# New ReleaseProject Mercury X for Orbiter 2016

#### asbjos

##### tuanibrO
The original Project Mercury textures gives this new add-on a retro Orbiter look:

If you notice the Atlas in the background, there's a major glitch in the most recent version of Project Mercury for Orbiter 2016, at capsule separation the booster stage respawns on the base of the Atlas.

Yes, the original textures can be used.
Nothing wrong there, it's a mater of preference.

Probably just the wrong mesh being loaded when the Atlas is spawned :thumbup:
(wouldn't call it major, since it doesn't affect gameplay or causes a CTD )

Thank you!

The reason for the booster appearing, is that the capsule is actively deleting any spent stages/parts more than 200 km away. Thus the booster is deleted before capsule separation.
And when the Atlas core is created, it renders the booster if no booster stage is detected in the simulation. (such as for an abort before booster sep)

I will redo this to a more failsafe method. But, yeah, it doesn't bother me enough to make a new update, so it will be fixed in the next release. :lol:

PS: and it hasn't happened in earlier releases, because I've constantly adjusted the deletion limit and conditions all the time. And first now the booster/core is affected

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#### Star Voyager

##### Space Shuttle Refugee
The new update is awesome, and that Mercury Scout is really nifty, thank you!

#### MarsGlider

##### New member
yeah this mod has done way more than I thought :rofl: though I do think a 3D cockpit would be nice, but that's just a request :thumbup:

#### 4throck

##### Enthusiast !
asbjos is running the show, but I can tell that there are a few things being worked on.

Cockpit is one of them but not necessarily 3D...
And not necessarily a cockpit... Think more about instruments

#### MarsGlider

##### New member
hmm... I'll be watching.... :hmm:

#### asbjos

##### tuanibrO
yeah this mod has done way more than I thought :rofl: though I do think a 3D cockpit would be nice, but that's just a request :thumbup:

Thank you! Yes, it has evolved a lot, and encompasses a lot, to such an extent that I'm even considering splitting it into several addons (take for example LC5 and LC14, which are both compatible with any vessel that has an attachment point, and supports any vessel at all if there is no hold-down configured).

Summary: I'm not able to create meshes, so I ask anyone in the community that are able and willing to do it for me, so that I can implement it.
I also really want a 3D cockpit!

As a temporary solution, I'm currently making a modest 2D panel, as 4throck mentioned. Nothing fancy, and not even near what was for the old addon, but should be enough for now.

#### Attachments

• Skjermbilde 2020-05-08 22.41.20.jpg
145.7 KB · Views: 49

#### 4throck

##### Enthusiast !
I like it very much!

A 2D panel has the advantage of sharp large dials, so you can get accurate readings. I don't have a problem with it.

#### MarsGlider

##### New member
I like it too, you can kind of see how it resembles the actual cockpit of mercury.

#### Michkov

##### Member
It's very similar to the original Project Mercury's "cockpit" back in the day. That worked quite well back in the day. I'd put some texture on the backgrounds though. Gives it a bit more realistic look, less comic book.

#### asbjos

##### tuanibrO
It's very similar to the original Project Mercury's "cockpit" back in the day. That worked quite well back in the day. I'd put some texture on the backgrounds though. Gives it a bit more realistic look, less comic book.

The original cockpit walls were quite chaotic: https://airandspace.si.edu/multimedia-gallery/friendship7jpg

Do you have any ideas for what the "ambient" texture could be?

In my opinion, using both cartoon clean look + photo-realistic texture would not look too good. But please give me ideas!

#### MarsGlider

##### New member
What I would do is make it look like the cartoon clean look first to get it out then try to make a realistic texture one for a later version but hey do whatever. :thumbup:

#### Michkov

##### Member
Slight missunderstanding, calling all three Project Mercury may have not been a great idea , I meant the original Mercury for orbiter.

That looked like this

Some spotlights etc, in my mind it had some grain texture too but it's been ages since it worked so I'll put it down to my faulty memory.

