Project Space Transportation System 2016

Another view. Somewhere the MFR was mounted. but not mentioned in the press book
 

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Which d3d9 version works for Open source? Also ms2015 works. Not sure why the shuttle just sits there with full thrust? Maybe more thrust is required?
 
Weird that SLS and STS2016 both have an issue in Open Orbiter. They thrusters fire but the rocket does not move
 
Working on fixing the late Orbiter the early shuttle seems to work good.

But one question is the body flap.

"The body flap scale reads body flap positions from zero to 100 percent of software-allowed travel. Zero percent corresponds to full up (-11.7°) and 100 percent corresponds to full down (+22.5°). The small pointer at 34 percent is fixed and shows the trail position. "

"The BODY FLAP pushbutton indicator is also one pushbutton with separate AUTO and MAN lights, indicating the state of the body flap channel."

Right now I would say the body flap is set at Auto. Where in atmosphere is stays at the trail position. BUT I suppose if in manual you could control the body flap?



So right now I have this for trim/body flap.
//*******Body flap static UINT bfGrp[1] = { GRP_Group2 }; static MGROUP_ROTATE BodyFlap(midx, bfGrp, 1, _V(0, -2.199202, -12.13037), _V(-1, 0, 0), (float)(34.2 * RAD)); anim_bodyflap = CreateAnimation(0.34); AddAnimationComponent(anim_bodyflap, 0, 1, &BodyFlap);

so range of the flap is 34.2 degrees.
if (status == 1)bodyflap = 0; if (status == 3)bodyflap = .34;

status =1 launch
status 3 in orbit.

Do I have this wrong?
 

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I added now CTRL and 1 allow manual changes to the body flap. I have the flap control in the vc.

BUT not sure how to get to be controlled by the HUD box?

On the latter shuttle the SPI was on a screen and not on the dash
 

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@DaveS and any shuttle experts.
@Max-Q

trying to figure out the body flap animation.

As I understand it. trim range is -1 to 1 and animation range is 0 to 1. The range of animation is 34.2 degrees. -11.7 to 22.5.
 

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I am trying the moving dock capture.


case OAPI_KEY_L: { RevertDockingRing(); DoIDARing(); //case OAPI_KEY_B: // deploy/retract speedbrake // if (!Playback()) RevertSpeedbrake(); return 1; }
void Atlantis::DoIDARing() { VECTOR3 new_dock_pos = SHUTTLE_DOCKPOS; new_dock_pos.y += (soft_capture_ring_proc * 0.4);//0.45 OBJHANDLE v = GetHandle(); int idx = 0; // dock index OBJHANDLE docked_ship = GetDockStatus(GetDockHandle(0)); // object handle of docked vessel if (docked_ship != NULL) // make sure handle is valid, if it is... { VESSEL* docked = oapiGetVesselInterface(docked_ship); // get VESSEL interface for docked vessel int dcount = docked->DockCount(); // get number of docking ports for (int i = 0; i < dcount; i++) // Cycle through ports { if (docked->GetDockStatus(docked->GetDockHandle(i)) == GetHandle()) { idx = i; docked->Undock(idx, 0); SetDockParams(hDockODS1, new_dock_pos, SHUTTLE_DOCKDIR, SHUTTLE_DOCKROT); docked->Dock(v, idx, 0, 0); } } } else { SetDockParams(hDockODS1, new_dock_pos, SHUTTLE_DOCKDIR, SHUTTLE_DOCKROT); } }
animation which moves the docking ring
//dockring if (ODS == 1) {//ODS is present if (DOCKRING_status >= HATCH_RAISING) { double da = simdt * .1; if (DOCKRING_status == HATCH_RAISING) { if (soft_capture_ring_proc > 0.0) soft_capture_ring_proc = max(0.0, soft_capture_ring_proc - da); else DOCKRING_status = HATCH_UP; } else { if (soft_capture_ring_proc < 1.0) soft_capture_ring_proc = min(1.0, soft_capture_ring_proc + da); else DOCKRING_status = HATCH_DOWN; } SetAnimation(anim_DOCKRING, soft_capture_ring_proc); } }

I got to figure out the animation on the ODS ring. But now docked with the HD ISS. when I retract the ring the shuttle moves also
 

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I am getting closer on the animation of the rods,.... Following the code of the ODS from SSU. Ths STS2016 Not sur if anyone is interested in the differences. I will use a key to extend the dock ring. Not sure if I want to redo the aft section to get the APAS functions switches,.... to work

Any thoughts,......
 
I am looking at the SSU ODS and the SF ODS.
@DaveS Did you make the ODS for SSU? If so can I reuse it?


I am seeing differences. I think I am use the the SSU ODS parts for the sts2016 ODS. The STS2016 was built for ease of different missions. So what SF calls the ODS is really the ODS and external airlock. I think most people are not going to see the difference
 
I am trying to redo the STS2016 ODS. Which for most scenarios is mounted on top of the External airlock.
@DaveS Looking at your generic APAS active and SSU. Seems to be slight differences
Might do a combo of the meshes. I like the SSU as the code for the docking ring arms is there
 
I think I got the mesh correctly. Still working on the rod/base animation. Once I get the ODS and external airlock working. Then I should be able to redo the other ODS configuration.
 
UUUGGGGHHHHH. This fighting me tooth and nail. I think the easy way to do it Use the SSU ODS as is and magically move the mesh to fit the STS2016 shuttle external lock.
 
UUUGGGGHHHHH. This fighting me tooth and nail. I think the easy way to do it Use the SSU ODS as is and magically move the mesh to fit the STS2016 shuttle external lock.

Might not fit to your Orbiter mesh though, the SSV/SSU payload bay is wider and generally, the dimensions are pretty far apart from the default Orbiter mesh. I believe up to 60 cm difference in some locations, but @DaveS is the nuts and bolts counter and expert on that subject.
 
Might not fit to your Orbiter mesh though, the SSV/SSU payload bay is wider and generally, the dimensions are pretty far apart from the default Orbiter mesh. I believe up to 60 cm difference in some locations, but @DaveS is the nuts and bolts counter and expert on that subject.
Thanks. I can get the mesh to fit. just not the animation. BUt I am thinking just show the ODS mesh and move it to the correct location. Then all the animation should be the same as SSU code.
 
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