Lisias
Space Traveller Wanna-be
Greetings, Orbiters.
This is a RFC (Request For Comments) about an ongoing effort to revitalize the TX vessel from Kulch (and the VC version from vchamp).
Back in the middle of the first 2k's decade (not sure when, but I used the 2006 not P1 version), I got in contact with Martin Schweiger's excellent Orbiter Space Flight Simulator, after looking for something that could replace the (at its time excellent, but very aged at the time) Space Simulator from Microsoft.
One of the very first third party ships I tried was TX, a somewhat unforgiving ship that for some reason I enjoyed a lot. I still do, it's far my favourite one.
However, some limitations had have bugged me since that time.
Recently I got back to Orbiter, and found the yet more excellent Total Immersion TX from vchamp, giving new life to this old friend. But a lot of the original problems and idiosyncrasies are still there. Worst, TX didn't works with VELCRO - a very interesting add-on that is giving me a lot of fun and amusement (and unrealistic or impossible flights!) - what was annoying, to say the least.
So I decided to do something about it. After contacting vchamp, who kindly agreed on releasing me his code tree, I started to study, refactor and rework this fantastic vessel. This is the first (beta) public release to be criticized (and believe me, there's a lot to be criticized!).
A full change log can be found in the zip file. It's too numerous to enumerate here, so to avoid the TL;DR effect, I will disclose them on the comments on homeopathic doses.
Some changes came clearly for the better, some others I don't know. A few, definitively, I almost regret being done but I want to receive feedback before I rip them off of the codetree.
This is not a new fork of the Vessel - it's a prototype (a branch, if you like) that will be used for testing the bug fixes and the new ideas. This codetree (or at least its good part) will be merged back into Total Immersion TX in a near future. There's no plans on merging into Kulch's codetree.
To install, unzip the contents into Orbiter's root directory as usual. No pre-existing files will be overwritten - TX5 and Ti-TX will be operational (as long you don't mix the vessels into the same Scenario). It's mandatory to install TX5 from Kulch, as I didn't duplicated any original resources. Installing TI-TX from vchamp is far from a bad idea, I strongly recommend installing it too.
To download TXR, get the TXR_lst.zip file from my Google Drive. Updates will be regularly posted there.
To download TX5 from Kulch, click [ame="http://www.orbithangar.com/searchid.php?ID=421"]here[/ame].
To download Total Immersion TX from vchamp, [ame="http://www.orbithangar.com/searchid.php?ID=3789"]here[/ame].
To download the latest R028 Release : https://drive.google.com/folderview?id=0BwrmWoWz2Swzdm9majN2WkJVUE0&usp=sharing.
To download an old Release : https://drive.google.com/open?id=0BwrmWoWz2Swzbkx2UU9nWjRXTmM.
Best Regards, and hoping you all enjoy it!
---------- Updated at 2015-0804 R025----------
BUG FIXES:
- Preventing VELCRO to crash when reconfiguring TX thrusters when changing from AIR to PRESPACE and then to SPACE
- Eliminating annoying JET sound when turning Landing Lights ON.
- Preventing TX HUD to be drawn when HUD is OFF
-- Affects only TX original Code, TI code already handles that correctly.
- Minor fixes on Saving and Loading Scenarios.
- Remembering current HUD Mode while turning it ON/OFF
-- It used to reset to Orbit Mode.
- Some fixes on engine modelling (Economic RamJet enabled)
- Force Closing the Covers now automatically switches to LRE.
-- Disabling Force Closing switches back to RamJet if possible.
- Added CTRL-D for Undocking
- Better Ramjet modelling
-- The Engine Mode doesn't shifts crazily on re-entry anymore
-- While in Override Mode, the Ramjet engines can still be enabled, but will not thrust.
-- After re-entry, the Engine Mode now shifts to RamJet economic mode (2 turbines).
--- It's more then enough to fly to the airport.
--- You can even take-off on an empty TX...
-- Ramjet behaviour while over-speeding.
--- On re-entry, the Shutter will close and LRE will be enabled automatically.
--- On Override mode, the shutter will close automatically unless thrust is applied.
---- Perhaps Damage modelling on the future?
