Hey all,
Time to bring to light a project I've been working on since around April:
Soyuz 7k-T Custom
Latest version download:



VC:


Taking on the legacy of previous iterations of these ships, I figured I'd pick this up to learn how to build an addon from the ground up as a personal project, and if I managed to take it far enough, eventually open it up to the community. I think it has progressed enough now.
This is a fully custom .dll implementation of the Soyuz 7K-T version, which I chose to start with since it flew for the longest time and didn't have the solar panels to complicate matters. My intention is to make this relatively systems-complete, taking into account both my skills and time, and the scarce detailed information available.
A summary of the main current features:
My immediate priorities would be more VC functionality, as for now a lot of the displays are blank textures, integrating the KSUs, a basic battery system and a go at the gyros/rate gyros. The SA interior is pretty basic but for the time being it's not a priority. Many things need refining still.
With castorp's blessing, I'm using the OctoberSky meshes and textures (https://www.orbithangar.com/showAddon.php?id=c964ab64-ff44-47a2-ab94-fee98570d50a) for the exterior models with some small edits, largest of which is probably the fusion of Salyut 1 hull and Salyut 4 solar arrays to make Salyut 4 proper. Only the VC meshes/textures are my own for now. Note: thermal blanket green (hot topic as I remember it) was changed by me and is based on surviving Almaz hardware, recently (2011) photographed by Anatoly Zak. However, nothing is set in stone, and this is only my assumption that materials would be the same or very similar.
Launch is integrated with Igel's Soyuz FG.
This is made for Orbiter 2016 only, but currently only working in D3D9 due to an issue with oapiGetTextureHandle returning NULL and eventually causing a crash with the default client. Anyway, the visuals are much improved in D3D9 with the Metalness shader so I'd still recommend it otherwise.
With this thread I intend to share progress and hopefully open it up to discussion. I'm under no illusion that this is as polished or as efficient as it could be, since I've just been learning every aspect of it along the way. Historical documentation can also be contradictory, vague or confusing, adding to the challenge.
I have no expectations for a full release yet, whatever that would look like, other than "Tuesday", but I plan to put together some WIP usable versions on here from time to time as it progresses. As it turns out, the timing of this coincides with transitioning from stuck at home summer holidays to a return to in-person semester and thesis year, so progress will be slower, but I'll find time for it.
Currently I'm in the process of polishing off a few things and mostly deciding on an initial layout to the KSU command matrix. For now, I'm compiling the information I have and thinking it will be a mix of both sources, 7K-OK and 7K-TM. This way some basic functionality can be added before the first release.
Looking forward to share more

Time to bring to light a project I've been working on since around April:
Soyuz 7k-T Custom
Latest version download:



VC:


Taking on the legacy of previous iterations of these ships, I figured I'd pick this up to learn how to build an addon from the ground up as a personal project, and if I managed to take it far enough, eventually open it up to the community. I think it has progressed enough now.
This is a fully custom .dll implementation of the Soyuz 7K-T version, which I chose to start with since it flew for the longest time and didn't have the solar panels to complicate matters. My intention is to make this relatively systems-complete, taking into account both my skills and time, and the scarce detailed information available.
A summary of the main current features:
- SKDU main corrective engine system, with main (SKD) and backup (DKD);
- Both RCS modes: DPO (98 N) and DO (9.8 N), arranged as seemed logical to minimise torque and drift, taking into account the actual thruster positioning;
- Two manual control schemes for RCS: RO (discrete angular rate commands) and Pulsed-RO (fixed angular rate increments through short thruster pulses);
- Orbital Orientation (Prograde + Horizon level) and Solar Tracking Autopilots, based on the included Ion, IR and Sun/Star Sensors;
- Experimental Igla autopilot, with limited range and testing conditions - integrated with a custom Salyut 4 also running Igla (Passive mode), working mostly for a starting distance just under 5 km;
- Detailed and function-ready Virtual Cockpit - Main Panel + Both KSU side panels - some functionality implemented, all in Russian, at some point planning to offer an English version;
- Module separation, 20 degree AoA reentry and basic landing sequence (main chute only).
My immediate priorities would be more VC functionality, as for now a lot of the displays are blank textures, integrating the KSUs, a basic battery system and a go at the gyros/rate gyros. The SA interior is pretty basic but for the time being it's not a priority. Many things need refining still.
With castorp's blessing, I'm using the OctoberSky meshes and textures (https://www.orbithangar.com/showAddon.php?id=c964ab64-ff44-47a2-ab94-fee98570d50a) for the exterior models with some small edits, largest of which is probably the fusion of Salyut 1 hull and Salyut 4 solar arrays to make Salyut 4 proper. Only the VC meshes/textures are my own for now. Note: thermal blanket green (hot topic as I remember it) was changed by me and is based on surviving Almaz hardware, recently (2011) photographed by Anatoly Zak. However, nothing is set in stone, and this is only my assumption that materials would be the same or very similar.
Launch is integrated with Igel's Soyuz FG.
This is made for Orbiter 2016 only, but currently only working in D3D9 due to an issue with oapiGetTextureHandle returning NULL and eventually causing a crash with the default client. Anyway, the visuals are much improved in D3D9 with the Metalness shader so I'd still recommend it otherwise.
With this thread I intend to share progress and hopefully open it up to discussion. I'm under no illusion that this is as polished or as efficient as it could be, since I've just been learning every aspect of it along the way. Historical documentation can also be contradictory, vague or confusing, adding to the challenge.
I have no expectations for a full release yet, whatever that would look like, other than "Tuesday", but I plan to put together some WIP usable versions on here from time to time as it progresses. As it turns out, the timing of this coincides with transitioning from stuck at home summer holidays to a return to in-person semester and thesis year, so progress will be slower, but I'll find time for it.
Currently I'm in the process of polishing off a few things and mostly deciding on an initial layout to the KSU command matrix. For now, I'm compiling the information I have and thinking it will be a mix of both sources, 7K-OK and 7K-TM. This way some basic functionality can be added before the first release.
Looking forward to share more

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