OHM Project-Outposts: Wet Workshops

Steve

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Textures2 folder review yields...

Project-Outposts
Project-Outposts-LO
Project-Outposts-MED

While in the service I'd often heard the term "Sailor-proof". Well, nothing is ever sailor-proof, it just means that the right sailor hasn't come along to tear it up yet. :thumbup:


That's good news, the directories are OK. I found that if the software crashes then the directory structure could end up as the 2nd case. I now have a fix for that.

As for the problem with the quick save luckily it is not in my code but the original Atlantis launch script. The script is running through the launch sequence trying to ignite the engines (main or in some cases the OMEs). In your case the main engines where deleted and the OMEs created and assigned to the main thruster group, thus ignited and off you go. They then shutdown shortly after and the RCS kicks in to rotate the vessel so it can drop the ET, however this goes wrong and the vessel fights as it puts itself into a spin. The force of the spin can reach a level which appears to rip attachments from their attachment point ??!! That's a new one on me.

Good news is I think I can fix it, the bad news is it might fix the original also! By that I mean replacing the original orbiter files, something I can't do without warning people. So I may just fix it for Project-Outposts and keep the fixed script in my directory structure. You guys can then replace the original if you so wish, at your own risk!!

I'll get straight onto that fix for you.

Thanks again
Steve
 
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PhantomCruiser

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How about the return of the invisible textures (actually the not maintaining the selected resolution)? I thought that was pretty odd. I'm not able to take a look at it at the moment, kid is getting her wisdom teeth removed.
I'll give it another look when I can get back to the house.
 

astrosammy

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Hey Steve, thanks again for this great add-on!

I've made some minor changes in Atlantis.cpp to improve Atlantis. Maybe you want to add them to the Project Outposts Atlantis?

The first thing I changed is the vertical lift component, to make it compatible with AutoFCS:

Code:
void VLiftCoeff (double aoa, double M, double Re, double *cl, double *cm, double *cd)
{
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
	static const double step = RAD*15.0;
	static const double istep = 1.0/step;
	static const int nabsc = 25;
	double mult = 2.66;		//value used to multiply CL values
	static const double CL[nabsc] = {0.1*mult, 0.17*mult, 0.2*mult, 0.2*mult, 0.17*mult, 0.1*mult, 0*mult, -0.11*mult, -0.24*mult, -0.38*mult,  -0.5*mult,  -0.5*mult, -0.02*mult, 0.6355*mult,    0.63*mult,   0.46*mult, 0.28*mult, 0.13*mult, 0.0*mult, -0.16*mult, -0.26*mult, -0.29*mult, -0.24*mult, -0.1*mult, 0.1*mult};	//increased CL for higher drag
	static const double CM[nabsc] = {  0,    0,   0,   0,    0,   0, 0,     0,    0,0.002,0.004, 0.0025,0.0012,      0,-0.0012,-0.0007,    0,    0,   0,     0,     0,     0,     0,    0,   0};
	// lift and moment coefficients from -180 to 180 in 15 degree steps.
	// This uses a documented lift slope of 0.0437/deg, everything else is rather ad-hoc

	aoa += PI;
	int idx = max (0, min (23, (int)(aoa*istep)));
	double d = aoa*istep - idx;
	*cl = CL[idx] + (CL[idx+1]-CL[idx])*d;
	*cm = CM[idx] + (CM[idx+1]-CM[idx])*d;
	*cd = 0.06 + oapiGetInducedDrag (*cl, 2.266, 0.6);
}

Then I changed the lift of the elevators and added trim to them:

Code:
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
	CreateControlSurface (AIRCTRL_ELEVATOR, 5.0, 4 , _V( 0, 0,  -15), AIRCTRL_AXIS_XPOS, anim_elev);	//Elevator lift increased to hold 40° AOA	
	CreateControlSurface (AIRCTRL_ELEVATORTRIM, 5.0, 4, _V( 0, 0,  -15), AIRCTRL_AXIS_XPOS);			//Added elevator trim

I added a animation to rotate the RMS to the left, like it is done in the real Shuttle. (It happens together with the payload bay opening here) I also corrected the stow position. EDIT: Please ignore this for now. It looks like I have to make some changes to the other RMS animations. This seems to work:

Code:
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
	//RMS ROLLOUT
	static UINT RmsFixGrp[2] = {57,58};
	RmsFix = new MGROUP_ROTATE (midx, RmsFixGrp, 2,
		_V(-2.5556, 0.911, 10), _V(0,0,1), (float)(30*RAD)); //4.8692
	parent = AddAnimationComponent (anim_door, 0.5368, 1.0, RmsFix);	//(RMS ROLLOUT WITH DOOR)

	static UINT RMSShoulderYawGrp[1] = {GRP_Shoulder};
	rms_anim[0] = new MGROUP_ROTATE (midx, RMSShoulderYawGrp, 1,
		_V(-2.26, 1.5, 10), _V(0.3086802434, 0.9511658673, 0), (float)(-360*RAD)); // -180 .. +180 
	anim_arm_sy = CreateAnimation (0.5);
	parent = AddAnimationComponent (anim_arm_sy, 0, 1, rms_anim[0],parent); //+Parent

	static UINT RMSShoulderPitchGrp[1] = {GRP_Humerus};
	rms_anim[1] = new MGROUP_ROTATE (midx, RMSShoulderPitchGrp, 1,
		_V(-2.26, 1.8, 10), _V(0.9511658673, -0.3086802434, 0), (float)(147*RAD)); // -2 .. +145 1,0,0
	anim_arm_sp = CreateAnimation (0);
	parent = AddAnimationComponent (anim_arm_sp, 0, 1, rms_anim[1], parent);

	static UINT RMSElbowPitchGrp[3] = {GRP_radii,GRP_RMScamera,GRP_RMScamera_pivot};
	rms_anim[2] = new MGROUP_ROTATE (midx, RMSElbowPitchGrp, 3,
		_V(-2.26,1.7,3.3), _V(0.9511658673, -0.3086802434,0), (float)(-162*RAD)); // -160 .. +2
	anim_arm_ep = CreateAnimation (0);
	parent = AddAnimationComponent (anim_arm_ep, 0, 1, rms_anim[2], parent);

	static UINT RMSWristPitchGrp[1] = {GRP_wrist};
	rms_anim[3] = new MGROUP_ROTATE (midx, RMSWristPitchGrp, 1,
		_V(-2.26,1.7,-3.55), _V(0.9511658673, -0.3086802434,0), (float)(240*RAD)); // -120 .. +120
	anim_arm_wp = CreateAnimation (0.5);
	parent = AddAnimationComponent (anim_arm_wp, 0, 1, rms_anim[3], parent);

	static UINT RMSWristYawGrp[1] = {GRP_endeffecter};
	rms_anim[4] = new MGROUP_ROTATE (midx, RMSWristYawGrp, 1,
		_V(-2.26,1.7,-4.9), _V(0.3086802434, 0.9511658673, 0), (float)(-240*RAD)); // -120 .. +120
	anim_arm_wy = CreateAnimation (0.5);
	parent = AddAnimationComponent (anim_arm_wy, 0, 1, rms_anim[4], parent);

	rms_anim[5] = new MGROUP_ROTATE (LOCALVERTEXLIST, MAKEGROUPARRAY(arm_tip), 3,
		_V(-2.26,1.7,-6.5), _V(0,0,1), (float)(894*RAD)); // -447 .. +447
	anim_arm_wr = CreateAnimation (0.5);
	hAC_arm = AddAnimationComponent (anim_arm_wr, 0, 1, rms_anim[5], parent);

I think that should be enough to know where in the cpp these things are, but I can send you the full .cpp file if you want.
 
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PhantomCruiser

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Whatever made the textures radio button go crazy can't be undone. Meaning after deleting the add-on and re-installing it it still reverts back to high res. Not to worry, that's what multiple Orbiter installations are for.

While I should be sleeping I come up with this...
WetWorkshop1.jpg


It took me a bit to adjust to the attachment manager, but I got it figured out. It's pretty neat once I got the hang of it. <me sleep now.... ZZZZzzzzz>
 

Steve

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Whatever made the textures radio button go crazy can't be undone. Meaning after deleting the add-on and re-installing it it still reverts back to high res. Not to worry, that's what multiple Orbiter installations are for.