- Adapting HUD for 16:10 and 16:9 screen ratios
-- No more overlapping widgets on screens that are not 4x3.
- Turning off TX's HUD widgets
-- CtrL-H changes between NO HUD, Standard HUD, Kulch's TX HUD and Enhanced TX HUD.
---------- Post added at 07:37 PM ---------- Previous post was at 07:33 PM ----------
ENHANCEMENTS
- New TX Hud Style, aiming to declutter a little the view and provide better Engine status information.
-- Turning Off/On the HUD commutes between new and old style.
-- Shows Engine Cover status
-- Shows Currently Docked Vessel name when docked.
-- New Widgets
--- New HUD widget to signal the Wing is currently forced into close.
--- New HUD widget to signal the Wings are closing (as opposed to opening)
--- "Angel" Landing Gear and Landing
---- Widget to show altitude at landing (500 meters, between wheels widget)
---- Wheel breaks
---- Wheel steering
----- Front wheel blinks yellow if ground speed is too high for steering
---- Wheel Load
----- Front wheel blinks red if it is going to touch down first
----- Side wheels blinks yellow if one of them if going to touch down first
----- Side wheels blinks red if overloaded
--- Wing Load Factor (g) Widget
--- Vessel Attitude (Landed, Taxing, Flying, Orbiting, etc)
--- "Jouliette"
---- Hull Heat Flux meter
-- Persisted on scenario saving on HUD_STYLE keyword.
-- Defaults to Original style.
- Engine Override Mode.
-- CTRL-E To On/OFF, HUD will show a frame around the MAIN ENGINE STATUS when Override is ON.
-- E increase Engine Mode, Shift+E decrease Engine mode
-- The modes are: RAMJET, LRE, LRE+ECONOMIC and RAMJET+ECONOMIC
-- In Override Mode, the Flight Computer *WILL NOT* change the engine during flight. Use with caution. LRE mode will deplete your fuel fast!
- Damage Modelling
-- Landing Gear Stress
- A slightly better Cover animation sequence.
- Landing Gear and Canards Operating Speeds were converted to Dynamic Pressure
-- Now you can expand the Canards or lower the gears on space.
-- Or you can try a landing on Mars!
- Docking bay automatically closes if undocked and max operational dynamic pressure is reached.
-- No docking on Venus surface!
- Alert Sound when a command cannot be obeyed or can provoke damages (with tip on the Console):
-- Trying to close bay doors while docked
-- Trying to lower the gears at too much speed
-- Trying to upper the gears while grounded.
-- No fuel
-- etc
- Warn Sound when (with tip on the Console):
-- Changing Engine Mode Override
-- Forcing Canards to be closed
-- Low fuel
- Better vessel attitude modelling implemented using FSM.
-- The code that handles the vessel behaviour that depends on the current aircraft attitude are way simpler now.
-- Some interesting alarms are now possible
-- No more hacking trying to detect current vessel attitude
--- And no more glitches from it
-- Information displayed on New HUD.
- Better reentry detection based on heat flux
-- Feeds the Attitude FSM
-- Displayed on New HUD Widget
- Alarms
-- to fly too low without landing gears
-- to handle landing gear overspeeding while on ground.
- Engine Override mode now also overrides:
-- RCS mode change. Use the slash key '/' (the one near the right shift)
--- Numeric Keypap / now commute between rotation and translation modes normally
--- I intented to use CTRL-Num/ , but Orbiter seems to not recognize this key combo.
-- Wing mode.
- Animation Dialog for Scenary Editor
-- Gear
-- Canard
-- Docking Bay
-- Air Breaks
-- Engine Cover
--- (bug) After closing, reactivation of Auto mode only when flying!
---------- Post added at 07:38 PM ---------- Previous post was at 07:37 PM ----------
QUESTIONABLE CHANGES
- Banking right and left on RCS rotation now fires thrusters on noose.
-- It's not symmetrical, it probably won't work right in Real Life(tm).
-- VTOLX demonstrates that you don't need RCS thrusters on the nose
--- but its weird to me.
- A slightly better Cover animation sequence.
-- I used atan to make the cover works more aesthetically
---------- Post added at 07:41 PM ---------- Previous post was at 07:38 PM ----------
TODO (or to don't) LIST
- Merge vchamp's Virtual Cockpit
- Adding a Instrument Panel (probably a rip off from DeltaGlider...)
