just 3 years old gpu, but the mapped shadows are working on it, this bug appeared when i did certain things in game, but it worked before, and worked later after a restart.
 

Artlav

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OGLAClient 100510:
orbides.1gb.ru/orbf/oglaclient-100510_beta-100503.zip
Requires Orbiter beta 100503 (maybe 100509).
Raytraced haze tables: http://orbides.1gb.ru/orbf/ogla_earth_scatter.zip

Another batch of bugs swatted, this time it's the beautiful XR2 and good old DGIV that get the straight work fix.

Changes:
*Fixed mesh flags (XR2)
*Fixed another animations bug (new XR2)
*Fixed color key blending of GDI elements (DGIV and XR2 panels), Oh the FPS!

Could this "error" be linked to this one?
The lines? Wraparound due to some misalignment or misassumption, still investigating.
Lack of textures? No idea, no reproduction.

-A band in atmosphere looking from lower angles in ray traced air mode:
Kinda known, to be fixed later.


- Poor fps with mapped shadows ( halved since the 1004XX release)
Haven't been updated in a while.

you wrote, it's dgiv, but it isn't. It is plain simple delta glider, i don't remember what caused this issue, but i wrote it in the other topic.
Correct, if you look at what DGIV looks like in OGLA, you'll see it looks pretty much like that, so there goes the image.

you wrote: "Mapped shadows won't work on old ATIs"
i don't think my hd 3850 is "old" it's just 3 years old gpu, but the mapped shadows are working on it, this bug appeared when i did certain things in game, but it worked before, and worked later after a restart.
Hm, wording needs some fixing, but the image resembles the variety of things you'll see with shadows not being supported properly, for example on an old GPU.
 
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DaveS

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CTD with SSU during the pre-launch phase. I think the CTD is due to our current simulation of launch pad lighting by editing the materials of the MLP, Orbiter, ET and SRBs from the code.

Her's the relevant code:

Code:
//mesh illumination functions
static void IlluminateMesh(MESHHANDLE mesh)
{
    MATERIAL* material=NULL;

    DWORD materialCount = oapiMeshMaterialCount(mesh);
    for (DWORD mi = 0; mi < materialCount; mi++) {
        material = oapiMeshMaterial(mesh, mi);
        if (material->emissive.g <= 0.1) {
            material->emissive.r = 0.3f;
            material->emissive.g = 0.3f;
            material->emissive.b = 0.3f;
        }
    }
}

static void IlluminateMesh(MESHHANDLE mesh, vector<int> vExclude)
{
    MATERIAL* material=NULL;
    unsigned int ExCounter=0;

    int materialCount = oapiMeshMaterialCount(mesh);
    for (int mi = 0; mi < materialCount; mi++) {
        if(vExclude[ExCounter]!=mi) {
            material = oapiMeshMaterial(mesh, mi);
            if (material->emissive.g <= 0.1) {
                material->emissive.r = 0.3f;
                material->emissive.g = 0.3f;
                material->emissive.b = 0.3f;
            }
        }
        else if(ExCounter<(vExclude.size()-1)) ExCounter++;
    }
}

static void DisableIllumination(MESHHANDLE mesh, MESHHANDLE GlobalMesh)
{
    MATERIAL* MeshMaterial=NULL;
    MATERIAL* DefaultMaterial=NULL;

    DWORD materialCount = oapiMeshMaterialCount(mesh);
    for (DWORD mi = 0; mi < materialCount; mi++) {
        MeshMaterial = oapiMeshMaterial(mesh, mi);
        DefaultMaterial = oapiMeshMaterial(GlobalMesh, mi);
        
        MeshMaterial->emissive.r=DefaultMaterial->emissive.r;
        MeshMaterial->emissive.g=DefaultMaterial->emissive.g;
        MeshMaterial->emissive.b=DefaultMaterial->emissive.b;
    }
}
 
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Artlav

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OGLAClient 100511:
http://orbides.1gb.ru/orbf/oglaclient-100511_beta-100503.zip
Requires Orbiter beta 100503 (maybe 100509).
Raytraced haze tables: http://orbides.1gb.ru/orbf/ogla_earth_scatter.zip

Continuing XR2-related bug fixes.

