Update Updated G42-200 Starliner

Abdullah Radwan

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The G42-200 is a state-of-the-art aircraft capable of accelerating out of the atmosphere and into low earth orbit - Categorized as a spaceplane, the G42 features airliner-like handling characteristics which makes it optimal for low-cost space travel and cargo lifting based on conventional or mildly adapted airfields at a fraction of the costs usually associated with space operations.

Fitted with a set of two RT66 Turbo-Rocket Hybrid cycle jet engines, and the ground-breaking RAMCASTER ram/scramjet system, the G42 can reach orbital velocity by simply flying out of the atmosphere, ascending as an airplane relying on its wings for lift, ultimately firing its engines in pure-rocket mode for a final boost towards orbit.

General features:
  • Highly detailed DVC with oodles of clickable switches, 6 functional EICAS displays, and 6 MFD's.
  • Realistic flight dynamics and engine model, featuring simulated fuel pumps, startup/shutdown, wing positions, flight controls, and more.
  • A wealth of animated moving parts on both the VC and the exterior model.
  • Custom sounds including proper turbines ramp-up/down effects.
  • A large bay that can carry up to 8 UCSO cargoes.
  • Improved model and textures since the last release.
  • Full D3D9 graphics client compatibility.
Download from OHM: Updated G42-200 Starliner.

GitHub repository: https://github.com/abdullah-radwan/G42-200.

This is the updated version of Moach's original spaceplane.

Changes from the last version:
Added
  • New scenarios and images by Matias Saibene.
  • Burner engage knob.
  • Main, ASF, and oxidizer tanks full, gear up, gear up and locked, gear down, and gear down and locked announcements.
  • Gear is up warning if below 300 meters and descending.
  • APU offline warning if tried to manipulate a moving part and the APU is off.
  • Antislip AP on and off sounds.
  • Docking port can't be used if the payload bay doors are closed.
  • Engines contrail.
  • Gear indicator on the HUD.
  • Center of gravity shifting.
  • ApT and PeT on the orbit HUD.
  • Shift + S shortcut to start or stop the engines.
  • Percent sign in the APU quantity to make it more clear.
  • UCSO cargoes can now be packed and unpacked.
Changed
  • Dynamic XRSound is used instead of Orbiter Sound SDK.
  • Hydraulic pressure is now required to operate the wheel brakes.
  • Moving parts "saving" logic.
  • Renamed landing gears to landing gear.
  • Sound implementation for moving parts.
  • Repository structure.
  • UCSO operation way. Cargo mode has to be activated (Shift + C) which will change the HUD display.
  • User manual.
  • Engine positions are now correct on X and Z axis (Y axis correction results in undesired flight characteristics).
  • Engines are now fully separated, they no longer act as a one unit.
  • Touchdown points so landing gear is no longer below the ground.
  • Keyboard shortcuts to call switches instead of doing work.
  • APU sounds are separated.
Fixed
  • Working stuff sound not played when loading an existing scenario.
  • Oxidizer pumps not turning off if the fuel line is closed.
  • Messing OMS and RCS fuel pump sounds.
  • Extend/Retract switches not switching back to original position if moved to the current position.
  • Hydraulic pressure not correctly aligned in the EICAS.
  • Wing position changes (although not completely) if APU isn't on.
  • Oxidizer flow showing 0.
  • VC seat position not saved.
  • Fuel pressures not shown when the engine is not working.
  • Reduced the tick sound in the afterburner sound.
  • Wing position not correctly read from scenario.
 
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Interceptor

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This looks really great thanks for all of the hard work,is there any way you could add exterior lights to the model in the future,I think that would be a nice touch.
 

jgrillo2002

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Nice work on this. couple of tries and I actually got the thing to orbit. My issue is that some of the documentation is a little vague on what Im suppose to do. but besides that, superb.
 

Abdullah Radwan

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This looks really great thanks for all of the hard work,is there any way you could add exterior lights to the model in the future,I think that would be a nice touch.

The next release will have exterior lights.

Nice work on this. couple of tries and I actually got the thing to orbit. My issue is that some of the documentation is a little vague on what Im suppose to do. but besides that, superb.

Yes, the manual isn't really that good. I just wanted to release it before I become busy.

The next release will have a step-by-step guide to launch to ISS.

Thank you for the feedback!
 

Interceptor

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Nice work so far,I just got the G42-200 into orbit she flys beautifully.Thanks and looking forward to future releases.
 

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Would it be possible to have hover engines for vertical takeoff on the moon?
 

PhantomCruiser

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I think the intent of the Starliner was to be "future-realistic(ish)", reading back on the development thread, it seems there were great pains to make the tech, without resorting to magic.
The result is a very slick looking spaceplane, that is something I think could be seen in the skies inside the next 50 years or so (if someone had the money).

It doesn't work (for me) though to make it into something that'll land on the moon. Add that, and it becomes "magic" over "math". Now if it carried a small spacecraft/spaceplane to use as a lander. That, I'd be more inclined to believe. I've not tried taking the Starliner to the moon though.

The G42-200 and the DG-EX are by far two of my favorite craft to fly. For the reason that you actually have to FLY it to orbit. The DGIV and all the XR's are very nice, but they prompt me into laziness with their autopilots. In fairness though, real astronauts would be using those autopilots.
 
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Abdullah Radwan

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WIP 306 released.

I didn't have time to add the step-by-step guide to ISS. If anyone wants to make it, you're more than welcome to do.

Currently, I have a problem with the sound. With Orbiter Sound SDK, you can't have more than 60 sounds. I can't use XRSound due to its library being static, while everything else is dynamic.

I might make something like a dynamic wrapper for XRSound.
 
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jangofett287

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I can't use XRSound due to its library being static, while everything else is dynamic.

What's the problem exactly? I've always found static libs easier because you just add them to the linker settings and it works. With dynamic libs there's a dll to end up in the wrong folder, plus dllimport/export and something to do with ordinals I never quite understood.
 

Abdullah Radwan

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What's the problem exactly? I've always found static libs easier because you just add them to the linker settings and it works. With dynamic libs there's a dll to end up in the wrong folder, plus dllimport/export and something to do with ordinals I never quite understood.

Since G42-200 and UCSO are dynamic libraries, it can't be built with static libraries like XRSound. I don't want to make everything static.

Anyway, I have already made a dynamic XRSound wrapper. I should publish it soon.
 

jangofett287

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Since G42-200 and UCSO are dynamic libraries, it can't be built with static libraries like XRSound.

Thats... not how that works. You can definitely mix static and dynamic libraries. It would be rather stupid if you couldn't.
 

Abdullah Radwan

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Thats... not how that works. You can definitely mix static and dynamic libraries. It would be rather stupid if you couldn't.

What about the LNK2038 error: mismatch detected for 'RuntimeLibrary': value 'MTd_StaticDebug' doesn't match value 'MDd_DynamicDebug'?
 

Face

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assuming this is for 2016 with no chance of being ported back to 2010?

Since it is MIT licensed, the chance is there.
 

Abdullah Radwan

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assuming this is for 2016 with no chance of being ported back to 2010?

Unless new Orbiter 2016 specific code is added, the spaceplane can be ported to Orbiter 2010 by changing the touchdown points to the old ones, changing the sound engine to Orbiter Sound (Currently it's Orbiter Sound, but in the next release it'll be XRSound), changing the vessel class to VESSEL3, and removing UCSO support. Everything else should be compatible with Orbiter 2010.
 

yitianetie

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Hi,

It looks very impressive and I would like to give it a try. But I get a CTD when I try to load the scenario "G42-200 launch to ISS". I precise that I use Orbiter beta (I use it to properly run NASSP) and the log says nothing about. I think a small patch would be needed to fix the issue and I think it is related to API incompatibilities.