- TX State/Attitude MFD
-- So we can turn-off TX specific HUD if desired (CTRL-H)
- Scenario Editor
-- Add page for crew
- Replace the landing gear lights for something using a local light source
-- something as [ame="http://www.orbithangar.com/searchid.php?ID=5182"]Spotlight 2[/ame]
-- currently it is being simulated by thrusters.
- TX are not being correctly recorded on Flight Recorder!
-- Custom commands (as Override) are not recorded
--- changing Control Modes isn'too;
-- Some animations are not being triggered
--- As Engine Shutter - the HUD states it's closed, but the mesh renders it opened!
- Better UMMU Support
-- Transfers
-- EVA
- Ramjets should only work in oxygen rich environments.
-- It should not be working in Mars!
-- How to implement it? Locking the Ramjet to Earth?
- How about adding Life Support for the Crew?
-- Where I can find the TX conceptual documents? We need to be faithful to the concept specifications!
- Implement Damage ?
-- Kinetic ?
--- G Force ?
--- Torque ?
--- Langing Gear
---- Research about AN-225 and Be-2500 , take their landing and cargo limits and interpolate into TX. Instantly retracts langing gears if landing parameters are exceeded.
-- Heat (reentry, at least) ?
-- Lack of Life Support?
-- Ramjet damage by over-speeding in Override Mode?
- There's a potential memory leak.
-- To prevent Velcro from crashing, I prevented the destruction of Thrusters on demand.
-- Now the thrusters are created but not destroyed.
-- Old thruster are still active if overwritten?
- We can't mix TXR, TI/TX and Kulch's TX in the same scenario.
-- Something on Payload Manager, as it appears...
- Check D3D9 client compatibility
- Check orbiter_ng compatibility
- TX5 Scenario "The Power of the Deltaglider!" doesn't work - the vessels spins crazily without any chance of control (even by zeroing angular speeds on Scenario Editor)
- The payload separation acceleration while jettison is lost (I inadvertently deleted that piece of code). Recover the feature.
This is a RFC (Request For Comments) about an ongoing effort to revitalize the TX vessel from Kulch (and the VC version from vchamp).
Back in the middle of the first 2k's decade (not sure when, but I used the 2006 not P1 version), I got in contact with Martin Schweiger's excellent Orbiter Space Flight Simulator, after looking for something that could replace the (at its time excellent, but very aged at the time) Space Simulator from Microsoft.
One of the very first third party ships I tried was TX, a somewhat unforgiving ship that for some reason I enjoyed a lot. I still do, it's far my favourite one.
However, some limitations had have bugged me since that time.
Recently I got back to Orbiter, and found the yet more excellent Total Immersion TX from vchamp, giving new life to this old friend. But a lot of the original problems and idiosyncrasies are still there. Worst, TX didn't works with VELCRO - a very interesting add-on that is giving me a lot of fun and amusement (and unrealistic or impossible flights!) - what was annoying, to say the least.
So I decided to do something about it. After contacting vchamp, who kindly agreed on releasing me his code tree, I started to study, refactor and rework this fantastic vessel. This is the first (beta) public release to be criticized (and believe me, there's a lot to be criticized!).
A full change log can be found in the zip file. It's too numerous to enumerate here, so to avoid the TL;DR effect, I will disclose them on the comments on homeopathic doses.
Some changes came clearly for the better, some others I don't know. A few, definitively, I almost regret being done but I want to receive feedback before I rip them off of the codetree.
This is not a new fork of the Vessel - it's a prototype (a branch, if you like) that will be used for testing the bug fixes and the new ideas. This codetree (or at least its good part) will be merged back into Total Immersion TX in a near future. There's no plans on merging into Kulch's codetree.
To install, unzip the contents into Orbiter's root directory as usual. No pre-existing files will be overwritten - TX5 and Ti-TX will be operational (as long you don't mix the vessels into the same Scenario). It's mandatory to install TX5 from Kulch, as I didn't duplicated any original resources. Installing TI-TX from vchamp is far from a bad idea, I strongly recommend installing it too.