Changes:
*Fixed specular issues (XR2)
*Fixed material assignment issues (XR2, SSU?)

CTD with SSU during the pre-launch phase. I think the CTD is due to our current simulation of launch pad lighting by editing the materials of the MLP, Orbiter, ET and SRBs from the code.
Could not reproduce. When exactly to look for it?

What about today's version, there were important changes in the MeshMaterial area.
 

Coolhand

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this time it's the beautiful XR2

Thankyou for fixing up my baby, artlav. :cheers:

I've been patiently waiting to try it in OGLA, but its been broken for so long. now it looks wonderful in that engine, but still not quite as i'd like...

I want to attempt to write (or preferably modify) a shader so i can add normal or bump mapping, specular and so on.. make it look really awesome.

Is it possible for me to do this at this point & do you have some example code - i remember you had some normal mapped craters and other effects on a DG at one point.

Thanks again.
 

Artlav

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now it looks wonderful in that engine, but still not quite as i'd like...
Hopefully, all the remaining bugs should be fixed in today's version, thanks to dbeachy fixing the debugger-stopping issue.

I want to attempt to write (or preferably modify) a shader so i can add normal or bump mapping, specular and so on.. make it look really awesome.

Is it possible for me to do this at this point & do you have some example code - i remember you had some normal mapped craters and other effects on a DG at one point.
OGLA supports emission and normal maps for quite a while (with advanced graphics ON):
ogla-091102-1.gif


There should be an OGLA SDK provided with the release, and an example DG code there. Look into clbkVisualCreated for setting lights, normal mapped and emission textures.
I'm also planning to add reflection maps at some point (dual parabolic, most likely).

Writing custom shaders is not quite a planned feature, as it have as much potential for chaos as it gives freedom.

---------- Post added at 08:22 ---------- Previous post was at 08:17 ----------

Here is an up-to-date and properly commented version of OglaSDK:
http://orbides.1gb.ru/orbf/oglasdk-100511.zip
The one in the release turned out to be somewhat dated and cryptic.
 

Coolhand

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thanks for the info artlav. hmm... in that example it looks like you have a specular effect going on there - as the highlight traces over the textures the light reflection - the specular highlights - intensity seems to be controlled by a map.

at a minimum i think you should be able to control spec, gloss & bump.

Reflection mapping will be cool, but specular works most of the time and has a lot less strain on the system... a spec map can control either or both effects. both reflection systems (specular being just a fake reflection of a lightsource) should benefit from a gloss map - which for specular will control the width of the highlight.
 

Artlav

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hmm... in that example it looks like you have a specular effect going on there - as the highlight traces over the textures the light reflection - the specular highlights - intensity seems to be controlled by a map.

at a minimum i think you should be able to control spec, gloss & bump.
Ok, there are three textures per mesh - default diffuse, emission which is rgb+intensity in a, and a normal/specular, which is rgb for normal vector offset and a specular power in a. The color of specular is controlled by material.

So, that's bump and something between spec and gloss?
 

Coolhand

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ok, that makes sense based on your example.. so spec power is stashed away in the alpha channel of a normal map. - unless that alpha somehow controls gloss, and its better if it doesnt really.

however, even without gloss mapping, being able to see it with normal and specular mapping will be a great improvement over the old engine.:)

btw, as a suggestion, another useful shading effect is using a fresnel or a falloff to help control a reflection map... for example, a metal material appears to be less reflective as it curves away, and a plastic material or something like paint is the exact opposite, more reflective looking at a glancing angle. you might use a falloff effect to create a planetary atmosphere, make it look thicker at the edges and transparent in the middle of the planet, so i expect you've encountered it before.
 

DaveS

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Could not reproduce. When exactly to look for it?
Try this scenario, CTDs for me right when the night illumination kicks in. No joy with the latest OGLA beta(100511).

