Textures need a little scorching after reentry. IMHO
Well, we do have the routine that is used to apply the SRB BSM scorch marks on the ET. I don't see why it could not be used for a similar effect on the orbiter, but triggered by some event.would be easy, if we would have a shader to paint scorch marks or weathering over the normal texture....
The reason for the RSLS Abort is usually listed in the orbiter.log file, so take a look at the bottom.Hello, I have a small issue when creating T-31 second scenarios with the mission editor: When running the scenario, the launch holds at T-27 seconds. Its weird because on ~10% of the times it does pass through to liftoff, so seems like it may be a bug. Here is a scenario where the issue happens for me: https://www.dropbox.com/scl/fi/ymjx...-41G.scn?rlkey=1p8c6dq7xhkpteysh81tttq6r&dl=0
The issue does not happen on T-9 min scenarios created by the ME.
LCC MFD after the cutoff:
Yeah, T-27 seconds is when the RSLS stops if it doesn't get the "LPS Go For Auto Sequence" signal from the GLS, which suggests a LCC<-->OV connection issue. The reason is posted in the Orbiter.log file.Hello, I have a small issue when creating T-31 second scenarios with the mission editor: When running the scenario, the launch holds at T-27 seconds. Its weird because on ~10% of the times it does pass through to liftoff, so seems like it may be a bug. Here is a scenario where the issue happens for me: https://www.dropbox.com/scl/fi/ymjx...-41G.scn?rlkey=1p8c6dq7xhkpteysh81tttq6r&dl=0
The issue does not happen on T-9 min scenarios created by the ME.
LCC MFD after the cutoff:
Well, it kind of is, Felix24 was working on something a few years back: https://www.orbiter-forum.com/threads/d3d9client-development.16787/post-580404About the entry texture, honestly I'm not interested in changing anything... seems too much work, too much "duct-tape" for a visual that , IMHO, will never look OK.
I'd be very interested in having the "heat glow", both in the tiles/RCC and the engines, but I don't thing that is (fully) implemented in D3D9 (or some other graphics engine).
20 is beyond ok, I was expecting something extreme like less than 1 for several seconds...Here's what the log says:
(SSV_LCC) [INFO] RS Countdown Hold Flag is on @ T-26.990
000016.869: (SSV_LCC) [INFO] LPS Go For Auto Seq Start Hold
000016.869: (SSV_LCC) [INFO] Cutoff
Hmm, there is definitely a slight period of low framerate right at startup, ~20 fps or so for half a second then jumps up to 60. I tried the start paused trick but it still happens.
20 is beyond ok, I was expecting something extreme like less than 1 for several seconds...
Can you post the log, so I can check for other errors or missing entries?
Does it happen with the "Launch Test" scenario, or the 2 or 3 other T-31 scenarios included in SSV?
Are you running Orbiter 2016 and SSV 1.7, or something else?
Oh, I'm sorry, I only noticed the text...I had the log already attached to my previous post, or do you mean something else?
Ok, try opening ME, Ctrl-N, to create a new STS-101, save it, and then export a T-31s scenario of that, and check what happens please.It does not happen with the Launch Test scenario, it seems to just happen on scenarios I create with the ME.