To download TXR, get the TXR_lst.zip file from my Google Drive. Updates will be regularly posted there.
To download TX5 from Kulch, click [ame="http://www.orbithangar.com/searchid.php?ID=421"]here[/ame].
To download Total Immersion TX from vchamp, [ame="http://www.orbithangar.com/searchid.php?ID=3789"]here[/ame].
To download the latest R028 Release : https://drive.google.com/folderview?id=0BwrmWoWz2Swzdm9majN2WkJVUE0&usp=sharing.
To download an old Release : https://drive.google.com/open?id=0BwrmWoWz2Swzbkx2UU9nWjRXTmM.
Best Regards, and hoping you all enjoy it!
---------- Updated at 2015-0804 R025----------
BUG FIXES:
- Preventing VELCRO to crash when reconfiguring TX thrusters when changing from AIR to PRESPACE and then to SPACE
- Eliminating annoying JET sound when turning Landing Lights ON.
- Preventing TX HUD to be drawn when HUD is OFF
-- Affects only TX original Code, TI code already handles that correctly.
- Minor fixes on Saving and Loading Scenarios.
- Remembering current HUD Mode while turning it ON/OFF
-- It used to reset to Orbit Mode.
- Some fixes on engine modelling (Economic RamJet enabled)
- Force Closing the Covers now automatically switches to LRE.
-- Disabling Force Closing switches back to RamJet if possible.
- Added CTRL-D for Undocking
- Better Ramjet modelling
-- The Engine Mode doesn't shifts crazily on re-entry anymore
-- While in Override Mode, the Ramjet engines can still be enabled, but will not thrust.
-- After re-entry, the Engine Mode now shifts to RamJet economic mode (2 turbines).
--- It's more then enough to fly to the airport.
--- You can even take-off on an empty TX...
-- Ramjet behaviour while over-speeding.
--- On re-entry, the Shutter will close and LRE will be enabled automatically.
--- On Override mode, the shutter will close automatically unless thrust is applied.
---- Perhaps Damage modelling on the future?
- Adapting HUD for 16:10 and 16:9 screen ratios
-- No more overlapping widgets on screens that are not 4x3.
- Turning off TX's HUD widgets
-- CtrL-H changes between NO HUD, Standard HUD, Kulch's TX HUD and Enhanced TX HUD.
---------- Post added at 07:37 PM ---------- Previous post was at 07:33 PM ----------
ENHANCEMENTS
- New TX Hud Style, aiming to declutter a little the view and provide better Engine status information.
-- Turning Off/On the HUD commutes between new and old style.
-- Shows Engine Cover status
-- Shows Currently Docked Vessel name when docked.
-- New Widgets
--- New HUD widget to signal the Wing is currently forced into close.
--- New HUD widget to signal the Wings are closing (as opposed to opening)
--- "Angel" Landing Gear and Landing
---- Widget to show altitude at landing (500 meters, between wheels widget)
---- Wheel breaks
---- Wheel steering
----- Front wheel blinks yellow if ground speed is too high for steering
---- Wheel Load
----- Front wheel blinks red if it is going to touch down first
----- Side wheels blinks yellow if one of them if going to touch down first
----- Side wheels blinks red if overloaded
--- Wing Load Factor (g) Widget
--- Vessel Attitude (Landed, Taxing, Flying, Orbiting, etc)
--- "Jouliette"
---- Hull Heat Flux meter
-- Persisted on scenario saving on HUD_STYLE keyword.
-- Defaults to Original style.
- Engine Override Mode.
-- CTRL-E To On/OFF, HUD will show a frame around the MAIN ENGINE STATUS when Override is ON.
-- E increase Engine Mode, Shift+E decrease Engine mode
-- The modes are: RAMJET, LRE, LRE+ECONOMIC and RAMJET+ECONOMIC
-- In Override Mode, the Flight Computer *WILL NOT* change the engine during flight. Use with caution. LRE mode will deplete your fuel fast!
- Damage Modelling
-- Landing Gear Stress
- A slightly better Cover animation sequence.
- Landing Gear and Canards Operating Speeds were converted to Dynamic Pressure
-- Now you can expand the Canards or lower the gears on space.
-- Or you can try a landing on Mars!