While I should be sleeping I come up with this...
WetWorkshop1.jpg


It took me a bit to adjust to the attachment manager, but I got it figured out. It's pretty neat once I got the hang of it. <me sleep now.... ZZZZzzzzz>

Nice work! I like that one.

---------- Post added at 10:26 PM ---------- Previous post was at 10:21 PM ----------

Hey Steve, thanks again for this great add-on!

I've made some minor changes in Atlantis.cpp to improve Atlantis. Maybe you want to add them to the Project Outposts Atlantis?

The first thing I changed is the vertical lift component, to make it compatible with AutoFCS:

Code:
void VLiftCoeff (double aoa, double M, double Re, double *cl, double *cm, double *cd)
{
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
    static const double step = RAD*15.0;
    static const double istep = 1.0/step;
    static const int nabsc = 25;
    double mult = 2.66;        //value used to multiply CL values
    static const double CL[nabsc] = {0.1*mult, 0.17*mult, 0.2*mult, 0.2*mult, 0.17*mult, 0.1*mult, 0*mult, -0.11*mult, -0.24*mult, -0.38*mult,  -0.5*mult,  -0.5*mult, -0.02*mult, 0.6355*mult,    0.63*mult,   0.46*mult, 0.28*mult, 0.13*mult, 0.0*mult, -0.16*mult, -0.26*mult, -0.29*mult, -0.24*mult, -0.1*mult, 0.1*mult};    //increased CL for higher drag
    static const double CM[nabsc] = {  0,    0,   0,   0,    0,   0, 0,     0,    0,0.002,0.004, 0.0025,0.0012,      0,-0.0012,-0.0007,    0,    0,   0,     0,     0,     0,     0,    0,   0};
    // lift and moment coefficients from -180 to 180 in 15 degree steps.
    // This uses a documented lift slope of 0.0437/deg, everything else is rather ad-hoc

    aoa += PI;
    int idx = max (0, min (23, (int)(aoa*istep)));
    double d = aoa*istep - idx;
    *cl = CL[idx] + (CL[idx+1]-CL[idx])*d;
    *cm = CM[idx] + (CM[idx+1]-CM[idx])*d;
    *cd = 0.06 + oapiGetInducedDrag (*cl, 2.266, 0.6);
}
Then I changed the lift of the elevators and added trim to them:

Code:
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
    CreateControlSurface (AIRCTRL_ELEVATOR, 5.0, 4 , _V( 0, 0,  -15), AIRCTRL_AXIS_XPOS, anim_elev);    //Elevator lift increased to hold 40° AOA    
    CreateControlSurface (AIRCTRL_ELEVATORTRIM, 5.0, 4, _V( 0, 0,  -15), AIRCTRL_AXIS_XPOS);            //Added elevator trim
I added a animation to rotate the RMS to the left, like it is done in the real Shuttle. (It happens together with the payload bay opening here) I also corrected the stow position. EDIT: Please ignore this for now. It looks like I have to make some changes to the other RMS animations. This seems to work:

Code:
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
    //RMS ROLLOUT
    static UINT RmsFixGrp[2] = {57,58};
    RmsFix = new MGROUP_ROTATE (midx, RmsFixGrp, 2,
        _V(-2.5556, 0.911, 10), _V(0,0,1), (float)(30*RAD)); //4.8692
    parent = AddAnimationComponent (anim_door, 0.5368, 1.0, RmsFix);    //(RMS ROLLOUT WITH DOOR)

    static UINT RMSShoulderYawGrp[1] = {GRP_Shoulder};
    rms_anim[0] = new MGROUP_ROTATE (midx, RMSShoulderYawGrp, 1,
        _V(-2.26, 1.5, 10), _V(0.3086802434, 0.9511658673, 0), (float)(-360*RAD)); // -180 .. +180 
    anim_arm_sy = CreateAnimation (0.5);
    parent = AddAnimationComponent (anim_arm_sy, 0, 1, rms_anim[0],parent); //+Parent