Code:
BEGIN_DESC
Launch Space Shuttle Atlantis from Launch Complex 39B at the Kennedy Space Center for mission STS-101.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51683.418171
END_ENVIRONMENT

BEGIN_FOCUS
  Ship STS-101
END_FOCUS

BEGIN_CAMERA
  TARGET STS-101
  MODE Extern
  POS 2.89 -0.51 -70.39
  TRACKMODE TargetRelative
  FOV 50.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE Surface
END_MFD

BEGIN_MFD Right
  TYPE Orbit
  PROJ Ship
  REF Earth
END_MFD

BEGIN_SHIPS
ISS:ProjectAlpha_ISS
  STATUS Orbiting Earth
  RPOS -3833430.64 5480334.56 -803952.35
  RVEL 6169.424 3967.476 -2315.171
  AROT 110.00 -10.00 80.00
  PRPLEVEL 0:1.000
  IDS 0:1 10 1:2 10 2:3 10 3:4 10 4:5 10
  NAVFREQ 0 0
  XPDR 466
END
LCC:SSU_LCC
  STATUS Landed Earth
  POS -80.6040745 28.6083855
  HEADING 270.00
  NAVFREQ 0 0
  LAUNCH_MJD 51683.424421
  PAD_NAME LC39A
  SHUTTLE_NAME STS-101
END
LC39A:SSU_Pad
  STATUS Landed Earth
  POS -80.6040720 28.6083850
  HEADING 270.00
  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
  GOX_SEQUENCE 2
END
STS-101:SpaceShuttleUltra
  STATUS Landed Earth
  POS 0.0000000 0.0000000
  HEADING 0.00
  ATTACHED 0:0,MLP2
  PRPLEVEL 0:1.000 1:1.000 2:1.000 3:0.998 4:0.998 5:0.998 6:1.000 7:1.000 8:1.000 11:0.020
  NAVFREQ 0 0
  CONFIGURATION 0
  ODS
  MET 0.000
  WING_NAME Atlantis
  GEAR 0 0.0000
  RMS
  ARM_STATUS 0.500000 0.013600 0.014688 0.500000 0.500000 0.500000
  RMS_ROLLOUT 0 0.000000
  SHOULDER_BRACE 0.000
  MRL 0.000000 0.000000
  GRAPPLE 1 1.0000
  RIGIDIZE 1 1.0000
  EXTEND 1 1.0000
  SAT_OFS_X 0.000
  SAT_OFS_Y 0.000
  SAT_OFS_Z 0.000
  OPS 101
  AUTOPILOT 28.650000 80.500000 103000.000000 7859.700000 0.730000
  ASSIST 135.000000 235.000000
  THROTTLE_BUCKET 834.000000 1174.000000
  HEADS_UP 328083.990
  TGT_ID 2
  BODY_VECT 1
  ROLL 0.000
  PITCH 0.000
  YAW 0.000
  P_ANGLE 0.000
  Y_ANGLE 0.000
  OM_ANGLE -1.000
  DAP MODE 0 0
  ROT MODE 0 0 0
  TRANS MODE 0 0 0
  CONTROL MODE 1
   PAYLOAD CACTIVE1 8.000000 0.000000 0
   PAYLOAD CACTIVE2 0.000000 0.000000 0
   PAYLOAD CACTIVE3 -8.000000 0.000000 0
   PAYLOAD CPASSIVE1 4.000000 0.000000 0
   PAYLOAD CPASSIVE2 2.000000 0.000000 0
   PAYLOAD CPASSIVE3 -6.000000 0.000000 0
   PAYLOAD CPASSIVE4 7.000000 0.000000 0
   PAYLOAD PORT1 3.000000 0.000000 0
   PAYLOAD PORT2 -2.000000 0.000000 0