- Docking bay automatically closes if undocked and max operational dynamic pressure is reached.
-- No docking on Venus surface!
- Alert Sound when a command cannot be obeyed or can provoke damages (with tip on the Console):
-- Trying to close bay doors while docked
-- Trying to lower the gears at too much speed
-- Trying to upper the gears while grounded.
-- No fuel
-- etc
- Warn Sound when (with tip on the Console):
-- Changing Engine Mode Override
-- Forcing Canards to be closed
-- Low fuel
- Better vessel attitude modelling implemented using FSM.
-- The code that handles the vessel behaviour that depends on the current aircraft attitude are way simpler now.
-- Some interesting alarms are now possible
-- No more hacking trying to detect current vessel attitude
--- And no more glitches from it
-- Information displayed on New HUD.
- Better reentry detection based on heat flux
-- Feeds the Attitude FSM
-- Displayed on New HUD Widget
- Alarms
-- to fly too low without landing gears
-- to handle landing gear overspeeding while on ground.
- Engine Override mode now also overrides:
-- RCS mode change. Use the slash key '/' (the one near the right shift)
--- Numeric Keypap / now commute between rotation and translation modes normally
--- I intented to use CTRL-Num/ , but Orbiter seems to not recognize this key combo.
-- Wing mode.
- Animation Dialog for Scenary Editor
-- Gear
-- Canard
-- Docking Bay
-- Air Breaks
-- Engine Cover
--- (bug) After closing, reactivation of Auto mode only when flying!
---------- Post added at 07:38 PM ---------- Previous post was at 07:37 PM ----------
QUESTIONABLE CHANGES
- Banking right and left on RCS rotation now fires thrusters on noose.
-- It's not symmetrical, it probably won't work right in Real Life(tm).
-- VTOLX demonstrates that you don't need RCS thrusters on the nose
--- but its weird to me.
- A slightly better Cover animation sequence.
-- I used atan to make the cover works more aesthetically
---------- Post added at 07:41 PM ---------- Previous post was at 07:38 PM ----------
TODO (or to don't) LIST
- Merge vchamp's Virtual Cockpit
- Adding a Instrument Panel (probably a rip off from DeltaGlider...)
- TX State/Attitude MFD
-- So we can turn-off TX specific HUD if desired (CTRL-H)
- Scenario Editor
-- Add page for crew
- Replace the landing gear lights for something using a local light source
-- something as [ame="http://www.orbithangar.com/searchid.php?ID=5182"]Spotlight 2[/ame]
-- currently it is being simulated by thrusters.
- TX are not being correctly recorded on Flight Recorder!
-- Custom commands (as Override) are not recorded
--- changing Control Modes isn'too;
-- Some animations are not being triggered
--- As Engine Shutter - the HUD states it's closed, but the mesh renders it opened!
- Better UMMU Support
-- Transfers
-- EVA
- Ramjets should only work in oxygen rich environments.
-- It should not be working in Mars!
-- How to implement it? Locking the Ramjet to Earth?
- How about adding Life Support for the Crew?
-- Where I can find the TX conceptual documents? We need to be faithful to the concept specifications!
- Implement Damage ?
-- Kinetic ?
--- G Force ?
--- Torque ?
--- Langing Gear
---- Research about AN-225 and Be-2500 , take their landing and cargo limits and interpolate into TX. Instantly retracts langing gears if landing parameters are exceeded.
-- Heat (reentry, at least) ?
-- Lack of Life Support?
-- Ramjet damage by over-speeding in Override Mode?
- There's a potential memory leak.
-- To prevent Velcro from crashing, I prevented the destruction of Thrusters on demand.
-- Now the thrusters are created but not destroyed.
-- Old thruster are still active if overwritten?
- We can't mix TXR, TI/TX and Kulch's TX in the same scenario.
-- Something on Payload Manager, as it appears...
- Check D3D9 client compatibility
- Check orbiter_ng compatibility
- TX5 Scenario "The Power of the Deltaglider!" doesn't work - the vessels spins crazily without any chance of control (even by zeroing angular speeds on Scenario Editor)
- The payload separation acceleration while jettison is lost (I inadvertently deleted that piece of code). Recover the feature.
Last edited: