Project Soyuz 7k.dll

N_Molson

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You mean that the thrusters directions should only be 2D "1 or -1" vectors ? Those I use are not, except the first set :

th_rcs[ 0] = CreateThruster (_V( 0.357, -0.530, 1.2), _V(-1, 0, 0), 98, ph_N2O4, 1147.77);
th_rcs[ 1] = CreateThruster (_V( -0.357, -0.530, 1.2), _V( 1, 0, 0), 98, ph_N2O4, 1147.77);
// Pitch
th_rcs[ 2] = CreateThruster (_V( 0.000, -0.653, 0.951+0.294), _V( 0.000, -0.707, -0.663), 98, ph_N2O4, 1147.77);
th_rcs[ 3] = CreateThruster (_V( 0.000, -0.838, 0.788+0.294), _V( 0.000, 0.707, 0.663), 98, ph_N2O4, 1147.77);
// Yaw
th_rcs[ 4] = CreateThruster (_V( 1.062, -0.123,-0.500+0.294), _V( 0.000, -0.786,-0.603), 98, ph_N2O4, 1147.77);
th_rcs[ 5] = CreateThruster (_V(-1.062, -0.123,-0.500+0.294), _V( 0.000, -0.786,-0.603), 98, ph_N2O4, 1147.77);

There is a very good pic of a TMA page3 of this thread.
 

Urwumpe

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No, no simple cartesian directions. But they should be always perpendicular to the radius vector of the thruster, for maximal torque.
 

N_Molson

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Maybe I'm simply confusing roll and yaw thrusters.

For me, the set of two thrusters, located at the top of the SA, control the yaw, and the set of 2 thrusters (4 on the TMA) located near the heat shield control the roll ? Now I'm confused :huh:
 

Urwumpe

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For me, the set of two thrusters, located at the top of the SA, control the yaw, and the set of 2 thrusters (4 on the TMA) located near the heat shield control the roll ? Now I'm confused :huh:

Yes, that is correct. Roll rotates the capsule around the "velocity vector" during reentry, not the Z axis of the capsule - the AOA should not change by roll.
 

N_Molson

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Ah yes, right. Roll channel is used to control the lift without changing the AOA. But then about the yaw thrusters, I don't see how their torque could be countered... The fictional line that passes through those two thrusters should cross orthogonally the Z-axis. And this set of thruster is almost 1 meter off this axis, so there will always be torque, unless the COG is completely shifted on the Y axis, which is impossible. :hmm: :huh:
 

Urwumpe

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Ah yes, right. Roll channel is used to control the lift without changing the AOA. But then about the yaw thrusters, I don't see how their torque could be countered... The fictional line that passes through those two thrusters should cross orthogonally the Z-axis. And this set of thruster is almost 1 meter off this axis, so there will always be torque, unless the COG is completely shifted on the Y axis, which is impossible. :hmm: :huh:

Are we talking about different spacecraft? You don't want to counter the yaw anyway, you use just 6 thrusters or thruster modules.
 

N_Molson

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I want to counter the "bad torque" (X or Z) induced by the yaw thrusters. My english is not good enough for describing such abstract things, sorry. Just to be sure, we agree on the layout on this drawing, do we ? :



So the location of the "green" Yaw thrusters will make that a strong torque on the Z axis (roll) is generated when Y +/- thrust is applied, even if the CG is shifted a little bit.
 

Urwumpe

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Point the flames of the yaw thrusters further inward and to the back, this should be closer to the real one.

Look here:
lokdmdet.jpg


Or here:

jsc2004e47547.jpg


Do you notice there how the thrusters converge towards the same point close to the parachute containers?
 
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N_Molson

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OK, so it's more a little approximation on the mesh.
 

4throck

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I've been away from the Orbiter world in the last days (I'm moving, so I spent the weekend in the wonders of DIY (bricolage for our francophone programmer :thumbup: ), so I didn't had the time to do a proper mission with the latest version of the 7K.

I only have time to give feedback on the screen display at 16:9 aspect ratio (1366x768). On my laptop, the status panel covers a little bit of the default Orbiter interface.

Also, the camera position on the VC is worse than before. It must be centered, otherwise the cubic projection will not work. The problem here is that the original photo, while very detailed, was taken form an slightly incorrect point of view, regarding the actual position of the crew in regard to the instrument panel and viewports. It is usable to get the horizon orientation but not perfect.

111128220144soyuz12.jpg
 

N_Molson

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I only have time to give feedback on the screen display at 16:9 aspect ratio (1366x768). On my laptop, the status panel covers a little bit of the default Orbiter interface.
(Issue#019)

It seems I took only in consideration the number of pixels in the X & Y dimensions (the resolution), and not the factor between X & Y (the format).

-> Will find a way to fix this. Maybe different presets for most common resolutions (the .dll can easily autodetect the X & Y numbers of pixels). -> improved, but not sure of what it can give on other video hardware. You'll have to test and post screenshots. ;-)


On a sidenote, I'm going to release another alpha tomorrow (Tuesday time !). As a new feature, the independent DPO & DO propellant tanks, with corrected ISP. Also the MWS will be enhanced, and hopefully some issues fixed.
 
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4throck

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Good progress.

I'd say that since your HUD status displays are aligned left, you should only account for the Y resolution and simply let the wider x dimension of a 16:9 screen to be filled by the main Orbiter view and right MDF.

Might I suggest a "help screen" with the keyboard shortcuts in one of the HUD modes?
I run Orbiter in fullscreen mode so flipping between it and Word spoils the immersion feel for me.
 