    static UINT RMSShoulderPitchGrp[1] = {GRP_Humerus};
    rms_anim[1] = new MGROUP_ROTATE (midx, RMSShoulderPitchGrp, 1,
        _V(-2.26, 1.8, 10), _V(0.9511658673, -0.3086802434, 0), (float)(147*RAD)); // -2 .. +145 1,0,0
    anim_arm_sp = CreateAnimation (0);
    parent = AddAnimationComponent (anim_arm_sp, 0, 1, rms_anim[1], parent);

    static UINT RMSElbowPitchGrp[3] = {GRP_radii,GRP_RMScamera,GRP_RMScamera_pivot};
    rms_anim[2] = new MGROUP_ROTATE (midx, RMSElbowPitchGrp, 3,
        _V(-2.26,1.7,3.3), _V(0.9511658673, -0.3086802434,0), (float)(-162*RAD)); // -160 .. +2
    anim_arm_ep = CreateAnimation (0);
    parent = AddAnimationComponent (anim_arm_ep, 0, 1, rms_anim[2], parent);

    static UINT RMSWristPitchGrp[1] = {GRP_wrist};
    rms_anim[3] = new MGROUP_ROTATE (midx, RMSWristPitchGrp, 1,
        _V(-2.26,1.7,-3.55), _V(0.9511658673, -0.3086802434,0), (float)(240*RAD)); // -120 .. +120
    anim_arm_wp = CreateAnimation (0.5);
    parent = AddAnimationComponent (anim_arm_wp, 0, 1, rms_anim[3], parent);

    static UINT RMSWristYawGrp[1] = {GRP_endeffecter};
    rms_anim[4] = new MGROUP_ROTATE (midx, RMSWristYawGrp, 1,
        _V(-2.26,1.7,-4.9), _V(0.3086802434, 0.9511658673, 0), (float)(-240*RAD)); // -120 .. +120
    anim_arm_wy = CreateAnimation (0.5);
    parent = AddAnimationComponent (anim_arm_wy, 0, 1, rms_anim[4], parent);

    rms_anim[5] = new MGROUP_ROTATE (LOCALVERTEXLIST, MAKEGROUPARRAY(arm_tip), 3,
        _V(-2.26,1.7,-6.5), _V(0,0,1), (float)(894*RAD)); // -447 .. +447
    anim_arm_wr = CreateAnimation (0.5);
    hAC_arm = AddAnimationComponent (anim_arm_wr, 0, 1, rms_anim[5], parent);
I think that should be enough to know where in the cpp these things are, but I can send you the full .cpp file if you want.


Well, I must say it's nice to see people taking on the code and making it better. :thumbup: I never bothered to make too many changes to the original Atlantis from Orbiter, just get the ET stuff in it for basic use.

astrosammy, if you don't mind I would like to include this in a patch I'm working on. You shall have creditation for your work if that is OK.

That's some good work :tiphat:

Kind regards,
Steve
 

Cras

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This add-on is awesome. These modules are beautiful, and the concept of using the ET, and how you incorporated the orbiter's C3 panel, the dialgoues to control the various modules, just fantastic. The documentation, the works, it is just fantastic. Well done sir. Well done indeed.
 

Steve

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Hey Steve, thanks again for this great add-on!

I've made some minor changes in Atlantis.cpp to improve Atlantis. Maybe you want to add them to the Project Outposts Atlantis?

The first thing I changed is the vertical lift component, to make it compatible with AutoFCS:

Code:
void VLiftCoeff (double aoa, double M, double Re, double *cl, double *cm, double *cd)
{
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
    static const double step = RAD*15.0;
    static const double istep = 1.0/step;
    static const int nabsc = 25;
    double mult = 2.66;        //value used to multiply CL values
    static const double CL[nabsc] = {0.1*mult, 0.17*mult, 0.2*mult, 0.2*mult, 0.17*mult, 0.1*mult, 0*mult, -0.11*mult, -0.24*mult, -0.38*mult,  -0.5*mult,  -0.5*mult, -0.02*mult, 0.6355*mult,    0.63*mult,   0.46*mult, 0.28*mult, 0.13*mult, 0.0*mult, -0.16*mult, -0.26*mult, -0.29*mult, -0.24*mult, -0.1*mult, 0.1*mult};    //increased CL for higher drag
    static const double CM[nabsc] = {  0,    0,   0,   0,    0,   0, 0,     0,    0,0.002,0.004, 0.0025,0.0012,      0,-0.0012,-0.0007,    0,    0,   0,     0,     0,     0,     0,    0,   0};
    // lift and moment coefficients from -180 to 180 in 15 degree steps.
    // This uses a documented lift slope of 0.0437/deg, everything else is rather ad-hoc

