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I have it set to maximum and there's nothing about the ET.
So its something less trivial. :facepalm:
I have it set to maximum and there's nothing about the ET.
Hmm... strange. DirectX9 client, right? Did you increase the debugging level of the clients already?
So its something less trivial. :facepalm:
I'm getting a consistent CTD with the LWT in the SLC-6 Launch test scenario. This is with D3D9Client RC1.MOGE mostly (faster loading), but I think I got this CTD once in D3D9.
---------- Post added at 09:07 PM ---------- Previous post was at 09:04 PM ----------
It took more than a week just to track down the line where it goes BUM...
I'm getting a consistent CTD with the LWT in the SLC-6 Launch test scenario. This is with D3D9Client RC1.
Just another issue caused by the new terrain implementation. SLC-6 currently uses it's own dedicated mesh for the terrain, so it needs to go.One run with MOGE and another with D3D9 RC1 and no CTD.
But I did find an issue with the shadows in D3D9...
Is there any way to track what's happening inside that function? Or do we need to ask jarmonik to implement this for D3D9Client?
GLS: Could you please try the new meshes I have checked in? They have cured the CTDs on my end, but seeing as these are random on your end I need your checks as well.
I just ran that scenario and it all works as it did before... except the final approach because the runway is at about 2000ft ASL and the AeroJetDAP thinks it is at sea level...Hi!
Yesterday I tried with a complete re-entry using EDW Entry scenario, Orbiter 2016 R4 and Nightly OrbiterBeta SSU compiled with VS2010, and the Shuttle followed a strange behaviour.
I left the autopilot to control the shuttle. She didn't do S-turns, instead she leaned to one side and stay there for almost all the entry, I guess because orbit projection didn't pass over EDW and she was forced to maneouver hard in the high atmosphere. Approaching the HAC the Shuttle was a bit out of X-TRK and had to compensate; also she arrived too fast (M2.0) to the HAC. I think the scenario itself would require a review. But that is not the bug.
The HAC shrinking by itself probably has to do with you trying to fly a "large angle" HAC (maybe > 300º). The logic gets lost and thinks the vehicle is closer to the runway so it decreases the radius. If you a runway end and a side so that the corresponding HAC isn't above, let's say 270º, you shouldn't have this problem.When she entered the HAC, at some point the HAC circle in SPEC 50 switched to a smaller circle, and then the autopilot got crazy. It tried to pull more and more until the shuttle predictors rolled on themselves and then the shuttle fall into something similar to a flat spin. And I said 'similar' because in reality, the physical engine got broken and the Shuttle moved erratically without falling down to the ground :WTF:
That happened me several times, always when shuttle is flying automatically an HAC and SPEC 50 predictors rolls on themselves. There are definitively some limits in the control actuators that are overriden when flying with AUTO on, it seems.
The reentry mesh works fine here (except for the mismatch in size/shape when compared with the orbiter). Orbiter 2016 has a reentry particle stream showing now... I haven't looked to see if it is controllable, but I'd say it starts about the right time, but ends a bit too late, other than that no problems here.Also, reentry glow mesh is broken in Orbiter 2016. I was using the standard visual engine, not D3D9.
Regards!
If not, make a post in this issue: http://www.orbiter-forum.com/project.php?issueid=601The reentry mesh works fine here (except for the mismatch in size/shape when compared with the orbiter). Orbiter 2016 has a reentry particle stream showing now... I haven't looked to see if it is controllable, but I'd say it starts about the right time, but ends a bit too late, other than that no problems here.
Great news then! I have taken a closer look at this and it appears that the shadow model that both the inline and D3D9Client uses doesn't take in the account of the terrain. It's still assuming a perfectly flat surface. All the base issues will have to wait until a better terrain editor is available.I'll look at that in the morning.
---------- Post added at 09:19 AM ---------- Previous post was at 01:58 AM ----------
No CTDs so far, but the wierd shadow reported earlier is still there.
If not, make a post in this issue: http://www.orbiter-forum.com/project.php?issueid=601
Which formula do you need? Also, are you sure, OMS-1 is not at apogee?
Closed-loop steering, using the powered explicit guidance (PEG) simulation, is initiated after SRB staging and is targeted to an inclination of 40.3°, a radius of 21 290 308 feet (60 n. mi. above a spherical Earth with a radius of 3443.9336 n. mi.), a velocity of 25 668 fps, a flightpath angle of 0.5°, and a descending node of 142.0°.
Not sure if 85 NM is really correct for initial Apogee. For STS-1 the OMS-1 must have been close to or at apogee - the perigee after OMS-1 is practically MECO altitude.
I have the following quote for STS-1 MECO targeting:
https://ia800308.us.archive.org/27/items/nasa_techdoc_19800022939/19800022939.pdf
FPA of 0.5° leaves only little altitude left to be gained... but I would now need to consult the books for the formula to get the missing numbers.
Later missions seem to have optimized for 57 NM and 0.65° FPA