   PAYLOAD PORT3 -8.000000 0.000000 0
   PAYLOAD PORT4 7.000000 0.000000 0
   PAYLOAD STBD1 3.000000 0.000000 0
   PAYLOAD STBD2 -2.000000 0.000000 0
   PAYLOAD STBD3 -8.000000 0.000000 0
   PAYLOAD STBD4 0.000000 0.000000 0
  SWITCH_MPM_DPLY 1 1 1 1
  SWITCH_RMS_POWER 1 1
  SWITCH_RMS_RET_LATCH 1 1
  EE MODE 1
  CRT_SEL 1 1
  LPROBEARM 1
  LPROBE 2
  RPROBEARM 1
  RPROBE 2
  LOMS 1
  ROMS 1
  BOILERN2SPLY0 0
  BOILERN2SPLY1 0
  BOILERN2SPLY2 0
  BOILERCNTLR0 0
  BOILERCNTLR1 0
  BOILERCNTLR2 0
  BOILERHTR0 0
  BOILERHTR1 0
  BOILERHTR2 0
  APUFUTKVLV0 0
  APUFUTKVLV1 0
  APUFUTKVLV2 0
  APUCNTLRPWR0 0
  APUCNTLRPWR1 0
  APUCNTLRPWR2 0
  HYDCIRCPUMP0 2
  HYDCIRCPUMP1 2
  HYDCIRCPUMP2 2
  APUAUTOSHTDN 0
  APUSPDSEL0 1
  APUSPDSEL1 1
  APUSPDSEL2 1
  APUCNTRL0 0
  APUCNTRL1 0
  APUCNTRL2 0
  HYDMNPMPPRESS0 0
  HYDMNPMPPRESS1 0
  HYDMNPMPPRESS2 0
  MPSENGPWR00 0
  MPSENGPWR01 0
  MPSENGPWR02 0
  MPSENGPWR10 0
  MPSENGPWR11 0
  MPSENGPWR12 0
  HEISOLA0 0
  HEISOLA1 0
  HEISOLA2 0
  HEISOLB0 0
  HEISOLB1 0
  HEISOLB2 0
  MPS0 1
  MPS1 1
  MPS2 1
  L_ET_UMB_DOOR 1.000
  R_ET_UMB_DOOR 1.000
  ET_DOOR_LATCHES 0.000000 1.000000 1.000000
  @PANEL F2
  @ENDPANEL 
  @PANEL F4
  @ENDPANEL 
  @PANEL F6
  @ENDPANEL 
  @PANEL F7
  @ENDPANEL 
  @PANEL F8
  @ENDPANEL 
  @PANEL R2
  "Boiler1 N2 Supply" OFF
  "Boiler2 N2 Supply" OFF
  "Boiler3 N2 Supply" OFF
  "Boiler1 Cntlr" OFF
  "Boiler2 Cntlr" OFF
  "Boiler3 Cntlr" OFF
  "Boiler1 Cntlr Pwr/Htr" OFF
  "Boiler2 Cntlr Pwr/Htr" OFF
  "Boiler3 Cntlr Pwr/Htr" OFF
  "APU1 Run" START/RUN
  "APU2 Run" START/RUN
  "APU3 Run" START/RUN
  "Hyd Main Pump Press 1" NORM
  "Hyd Main Pump Press 2" NORM
  "Hyd Main Pump Press 3" NORM
  "APU1 Cntlr Pwr " ON
  "APU2 Cntlr Pwr " ON
  "APU3 Cntlr Pwr " ON
  "APU1 Fuel Tank Valve" OPEN
  "APU2 Fuel Tank Valve" OPEN
  "APU3 Fuel Tank Valve" OPEN
  "ET Umb Centerline Latch" GND
  "ET Umb Left Door" OFF
  "ET Umb Left Door Latch" OFF
  "ET Umb Right Door" OFF
  "ET Umb Right Door Latch" OFF
  "MPS Pwr Left AC2" [1]
  "MPS Pwr Ctr AC1" [1]
  "MPS Pwr Right AC3" [1]
  "MPS Pwr Left AC3" [1]
  "MPS Pwr Ctr AC2" [1]
  "MPS Pwr Right AC1" [1]
  "MPS He Isol A Left" OPEN
  "MPS He Isol A Ctr" OPEN
  "MPS He Isol A Right" OPEN
  "MPS He Isol B Left" OPEN
  "MPS He Isol B Ctr" OPEN
  "MPS He Isol B Right" OPEN
  @ENDPANEL
  @PANEL O6
  "L GLRSHLD FLOOD" OFF
