SSU Development Thread (2.0 to 3.0)

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On the image you posted yesterday, it looks to me like there's a vertical gap between the RCC and the carrier panels in that area.
I'm not an expert on this mesh/texture interaction business, but I still think it's either the border gets modified to the correct shape, or there will have to be carrier panels on the RCC part, and that all has to line up correctly.

Correction: on the previous post I said "Then it can be that black line" it should be "Then it can't be that black line"

Which image, the one that shows the problem ?

---------- Post added at 02:37 PM ---------- Previous post was at 02:32 PM ----------

Well, it means no direct demand for new meshes.

What I mean: Could we get in one or two releases to a point (after this release), in which it is possible to land a shuttle on a runway, power it down, teleport it by magic (or a 747) to Florida into its hangar, refit it by waving a finger for its next mission and then stack it by arcane powers on a MLP in the VAB for launching again.

No realistic. Not detailed. Not even beautiful. Just a way to finish the circle and then later implement the small details in processing the Shuttle.

Maximal we have a Panel2D somewhere to visualize what happens.

How fast could we arrive there?

Although, attaching the shuttle to the STS with the mate/demate, would be great.
 
We can already load a scenario in which all this was already done. It can't be too hard to cheat by magic, we just need to get all subsystems into a defined state before launch again.

And a LCC<-> Shuttle network is not too hard or far away. We just need to avoid trying to do everything realistic from the start, even if its our primary goal... a working bicycle is more playable than a car with two wheels.

Yeah we can cheat... it will add a bunch of overhead everywhere just so the user doesn't restart orbiter.... for now we probably should focus on the orbiter itself (like you said the other day), as there are buckets of stuff left to do. To me, the mission editor is top priority for the next release (as well as an upgrade do Orbiter 2015 when that comes), as it is hard enough to create/maintain the mission and scenario files with the current systems, and that needs to be simplified, both for us and the users, before adding new stuff (OMS/RCS, PRDS, ECLSS, etc).
 
Although, attaching the shuttle to the STS with the mate/demate, would be great.

Yes, but its not needed as minimum, that's what I am asking there.

The VAB flow would be extremely nice to have, but since this is a "video game", we can also get away with less realism for a short time.
 
Yeah we can cheat... it will add a bunch of overhead everywhere just so the user doesn't restart orbiter.... for now we probably should focus on the orbiter itself (like you said the other day), as there are buckets of stuff left to do. To me, the mission editor is top priority for the next release (as well as an upgrade do Orbiter 2015 when that comes), as it is hard enough to create/maintain the mission and scenario files with the current systems, and that needs to be simplified, both for us and the users, before adding new stuff (OMS/RCS, PRDS, ECLSS, etc).

Yeah... actually the mission editor is why I am asking. I found the old idea of producing flight manifests.
 
Checked in the original RCC.
 
Yeah... actually the mission editor is why I am asking. I found the old idea of producing flight manifests.
Let's not attempt stuff NASA itself couldn't do (follow manifests) :lol:

---------- Post added at 03:49 PM ---------- Previous post was at 03:47 PM ----------

What is left to do in tickets 38, 41 and 105?
 
Yes, but its not needed as minimum, that's what I am asking there.

The VAB flow would be extremely nice to have, but since this is a "video game", we can also get away with less realism for a short time.

So like time steps between events, so wwe don't have to watch an orbiter crawl for ten hours, or watch a shuttle on the pad for ssix hours while fueling.

---------- Post added at 02:52 PM ---------- Previous post was at 02:50 PM ----------

Checked in the original RCC.

Can we see a pic, since we wwon't be able to get it, until the next night build.
 
So like time steps between events, so wwe don't have to watch an orbiter crawl for ten hours, or watch a shuttle on the pad for ssix hours while fueling.

---------- Post added at 02:52 PM ---------- Previous post was at 02:50 PM ----------



Can we see a pic, since we wwon't be able to get it, until the next night build.
It's exactly the old one as I simply cut&pasted it from the previous revision.

WLE.jpg
 
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I tried that, but the animations were wrong, and the original file was smaller.

---------- Post added at 03:08 PM ---------- Previous post was at 03:03 PM ----------

Doesn't look like the original.
 
