SSU Development Thread (3.0 to 4.0)

The RMS EE/light is not " on-top" when the RMS is deployed. This is set of of images of the RMS from the Shuttle Orbiter/Cargo Standard Interfaces document:

RMS_charts.jpg

It is according to diagram 14.4-7 of the Space Shuttle Systems Handbook.... but like I said, I didn't find any good photos of that area.

---------- Post added at 11:14 PM ---------- Previous post was at 11:01 PM ----------

Just noticed that the mesh doesn't match that diagram either, as in there the camera is tilted inboard and in SSU the camera tilts outboard.
Managed to find 2 images that seem to support the Space Shuttle Systems Handbook diagram:
a-partial-view-of-space-shuttle-endeavours-payload-bay-bfrgr5.jpg

253149main_cargo_bay_lg.jpg
 
Dug through my extensive photo collection and I found this photo. It shows the RMS in the deployed but cradled position and it has the EE camera and light with no tilt so I have checked in this update.

08pd0772.jpg
 
Dug through my extensive photo collection and I found this photo. It shows the RMS in the deployed but cradled position and it has the EE camera and light with no tilt so I have checked in this update.

08pd0772.jpg

Do you have any old photos (80s) in your colection? (I don't have my (small) collection with me ATM) It may have been tilted before and they forgot to update that diagram you posted.
 
This is the oldest photo I have of the RMS in the deployed but cradled position. STS-3, payload installation in the OPF:

STS3-039-S82-25890-1.21.82.jpg
 
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This is the oldest photo I have of the RMS in the deployed but cradled position. STS-3, payload installation in the OPF:

STS3-039-S82-25890-1.21.82.jpg

Even with the plastics there, it seems to be the same way as the recent photos... it was a wrong diagram then. :shrug:

---------- Post added at 10:42 PM ---------- Previous post was at 12:18 AM ----------

DaveS, I finally got the chance to look at the new ET an it looks very good! :thumbup:
But I found 2 issues: the LWT has the wrong texture path, and the bolt catchers are +/- buried in the intertank.
 
Even with the plastics there, it seems to be the same way as the recent photos... it was a wrong diagram then. :shrug:

---------- Post added at 10:42 PM ---------- Previous post was at 12:18 AM ----------

DaveS, I finally got the chance to look at the new ET an it looks very good! :thumbup:
But I found 2 issues: the LWT has the wrong texture path, and the bolt catchers are +/- buried in the intertank.
Thanks for noticing this! I checked a fix for both issues and everything should be good now.

---------- Post added at 07:35 PM ---------- Previous post was at 12:10 AM ----------

I just checked the last of the ET versions, the SWT. Let me know if there's an gross errors that need attention.
 
Are we now close enough to the Orbiter 2016 release, so we can release a SSU for Orbiter 2010?
I need to add the new ET meshes to the major changes list, and I'd like to know if it's worth it to make a simplified checklist for the IUS like the one I make for the Centaur.
There's also the CISS animations on one of its versions to correct (and the bellows thing...). Anything else?

---------- Post added 08-18-16 at 11:18 AM ---------- Previous post was 08-17-16 at 09:31 PM ----------

I just updated the change list (and release file list), and will now start testing on a new Orbiter 2010 installation.

I need to add the new ET meshes to the major changes list, and I'd like to know if it's worth it to make a simplified checklist for the IUS like the one I made for the Centaur.
There's also the CISS animations on one of its versions to correct (and the bellows thing...). Anything else?
Another thing that needs work is the ET FRL texture (a.k.a white ET). I tried to make another texture but the foam detail just gets lost... :(
 
Found a bug in the EE light: its position was not being updated during launch and one turned it on before moving the MPMs the light would not be in the correct place. That's fixed now, but playing with the lights and reading about them I found out (some of) the story with the forward bulkhead and docking lights. They took those lights out of Endeavour and Discovery in the Columbia downtime (no parts for them?), but other than that change, the lights seem to have been there all the way (no good pictures of many early flights, but they seem to be there). Even STS-93 with all its payload mass issues carried those lights. So, this makes me want to restrict our HasBulkheadFloodlights mission file parameter to just Discovery and Endeavour, as those are the only ones (that I know of) that flew without those lights, and just ignore that parameter for the other Orbiters and enable the lights. Any additional info on this?

---------- Post added 08-20-16 at 04:39 PM ---------- Previous post was 08-19-16 at 07:08 PM ----------

Things appear to be working as expected. The only things needing further work are before releasing are:
CISS G animations
(CISS G has different details from CISS G-Prime)
(CISS bellows)
ET FRL texture
 
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I have checked in a new SWT FRL texture that can be used for STS-1.
 
Is 4.0 ever coming out, or should we skip it and go to 5.0?
 
Is 4.0 ever coming out, or should we skip it and go to 5.0?

Good question.

My instant reaction was "Skip it and make 5.0 the new 4.0"

But thinking more about the small issues with Orbiter 2016 right now... can we still do a 4.0 release for 2010P1 or would that cost us too much time and resources?
 
can we still do a 4.0 release for 2010P1 or would that cost us too much time and resources?

Since April I'm been saying that, except for some details, it's pretty much good to go... I've made more than a list in the previous posts with what I think is missing.
 
Since April I'm been saying that, except for some details, it's pretty much good to go... I've made more than a list in the previous posts with what I think is missing.

Well, then lets tackle a final 4.0 before switching the OrbiterSDK.

Any keyword for searching the list in the previous posts? I remember it being a while ago.
 
Well, then lets tackle a final 4.0 before switching the OrbiterSDK.

Any keyword for searching the list in the previous posts? I remember it being a while ago.

CISS G animations
(CISS G has different details from CISS G-Prime)
(CISS bellows)
 
CISS G animations
(CISS G has different details from CISS G-Prime)
(CISS bellows)

OK, if it is really just that, I'll have dinner and then create a new thread to track the release tasks. Should I branch for release or should I stay on trunk?
 
OK, if it is really just that, I'll have dinner and then create a new thread to track the release tasks. Should I branch for release or should I stay on trunk?

I see no reason to leave the trunk. When the release is done, a tag should be created for easy access (like it was done before) and then I'd wait a week or 2 (for possible bug fixes) before finally merging the beta branch, thus ending major support for Orbiter 2010.
 
Sorry if not the right place to ask.

Can you clarify what does RealRCS mean? What does it change from the current RCS implementation?
 
Sorry if not the right place to ask.

Can you clarify what does RealRCS mean? What does it change from the current RCS implementation?

The currently released implementation essentially used a few "summary" thrusters for RCS which had multiple exhausts. The Real RCS uses individual thrusters, which can be mapped on individual manifolds.

---------- Post added at 10:27 PM ---------- Previous post was at 10:24 PM ----------

Cleaned up the tickets on sourceforge and moved tickets to 5.0, which will not be finished in this final Orbiter 2010 release.
 
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