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#### 4throck

##### Enthusiast !
Remember that the capsules we see on photos are old and flown!
When new, the panel background was indeed flat.

Here's a quality replica:

(http://www.guard-lee.com/vehicles_structures.php)

We (well I....) can always try to repaint it, adding the screws and some light effects.

#### Star Voyager

##### Space Shuttle Refugee
I like that sky blue and teal, kind of Art Deco-ish!

#### asbjos

##### tuanibrO
New release, version 2.0!

As previously teased, this release includes a 2D cockpit panel, which should make the addon a bit more immersive. See the altitude rise, the fuel go down, indicators light up, etc. The panel elements are modeled after the actual Friendship 7 (MA-6) cockpit.
See "Doc\Addons\Project Mercury X\Project Mercury X panel guide.pdf" for quick introduction and explanation.
Panel is sadly still not available in Orbiter2010. It causes a CTD, and I haven't found a solution, so it's disabled.

As a bonus, a maneuvering concept stage is included, offering translational capabilities to the capsule. See "Scenarios\Project Mercury\Hypothetical missions\Manouvering in orbit" folder for scenarios and description.
A real fun concept, and a challenge. You can stationkeep with the spent Atlas, change orbit, rendezvous with an orbital target, aim for a landing point, etc.
Meshes by 4throck. Thank you to orbinaut Star Voyager for the inspirational PDF.

#### MarsGlider

##### New member
Woohoo congrats on releasing the 2D panel! I like the bonus Manouvering unit as well, been having fun with it

#### Star Voyager

##### Space Shuttle Refugee
Wow, thank you for the shoutout! Couple of minor things:

Looks like the attachment for the adapter brings it a bit further up on the spacecraft...

Again, these are minor details as this ship handles really nicely! Makes you wonder what could've been...

#### 4throck

##### Enthusiast !
Makes you wonder what could've been...

The concept evolved naturally into Gemini :thumbup:

#### Star Voyager

##### Space Shuttle Refugee
I know, I’m just thinking if they stuck with Mercury instead of building it out into Gemini.

#### kuddel

##### Donator
Donator
I've found some code that doesn't seem to be right:

/Orbitersdk/samples/ProjectMercuryX/MercuryAtlas/MercuryAtlas.cpp:2852
Code:
			if (abs(currentAngAcc.x) < 0.75 * RAD && currentAngRate.x > pitchRate + 0.0005)
{
SetControlSurfaceLevel(AIRCTRL_ELEVATOR, -(currentAngRate.x * DEG * currentAngRate.x * DEG * ampFactor + ampAdder));
}
else if ([COLOR="Red"]abs(currentAngAcc.x < 0.75)[/COLOR] * RAD && currentAngRate.x < pitchRate - 0.0005)
{
SetControlSurfaceLevel(AIRCTRL_ELEVATOR, (currentAngRate.x * DEG * currentAngRate.x * DEG * ampFactor + ampAdder));
}
else
{
SetControlSurfaceLevel(AIRCTRL_ELEVATOR, 0.0);
}
That closing bracket seems obviously wrong (I think it should be placed as 3 lines above in the first if)

So more like:
Code:
			if (abs(currentAngAcc.x) < 0.75 * RAD && currentAngRate.x > pitchRate + 0.0005)
{
SetControlSurfaceLevel(AIRCTRL_ELEVATOR, -(currentAngRate.x * DEG * currentAngRate.x * DEG * ampFactor + ampAdder));
}
else if ([COLOR="Green"]abs(currentAngAcc.x) < 0.75[/COLOR] * RAD && currentAngRate.x < pitchRate - 0.0005)
{
SetControlSurfaceLevel(AIRCTRL_ELEVATOR, (currentAngRate.x * DEG * currentAngRate.x * DEG * ampFactor + ampAdder));
}
else
{
SetControlSurfaceLevel(AIRCTRL_ELEVATOR, 0.0);
}

/Kuddel