I tried that, but the animations were wrong, and the original file was smaller.

---------- Post added at 03:08 PM ---------- Previous post was at 03:03 PM ----------

Doesn't look like the original.
Which original are you talking about? What you see above is before I touched the WLE. So whatever you're seeing is localized to you only. Not the rest of us.
 
I downloaded the build from Scorcforge that Urumpe posted onto a clean Orbiter, and that's what I get. Didn't you say you committed a new texture with the lines ommitted ?

Urumpe:
What is your Orbiter showing ?
 
I downloaded the build from Scorcforge that Urumpe posted onto a clean Orbiter, and that's what I get. Didn't you say you committed a new texture with the lines ommitted ?
Yes. In this case, committed or checked in refers to the source code repository. It will be available in the next nightly build. For us who actually use TortoiseSVN, this change has been available for 57 minutes and counting. If you don't use it, well then you're going to lag in terms of bug fixes and feature additions.
 
Why wasn't I consulted, on the change to the mesh, like you had promised ?

---------- Post added at 05:36 PM ---------- Previous post was at 05:22 PM ----------

Do the startrackers or the ODS work ?
 
Why wasn't I consulted, on the change to the mesh, like you had promised ?

---------- Post added at 05:36 PM ---------- Previous post was at 05:22 PM ----------

Do the startrackers or the ODS work ?
Star trackers: No
ODS: Well, you can extend/retract the docking ring but it will not have any effect on capture.
 
My first SSU dedicated payload addon. WIP
 

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  • STS-48_UARS.jpg
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I downloaded the build from Sourceforge that Urwumpe posted onto a clean Orbiter, and that's what I get. Didn't you say you committed a new texture with the lines ommitted ?

Urwumpe:
What is your Orbiter showing ?

Sorry for being a bit late, went straight to an "eve-of-wedding party" (German culture is a bit stranger to translate it). Will catch a fresh build and make a new nightly version now, but it can take till tomorrow noon for you to be able to download it.

---------- Post added at 11:38 PM ---------- Previous post was at 11:22 PM ----------

My first SSU dedicated payload addon. WIP

Sweet :)

Tested the current version: The shades are gone now, but the edges are too straight - the HRSI above two RCC panels does never form a straight line, there is always a small angle between the two panel.

---------- Post added at 11:54 PM ---------- Previous post was at 11:38 PM ----------

The R2216 nightly is now on Sourceforge and pending publication. Will disable the old nightly as soon as the new one is public.

---------- Post added 08-06-15 at 12:08 AM ---------- Previous post was 08-05-15 at 11:54 PM ----------

And the old one is gone, the new one is up, much faster than the first one :)

Have fun.

---------- Post added at 12:25 AM ---------- Previous post was at 12:08 AM ----------

BTW, my suggestion for a manifested flight campaign payload:

9801789.jpg


The Space Shuttle Modular Space Station concept of 1972 ... yes, it was developed before the Shuttle was even flying. But if you read the documents on the NTRS about it, it actually was not that far away from what was really possible with the real Shuttle.

And the pretty clean 70s design style modules are pretty cool, a bit more 70s style in the textures and it could be a cool payload... like the NASA worm logo.
 
Tested the current version: The shades are gone now, but the edges are too straight - the HRSI above two RCC panels does never form a straight line, there is always a small angle between the two panel.

That's a shame. :facepalm:

---------- Post added at 01:39 AM ---------- Previous post was at 01:25 AM ----------

That new build seriously needs to be checked. The mesh I see now is the one with the aweful startrackers from before. What gives ?

---------- Post added at 01:56 AM ---------- Previous post was at 01:39 AM ----------

Wish I never downloaded that. Stopped me dead in getting the STS-48 addon done.:(
 

Wish I never downloaded that. Stopped me dead in getting the STS-48 addon done.:(

Can you write a summary list of what has to get fixed? Or even file these as tickets? After all, that's why I make those nightly builds.
 
That new build seriously needs to be checked. The mesh I see now is the one with the aweful startrackers from before. What gives ?

I don't see any problems with the star trackers on my end. Did a lot of looking at the front and only found this little issue.
 
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