  "S TRK DR CNTL SYS1" CLOSE
  "S TRK DR CNTL SYS2" CLOSE
  @ENDPANEL 
  @PANEL R11
  @ENDPANEL 
  @PANEL A6
  "SENSE" [0]
  @ENDPANEL 
  @PANEL AftMDU
  @ENDPANEL 
  @PANEL A7A3/A8A3
  "SYSTEM POWER MNA" [0]
  "SYSTEM POWER MNB" [0]
  "PYRO POWER MNA" [0]
  "PYRO POWER MNC" [0]
  "SYS1 VENT ISOL" [0]
  "SYS1 VENT" [0]
  "SYS2 VENT ISOL" [0]
  "SYS2 VENT" [0]
  "PSU POWER MNA" [0]
  "PSU POWER MNB" [0]
  "LIGHTS AIRLOCK 1-4" [0]
  "LIGHTS AIRLOCK 2-3" [0]
  "LIGHTS DOCKING TRUSS FWD" [0]
  "LIGHTS DOCKING TRUSS AFT" [0]
  "ARLK/TNL FAN A" [0]
  "ARLK/TNL FAN B" [0]
  "LIGHTS C/L VESTIBULE PORT" [0]
  "LIGHTS C/L VESTIBULE STBD" [0]
  "CNTL PNL PWR A" OFF
  "CNTL PNL PWR B" OFF
  "CNTL PNL PWR C" OFF
  "HTRS/DCU PWR H1" OFF
  "HTRS/DCU PWR H2/DCU" OFF
  "HTRS/DCU PWR H3/DCU" OFF
  "APDS PWR A" OFF
  "APDS PWR B" OFF
  "APDS PWR C" OFF
  "PYROS Ap" [0]
  "PYROS Bp" [0]
  "PYROS Cp" [0]
  @ENDPANEL 
  MTU_MET_RUNNING 0
  MTU_MET0 0.000
  MTU_MET1 0.000
  MTU_MET2 0.000
   EVENT_TIMER0 540.000000 DOWN STOPPED
   EVENT_TIMER1 0.000000 DOWN STOPPED
  IDP1 SPEC 65535
  IDP1 DISP 65535
  IDP2 SPEC 65535
  IDP2 DISP 65535
  IDP3 SPEC 65535
  IDP3 DISP 65535
  IDP4 SPEC 65535
  IDP4 DISP 65535
  LEFT_AIRDATAPROBE 1 3 0.000000
  RIGHT_AIRDATAPROBE 1 3 0.000000
  APU1_State 2
  APU1_FuelPress 1473.383
  APU1_HydPress 2654.671
  APU1_Speed 98.387
  APU2_State 2
  APU2_FuelPress 1463.459
  APU2_HydPress 2624.647
  APU2_Speed 92.506
  APU3_State 2
  APU3_FuelPress 1435.394
  APU3_HydPress 2647.471
  APU3_Speed 103.869
END
ET:Atlantis_Tank
  STATUS Orbiting Earth
  ATTACHED 0:20,STS-101
END
LSRB:Atlantis_LSRB
  STATUS Orbiting Earth
  ATTACHED 0:21,STS-101
END
RSRB:Atlantis_RSRB
  STATUS Orbiting Earth
  ATTACHED 0:22,STS-101
END
LC39A:SSU_Pad
  STATUS Landed Earth
  POS -80.6070900 28.6008890
  HEADING 270.00
  NAVFREQ 0 0
  ACCESS_ARM 0 0.0000
  GVA 0 0.0000
  VENTHOOD 0 0.0000
  FSS_OWP 0 0.0000
  RSS_OWP 0 0.0000
  RSS 1 1.0000
  GOX_SEQUENCE 1
END
LCC:SSU_LCC
  STATUS Landed Earth
  POS -80.6040745 28.6083855
  HEADING 270.00
  NAVFREQ 0 0
  LAUNCH_MJD 51982.950000
  PAD_NAME LC39A
  SHUTTLE_NAME STS-101
END
MLP2:Atlantis_MLP
  STATUS Landed Earth
  POS -80.6070840 28.6009090
  HEADING 0.00
  NAVFREQ 0 0
  T0_UMB 0 0.0000
END
END_SHIPS
 
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