    aoa += PI;
    int idx = max (0, min (23, (int)(aoa*istep)));
    double d = aoa*istep - idx;
    *cl = CL[idx] + (CL[idx+1]-CL[idx])*d;
    *cm = CM[idx] + (CM[idx+1]-CM[idx])*d;
    *cd = 0.06 + oapiGetInducedDrag (*cl, 2.266, 0.6);
}
Then I changed the lift of the elevators and added trim to them:

Code:
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
    CreateControlSurface (AIRCTRL_ELEVATOR, 5.0, 4 , _V( 0, 0,  -15), AIRCTRL_AXIS_XPOS, anim_elev);    //Elevator lift increased to hold 40° AOA    
    CreateControlSurface (AIRCTRL_ELEVATORTRIM, 5.0, 4, _V( 0, 0,  -15), AIRCTRL_AXIS_XPOS);            //Added elevator trim
I added a animation to rotate the RMS to the left, like it is done in the real Shuttle. (It happens together with the payload bay opening here) I also corrected the stow position. EDIT: Please ignore this for now. It looks like I have to make some changes to the other RMS animations. This seems to work:

Code:
       //Part of the ORBITER SDK
       //Copyright (C) 2001-2003 Martin Schweiger
    //RMS ROLLOUT
    static UINT RmsFixGrp[2] = {57,58};
    RmsFix = new MGROUP_ROTATE (midx, RmsFixGrp, 2,
        _V(-2.5556, 0.911, 10), _V(0,0,1), (float)(30*RAD)); //4.8692
    parent = AddAnimationComponent (anim_door, 0.5368, 1.0, RmsFix);    //(RMS ROLLOUT WITH DOOR)

    static UINT RMSShoulderYawGrp[1] = {GRP_Shoulder};
    rms_anim[0] = new MGROUP_ROTATE (midx, RMSShoulderYawGrp, 1,
        _V(-2.26, 1.5, 10), _V(0.3086802434, 0.9511658673, 0), (float)(-360*RAD)); // -180 .. +180 
    anim_arm_sy = CreateAnimation (0.5);
    parent = AddAnimationComponent (anim_arm_sy, 0, 1, rms_anim[0],parent); //+Parent

    static UINT RMSShoulderPitchGrp[1] = {GRP_Humerus};
    rms_anim[1] = new MGROUP_ROTATE (midx, RMSShoulderPitchGrp, 1,
        _V(-2.26, 1.8, 10), _V(0.9511658673, -0.3086802434, 0), (float)(147*RAD)); // -2 .. +145 1,0,0
    anim_arm_sp = CreateAnimation (0);
    parent = AddAnimationComponent (anim_arm_sp, 0, 1, rms_anim[1], parent);

    static UINT RMSElbowPitchGrp[3] = {GRP_radii,GRP_RMScamera,GRP_RMScamera_pivot};
    rms_anim[2] = new MGROUP_ROTATE (midx, RMSElbowPitchGrp, 3,
        _V(-2.26,1.7,3.3), _V(0.9511658673, -0.3086802434,0), (float)(-162*RAD)); // -160 .. +2
    anim_arm_ep = CreateAnimation (0);
    parent = AddAnimationComponent (anim_arm_ep, 0, 1, rms_anim[2], parent);

    static UINT RMSWristPitchGrp[1] = {GRP_wrist};
    rms_anim[3] = new MGROUP_ROTATE (midx, RMSWristPitchGrp, 1,
        _V(-2.26,1.7,-3.55), _V(0.9511658673, -0.3086802434,0), (float)(240*RAD)); // -120 .. +120
    anim_arm_wp = CreateAnimation (0.5);
    parent = AddAnimationComponent (anim_arm_wp, 0, 1, rms_anim[3], parent);

