SSU Development thread (4.0 to 5.0) [DEVELOPMENT HALTED DUE TIME REQUIREMENTS!]

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Yes, the DPS needs to have some level of implementation done first so the valve commands can be done correctly (and then state load/save).
And also yes, SLC-6 is another potential issue, as the differences in the SSWS recently highlighted.
 
And also yes, SLC-6 is another potential issue, as the differences in the SSWS recently highlighted.
The SLC-6 LM mesh is based on actual photos from when Enterprise was there in 1985 for the FVVs. Unlike the KSC MLPs, the BHS water deluge nozzles are not flush with the main level of the platform. Instead the ducts make 90° up and then are routed along the forward hoist boxes for the SSME exhaust duct cover plate.

That cover plate is also something that the KSC MLPs doesn't feature. During prelaunch processing this cover remains in place but for launch it is winched up and acts as the east wall of the SSME exhaust duct of the LM.
 
The SLC-6 LM mesh is based on actual photos from when Enterprise was there in 1985 for the FVVs. Unlike the KSC MLPs, the BHS water deluge nozzles are not flush with the main level of the platform. Instead the ducts make 90° up and then are routed along the forward hoist boxes for the SSME exhaust duct cover plate.

That cover plate is also something that the KSC MLPs doesn't feature. During prelaunch processing this cover remains in place but for launch it is winched up and acts as the east wall of the SSME exhaust duct of the LM.

The "SSWS differences" I mentioned were related to the "pre-liftoff" and "post-liftoff" water. In this case there is no issue in having the same LCC sw for both pads, but we might need 2 versions in the future.
About that "plate", I thought about animating it, but as it is in a mesh group with other things (and is not really important) I leave that for later.
As for the water streams, the SSWS should all be +/- correct (to the current mesh detail at least), and for all the Firex stuff the coordinates are "converted" from the MLP (in which things aren't prefect). All things that are not super important and are easily corrected when the pad meshes are finished.
 
Does anyone know where our SRM prop mass values, during the burn, came from? I'm trying to have correct values all 4 SRM types (and I know I'll fail) and looking at the SRB mass evolution for STS-30R, it seems we are a little bit heavy... sometimes about 3% of the prop mass. I'd say because the STS-30R numbers are for the SRB, they probably include insulation that is burned, thus faster mass loss. How should we handle this?

BTW: nobody is using BoundsChecker, right? If not I can delete the GrowStack() stuff and and Common.cpp.
 
(of no use to SSU, but still interesting)
RSRMIgnition.jpg

Temperature inside the RSRM 0.7s after ignition. More pretty simulation results: http://www.illinoisrocstar.com/solutions/multiphysics-simulation/rocstar-simulations.
 
Does anyone have a chamber pressure trace for the original (SPM) SRM? It was used for STS-1 thru 7. Otherwise I'll have to take the HPM pressure trace and shift it in the same proportion as the thrust changed between the SPM and HPM, and hope the separation times +/- matches the real thing. :shrug:

As for the mass evolution, I got the numbers for the RSRM (so that is correct), and I've normalized the data to the max prop mass value, and will apply it to the other types (which will have different prop masses).

One other bit of info: I've added an extra data point at +/-21 seconds. This way our data doesn't "clip" the "corner" in plot of the real data where the initial thrust decay happens, which meant we had a (small) performance loss which now goes away.

---------- Post added at 04:32 PM ---------- Previous post was at 04:17 PM ----------

One question for the graphics department: is there any issue that could come if the pads and/or MLP meshes were rotated to some other orientation? I'm asking because currently when the vehicle sits on the pad it says it is horizontal instead of vertical, and I think that comes from it being attached to the ground vessels which are landed "horizontally".
I'll take a look at this only after I finish the SRM nightmare, but I wanted to get the ball rolling on this one.
 
Finally finished the SRM data update... took so long I felt getting older. :lol:
It's not perfect as the performance varies with temperature, so data doesn't match *exactly* across the 4 SRM types.


One question for the graphics department: is there any issue that could come if the pads and/or MLP meshes were rotated to some other orientation? I'm asking because currently when the vehicle sits on the pad it says it is horizontal instead of vertical, and I think that comes from it being attached to the ground vessels which are landed "horizontally".
I'll take a look at this only after I finish the SRM nightmare, but I wanted to get the ball rolling on this one.

Any news on this? Shouldn't be an issue... right?
How close are the new pads to commit? This change could wait for that...
 
Finally finished the SRM data update... took so long I felt getting older. :lol:
It's not perfect as the performance varies with temperature, so data doesn't match *exactly* across the 4 SRM types.




Any news on this? Shouldn't be an issue... right?
How close are the new pads to commit? This change could wait for that...

Hey buddy, are you the only one left in the team? :hmm:
 
I hope not... I have no keys to open the doors in the morning. :lol:

Well it seems quite cold and dark down here, hope your mates will come back soon :rofl:
 
Well it seems quite cold and dark down here, hope your mates will come back soon :rofl:
Oh, that's because we are in the basement. IT is always in the basement...
 
Don't worry, I am still alive, just a bit busy with real life and the famous German bureaucracy.
 
Don't worry, I am still alive, just a bit busy with real life and the famous German bureaucracy.

You are kidding man!? Come over here and I'll show you what bureaucracy really is :lol:
 
You are kidding man!? Come over here and I'll show you what bureaucracy really is :lol:

You have no idea. :lol: You send them a few copies by certified mail, and the copies are suddenly lost in the Bermuda Triangle between two departments and a contractor, including the certified mail and the return receipt.
 
You have no idea. :lol: You send them a few copies by certified mail, and the copies are suddenly lost in the Bermuda Triangle between two departments and a contractor, including the certified mail and the return receipt.

Believe me, I know what you mean :(
 
Believe me, I know what you mean :(

At least, I already got the mail, that I have the right of compensation payments during my two month parental leave.... I was already worried my son might ask for the car keys before this happens.
 
At least, I already got the mail, that I have the right of compensation payments during my two month parental leave.... I was already worried my son might ask for the car keys before this happens.

:thumbup:
 
I'm experiencing very dramatic FPS reductions with the latest revision (2727). First I thought it was related to the recent update to the Fall Creators Update of Windows 10, but I went back to the previous revision of the SSU sources (2726) and built those and the FPS drop went away. I went back to the latest revision and there it was again.

So something is wrong.
 
Just checked the changes - actually I included a much later SRB slag cut-off time to match the SRB reentry videos.
 
Just checked the changes - actually I included a much later SRB slag cut-off time to match the SRB reentry videos.

I changed that so the slag stopped at some point, because it didn't stop at all with the current logic. So I matched that value to the last thrust point, and I didn't bother to come up with new logic because that probably will all go away when we put the SRM thruster in the SRB vessel. (That can't done now because ATVC, and thrust from attached childs doesn't affect the parent vessel.)

---------- Post added at 09:08 PM ---------- Previous post was at 09:05 PM ----------

I'm experiencing very dramatic FPS reductions with the latest revision (2727). First I thought it was related to the recent update to the Fall Creators Update of Windows 10, but I went back to the previous revision of the SSU sources (2726) and built those and the FPS drop went away. I went back to the latest revision and there it was again.

So something is wrong.

When are the FPS drops occuring (launch, landing, always)? Do they occur in MOGE? Debug vs Release?
 
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