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N_Molson

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Might I suggest a "help screen" with the keyboard shortcuts in one of the HUD modes?

huh... print the page of the manual with the keys (or copy it down if you don't have a printer) ? :p

(very realistic, cosmonauts are constantly looking or writing into their flight procedures booklets)

---------- Post added at 04:06 PM ---------- Previous post was at 06:29 AM ----------

Alpha version v0.14 released (private)

- Bugfixes (see changes.log)
- Added particles effects to the soft landing engines.
- Additionnal work on the HUD (screen format problem)

Waiting for your feedback, especially on the screen format thing.

Next release should introduce some docking features, as well as the usual bugfixes.
 
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Scruce

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Very very minor bug in the re-entry capsule mesh, it appears a near-transparent triangle is sticking out:

6425560015_a915077023_b.jpg


EDIT: The triangle disappears when the main parachute is deployed.
 

N_Molson

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Very very minor bug in the re-entry capsule mesh, it appears a near-transparent triangle is sticking out:
Issue#020

Oh thanks ! I noticed that one two days ago but forgot it. In fact it's a parachute bit. :)

Easy fix, will make the mesh invisible until the parachute is deployed. -> fixed
 
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diogom

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Just a heads-up, the provided scenarios have no fuel in the RCS tanks. Loading them with SCN editor is needed.

One other thing:

Instead of firing the retrorockets, the SA just goes through the Earth, with the parachute acting like crazy, deploying and stowing.

picture.php



I guess "Zemlya didn't happen" :p
 

N_Molson

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Just a heads-up, the provided scenarios have no fuel in the RCS tanks. Loading them with SCN editor is needed.
Issue#021

Oops.

Will fix. -> fixed

Instead of firing the retrorockets, the SA just goes through the Earth, with the parachute acting like crazy, deploying and stowing.

Wow, weird. Is anyone else experiencing this ? Which scenario did you load ?
 
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Scruce

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Wow, weird. Is anyone else experiencing this?

I loaded the 'touchdown' scenario to see if I could confirm this, and a second before landing I got a CTD.


Orbiter.log:
Code:
**** Orbiter.log
Build Oct 29 2011 [v.111029]
Timer precision: 7.00205e-008 sec
Found 0 joystick(s)
Devices enumerated: 6
Devices accepted: 5
[ ] RGB Emulation (SW)
[ ] Direct3D HAL (HW)
[x] Direct3D T&L HAL (HW)
[ ] Direct3D HAL (ATI Radeon HD 4300/4500 Series       ) (HW)
[x] Direct3D T&L HAL (ATI Radeon HD 4300/4500 Series       ) (HW)
Module AtlantisConfig.dll .... [Build 111029, API 111029]
Module AtmConfig.dll ......... [Build 111029, API 111029]
Module DGConfigurator.dll .... [Build 111029, API 111029]
Module OrbiterSound.dll ...... [Build ******, API 060425]
---------------------------------------------------------------
>>> 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 ScnEditor.dll ......... [Build 111029, API 111029]
Module Rcontrol.dll .......... [Build 111029, API 111029]
Module FlightData.dll ........ [Build 111029, API 111029]
Module ExtMFD.dll ............ [Build 111029, API 111029]
Module Framerate.dll ......... [Build 111029, API 111029]
Module ScriptMFD.dll ......... [Build 111029, API 111029]
Module LuaConsole.dll ........ [Build 111029, API 111029]
Module LuaMFD.dll ............ [Build 111029, API 111029]
Module CustomMFD.dll ......... [Build 111029, API 111029]
Module transx.dll ............ [Build 100905, API 100905]
Module Meshdebug.dll ......... [Build 111029, API 111029]
Module Load.dll .............. [Build 110920, API 100830]
Module CamShake.dll .......... [Build 100811, API 100606]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 1146 x 838 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
Module Sun.dll ............... [Build 111029, API 111029]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 111029, API 111029]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 111029, API 111029]
Module VenusAtm2006.dll ...... [Build 111029, API 111029]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 111029, API 111029]
Module EarthAtmJ71G.dll ...... [Build 111029, API 111029]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 111029, API 111029]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 111029, API 111029]
Module MarsAtm2006.dll ....... [Build 111029, API 111029]
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 111029, API 111029]
Module Jupiter.dll ........... [Build 111029, API 111029]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 111029, API 111029]
Module Europa.dll ............ [Build 111029, API 111029]
Module Ganymede.dll .......... [Build 111029, API 111029]
Module Callisto.dll .......... [Build 111029, API 111029]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 111029, API 111029]
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 111029, API 111029]
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 111029, API 111029]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module Soyuz7K-T.dll ......... [Build 111129, API 100830]
Module Soyuz7K-T_BO.dll ...... [Build 111122, API 100830]
Module Soyuz7K-T_PAO.dll ..... [Build 111122, API 100830]
Module Soyuz7K-T_Vzor.dll .... [Build 111122, API 100830]
============================ ERROR: ===========================
Could not load vessel module: Soyuz_7K/Soyuz7K-ChuteCoverMain
[Vessel::LoadModule | .\Vessel.cpp | 5455]
===============================================================
Module Soyuz7K-Heatshield.dll  [Build 111122, API 100830]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
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.
---------------------------------------------------------------
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.
---------------------------------------------------------------
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiGetStationCount
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.
---------------------------------------------------------------
 

diogom

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Re-entry interface scn gives the same. I'll see if I get same as Scruce.

Edit: Touchdown scenario doesn't give CTD, but has the same problem as in the others.
 
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