    static UINT RMSWristYawGrp[1] = {GRP_endeffecter};
    rms_anim[4] = new MGROUP_ROTATE (midx, RMSWristYawGrp, 1,
        _V(-2.26,1.7,-4.9), _V(0.3086802434, 0.9511658673, 0), (float)(-240*RAD)); // -120 .. +120
    anim_arm_wy = CreateAnimation (0.5);
    parent = AddAnimationComponent (anim_arm_wy, 0, 1, rms_anim[4], parent);

    rms_anim[5] = new MGROUP_ROTATE (LOCALVERTEXLIST, MAKEGROUPARRAY(arm_tip), 3,
        _V(-2.26,1.7,-6.5), _V(0,0,1), (float)(894*RAD)); // -447 .. +447
    anim_arm_wr = CreateAnimation (0.5);
    hAC_arm = AddAnimationComponent (anim_arm_wr, 0, 1, rms_anim[5], parent);
I think that should be enough to know where in the cpp these things are, but I can send you the full .cpp file if you want.


Could you send me the complete file please for my records.

Thanks
 

astrosammy

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Ok, I'll do that tomorrow, as I've added something else to it (inverse kinematics, will make RMS operation easier).

astrosammy, if you don't mind I would like to include this in a patch I'm working on. You shall have creditation for your work if that is OK.
Fell free to inculde it. A little comment about it in the source code would be enough creditation for me.
 

Steve

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This add-on is awesome. These modules are beautiful, and the concept of using the ET, and how you incorporated the orbiter's C3 panel, the dialgoues to control the various modules, just fantastic. The documentation, the works, it is just fantastic. Well done sir. Well done indeed.

Thank you very much sir, you are most kind. I am very glad you like Project-Outposts as much as I do, I mean that.

However I cannot take credit for the ET concept, this was something NASA looked into many years ago and the Space Island Group pioneered as a project which unfortunately went no where. However out of this came the small modular approach which gave rise to the ISS. All I did was to fall in love with the concept and come up with a storyline to revive it. Thus Project-Outposts was born.

Still, I thank you sincerely

---------- Post added at 11:01 PM ---------- Previous post was at 10:59 PM ----------

Ok, I'll do that tomorrow, as I've added something else to it (inverse kinematics, will make RMS operation easier).


Fell free to inculde it. A little comment about it in the source code would be enough creditation for me.

Go you! I think I may just have to team up with you now.

---------- Post added at 11:16 PM ---------- Previous post was at 11:01 PM ----------

How about the return of the invisible textures (actually the not maintaining the selected resolution)? I thought that was pretty odd. I'm not able to take a look at it at the moment, kid is getting her wisdom teeth removed.
I'll give it another look when I can get back to the house.

Right this is most likely due to the ProjectOutpostsConfig.dll which have messed up you Textures2 directory.

Repare Steps:

  1. Delete the Project-Outposts directory under the Textures2 folder.
  2. Take from the download zip file the textures2 directory and copy it to your install folder.
  3. Goto the modules\Startup folder and delete the ProjectOutpostsConfig.dll binary.
  4. Now go to the Textures2 folder You should see:
    • Project-Outposts,
    • Project-Outposts-MED,
    • and Project-Outposts-LO.
  5. If not then you may see:
    • Project-Outposts,
    • Project-Outposts-HI,
    • and Project-Outposts-LO.
  6. Rename the Project-Outposts folder to either Project-Outposts-HI or Project-Outposts-MED respectfully.
  7. Now rename the Project-Outposts-LO to Project-Outposts.
  8. Alternatively you can delete the Project-Outposts-HI and Project-Outposts-MED folders and just rename the Project-Outposts-LO to Project-Outposts.
You should now be able run your scenarios with low res textures. All the ProjectOutpostsConfig.dll does is read the textures2 directory for these folders and rename them based on the settings you choose when you click the apply button. You can manually change the directories to make the software read the texture folder you want. All files in the 3 texture folders have the same names but different resolution images.


If this doesn't work could you 'YouSendIt' a zip of your orbiter directory to me for analysis? I would recommend using 7-zip as it compresses better than most applications. I shall email you my personal email address.


We shall get to the bottom of this!
 
Last edited:

PhantomCruiser

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That works! I thing maybe with Jupiter, Mars and Venus all in the sky right now, something may have gotten out of alignment with this particular installation of Orbiter.

With this fix, all are working as advertised. Thanks Steve! :thumbup:
 

Mandella

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I have to admit, when I first read about this project in development I didn't get too excited. We've all seen ambitious plans by "newcomers" become vaporware many, many times before. It can make you a bit jaded.

It's the exceptions like this that keep Orbiter alive.

:tiphat:

I've only had time to read through the manual so far. Kudos for the clarity and frequent examples and illustrations! One odd typo I've found. It looks like every instance of "your" is replaced by "you" throughout the text. Otherwise, it's a pleasure to read.

I'm really looking forward to playing with this over the weekend. Thanks for such a great addon!
 

NovaSilisko

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Oh man, you've inspired me. Now I want to start working on Orbiter stuff again, but I have so many other projects I'm working on:blackeye:
 

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Hey Steve did you have to send Phantomcruiser a patch for the,Project-Outposts-LO,
Project-Outposts-MED,Project-Outposts-HI to work? I would like to check that patch out also if I could please.Thanks;)
 
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I'll add my thanks for this great addon - clearly a great amount of effort has gone in to this - modelling, programming and documentation; and it's nice to see it emerge from development unlike some other projects unfortunately (eg ARESAworld)

i haven't done much testing, so apologies if I've missed any of these minor issues by not R'ing TFM or this thread in enough detail:-

- I also experience the 'invisible station until viewpoint moved' bug (no biggie).
- Whenever I edit the texture resolution in extras tab, the change is not saved (ie I can't select anything other than high-res)
- I managed to CTD the Atlantis - Quest scenario with some 'random button pushing' on the docking control panel - I'll try and test more thoroughly to get the steps to reproduce.

Suggestions

Not many! I'd love to see astosammy's IK added to Atlantis' arm (maybe this is something we could request be added to default Atlantis too).

Maybe some multiple light sources added to the station modules and/or modified Atlantis.

That's it for now! Love the burn-up visualisation.

Cheers! WE.
 

Interceptor

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I'll add my thanks for this great addon - clearly a great amount of effort has gone in to this - modelling, programming and documentation; and it's nice to see it emerge from development unlike some other projects unfortunately (eg ARESAworld)

i haven't done much testing, so apologies if I've missed any of these minor issues by not R'ing TFM or this thread in enough detail:-

- I also experience the 'invisible station until viewpoint moved' bug (no biggie).
- Whenever I edit the texture resolution in extras tab, the change is not saved (ie I can't select anything other than high-res)
- I managed to CTD the Atlantis - Quest scenario with some 'random button pushing' on the docking control panel - I'll try and test more thoroughly to get the steps to reproduce.

Suggestions

Not many! I'd love to see astosammy's IK added to Atlantis' arm (maybe this is something we could request be added to default Atlantis too).

Maybe some multiple light sources added to the station modules and/or modified Atlantis.

That's it for now! Love the burn-up visualisation.

Cheers! WE.
What ever happened to ARESAworld?
 

astrosammy

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Could you send me the complete file please for my records.

PM has been sent :).
-----------------------------------------------------------------------
When reloading a saved flight, there's a big gap between orbiter and tank (happens before & after fuel dump):

20120414132349000.jpg
 

Steve

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PM has been sent :).
-----------------------------------------------------------------------
When reloading a saved flight, there's a big gap between orbiter and tank (happens before & after fuel dump):

20120414132349000.jpg

Yup, I have seen this myself and I'm working on a fix for that.

Cheers mate

---------- Post added at 07:44 PM ---------- Previous post was at 07:42 PM ----------

I have to admit, when I first read about this project in development I didn't get too excited. We've all seen ambitious plans by "newcomers" become vaporware many, many times before. It can make you a bit jaded.

It's the exceptions like this that keep Orbiter alive.

:tiphat:

I've only had time to read through the manual so far. Kudos for the clarity and frequent examples and illustrations! One odd typo I've found. It looks like every instance of "your" is replaced by "you" throughout the text. Otherwise, it's a pleasure to read.

I'm really looking forward to playing with this over the weekend. Thanks for such a great addon!

Yeah, that was the rusted proof reading. Thanks for letting me know, I'll put a fix in for that.

Much appreciated :)

---------- Post added at 07:46 PM ---------- Previous post was at 07:44 PM ----------

Oh man, you've inspired me. Now I want to start working on Orbiter stuff again, but I have so many other projects I'm working on:blackeye:

Now that is a big complement! I mean that my friend.

Thank you :thumbup:

---------- Post added at 07:49 PM ---------- Previous post was at 07:46 PM ----------

Hey Steve did you have to send Phantomcruiser a patch for the,Project-Outposts-LO,
Project-Outposts-MED,Project-Outposts-HI to work? I would like to check that patch out also if I could please.Thanks;)

There is no patch released yet. The fix for Phantomcruiser was posted above as a procedure list to manually setup the low res or medium res texture settings. If you follow this you should be able to get it working.

I have found a bug in the ProjectOutpostsConfig.dll but its a rear bug and due to Orbiter crashing. This will be release soon in my next patch.

Regards,
Steve

---------- Post added at 07:59 PM ---------- Previous post was at 07:49 PM ----------

I'll add my thanks for this great addon - clearly a great amount of effort has gone in to this - modelling, programming and documentation; and it's nice to see it emerge from development unlike some other projects unfortunately (eg ARESAworld)

i haven't done much testing, so apologies if I've missed any of these minor issues by not R'ing TFM or this thread in enough detail:-

- I also experience the 'invisible station until viewpoint moved' bug (no biggie).
- Whenever I edit the texture resolution in extras tab, the change is not saved (ie I can't select anything other than high-res)
- I managed to CTD the Atlantis - Quest scenario with some 'random button pushing' on the docking control panel - I'll try and test more thoroughly to get the steps to reproduce.

Suggestions

Not many! I'd love to see astosammy's IK added to Atlantis' arm (maybe this is something we could request be added to default Atlantis too).

Maybe some multiple light sources added to the station modules and/or modified Atlantis.

That's it for now! Love the burn-up visualisation.

Cheers! WE.


I am requesting permission for the author of the IK code to include this. This is a nice modification indeed and I really want to release it but need to go through the correct channels first to avoid infringement of Rights.

None of us want to infringe on anyones Rights, its just wrong to do that.

Ah now light sources, well you guys just can't wait I can tell. The Project-Outposts: Robotic Manipulators add-on actually comes with more scenic stuff; included in this are lamps! Yes I will have actual spot lamps so you can work in the shadow of the planet you orbit. I have also been thinking about adding navigational lights for docking ports and the modules.

I am currently working on this pack as I write this posting.

Kind regards,
Steve
 

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Not really a bug report here since I'm trying it with the DX9 graphics client on a very unclean install, but more a heads up on possible problems. I'd check it again on a clean install of the base client but I'm already running late for RL obligations.

:blush:

1) Running the demo, the auto-pilot dropped me into a 300 by 1000 kilometer orbit, and refused to circularize further.

2) It is possible to spawn multiple copies of the ET. Basically, if you release the ET, close then reopen the payload panel, the jettison button is un-greyed out. Clicking it again spawns a new ET. I think it must also be possible to double click the button quickly and get two copies, since I managed to do that the first time I tried to eject it.

Also, your demo launch date is March 2001, which I don't think jibs with your future history (not being in the future and all :) ), but I actually like that better, being more partial to thinking of this as happening in an alternative history where we actually used the shuttles for what they were supposed to do!

Like I said, the above may not be a problem at all in the main client, but I'm not going to get a chance to check that until tomorrow, at earliest, so I figured I'd mention it here if someone else wants to check it (especially #2).
 

astrosammy

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Looks like I made a small mistake, the Z- mode of the IK is unusable. In line 2550 of the Atlantis.cpp I sent you, IDC_TRANS_PZ has to be replaced with IDC_TRANS_MZ.
 

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Looks like I made a small mistake, the Z- mode of the IK is unusable. In line 2550 of the Atlantis.cpp I sent you, IDC_TRANS_PZ has to be replaced with IDC_TRANS_MZ.


Thanks for the heads up mate. Check your email I have sent you a request.
 
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