Anyways, this is my log below (And I get also a CTD when using Orbiter without D3D9 client, because Orbiter cannot find some textures whereas those textures are well located in the folder G422)
**** Orbiter.log
000000.000: Build Sep 14 2019 [v.190914]
000000.000: Timer precision: 1e-07 sec
000000.000: Found 0 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 190914, API 190914]
000000.000: Module AtmConfig.dll ......... [Build 190914, API 190914]
000000.000: Module DGConfigurator.dll .... [Build 190914, API 190914]
000000.000: Module ProjectApolloConfigurator.dll [Build 200112, API 160828]
000000.000: ---------------------------------------------------------------
000000.000: BaseDir : D:\Orbiter\OrbiterBeta\
000000.000: ConfigDir : D:\Orbiter\OrbiterBeta\Config\
000000.000: MeshDir : D:\Orbiter\OrbiterBeta\Meshes\
000000.000: TextureDir : D:\Orbiter\OrbiterBeta\Textures\
000000.000: HightexDir : D:\Orbiter\OrbiterBeta\Textures2\
000000.000: ScenarioDir: D:\Orbiter\OrbiterBeta\Scenarios\
000000.000: ---------------------------------------------------------------
000000.000: D3D9 DLLs : C:\WINDOWS\SYSTEM32\d3d9.dll [v 10.0.18362.387]
000000.000: : C:\WINDOWS\SYSTEM32\d3dx9_43.dll [v 9.29.952.3111]
000000.000: ---------------------------------------------------------------
000000.000: Module D3D9Client.dll ........ [Build 191220, API 190914]
000000.000: Module ExtMFD.dll ............ [Build 190914, API 190914]
000000.000: Module Rcontrol.dll .......... [Build 190914, API 190914]
000000.000: Module ScnEditor.dll ......... [Build 190914, API 190914]
000000.000: Module transx.dll ............ [Build 190914, API 190914]
000000.000: Module CustomMFD.dll ......... [Build 190914, API 190914]
000000.000: Module ScriptMFD.dll ......... [Build 190914, API 190914]
000000.000: Module ApolloRTCCMFD.dll ..... [Build 200112, API 160828]
000000.000: Module ProjectApolloMFD.dll .. [Build 200112, API 160828]
000000.000: Module XRSound.dll ........... [Build 180309, API 160828]
000000.000:
000000.000: **** Creating simulation session
000000.000: D3D9: [DirectX 9 Initialized]
000000.000: D3D9: 3D-Adapter.............. : NVIDIA GeForce GTX 950M
000000.000: D3D9: MaxTextureWidth......... : 16384
000000.000: D3D9: MaxTextureHeight........ : 16384
000000.000: D3D9: MaxTextureRepeat........ : 8192
000000.000: D3D9: VolTexAddressCaps....... : 0x3F
000000.000: D3D9: NumSimultaneousRTs...... : 4
000000.000: D3D9: VertexDeclCaps.......... : 0x30F
000000.000: D3D9: MiscCaps................ : 0x2FCEF2
000000.000: D3D9: XNA Math Support........ : Yes
000000.000: D3D9: Vertex Texture.......... : Yes
000000.000: D3D9: Shadow Mapping.......... : Yes
000000.000: D3D9: D3DFMT_A16B16G16R16F.... : Yes
000000.000: D3D9: D3DFMT_A32B32G32R32F.... : Yes
000000.000: D3D9: D3DFMT_D32F_LOCKABLE.... : Yes
000000.000: D3D9: D3DFMT_A2R10G10B10...... : Yes
000000.000: D3D9: D3DFMT_L8............... : Yes
000000.000: D3D9: D3DDTCAPS_DEC3N......... : No
000000.000: D3D9: D3DDTCAPS_FLOAT16_2..... : Yes
000000.000: D3D9: D3DDTCAPS_FLOAT16_4..... : Yes
000000.000: D3D9: Runs under WINE......... : No
000000.000: D3D9: Available Texture Memory : 4088 MB
000000.000: D3D9: [3DDevice Initialized]
000000.000: D3D9: [Loading Constellations]
000000.000: D3D9: [D3D9Client Initialized]
000000.000: Module Sun.dll ............... [Build 190914, API 190914]
000000.000: VSOP87(E) Sun: Precision 1.0e-06, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 190914, API 190914]
000000.000: VSOP87(B) Mercury: Precision 1.0e-05, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 190914, API 190914]
000000.000: Module VenusAtm2006.dll ...... [Build 190914, API 190914]
000000.000: VSOP87(B) Venus: Precision 1.0e-05, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 190914, API 190914]
000000.000: Module EarthAtmJ71G.dll ...... [Build 190914, API 190914]
000000.000: VSOP87(B) Earth: Precision 1.0e-08, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 190914, API 190914]
000000.000: ELP82: Precision 1.0e-05, Terms 116/829
000000.000: Module Mars.dll .............. [Build 190914, API 190914]
000000.000: Module MarsAtm2006.dll ....... [Build 190914, API 190914]
000000.000: VSOP87(B) Mars: Precision 1.0e-05, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 190914, API 190914]
000000.000: Module Jupiter.dll ........... [Build 190914, API 190914]
000000.000: VSOP87(B) Jupiter: Precision 1.0e-06, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 190914, API 190914]
000000.000: Module Europa.dll ............ [Build 190914, API 190914]
000000.000: Module Ganymede.dll .......... [Build 190914, API 190914]
000000.000: Module Callisto.dll .......... [Build 190914, API 190914]
000000.000: Module Satsat.dll ............ [Build 190914, API 190914]
000000.000: Module Saturn.dll ............ [Build 190914, API 190914]
000000.000: VSOP87(B) Saturn: Precision 1.0e-06, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 190914, API 190914]
000000.000: SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 190914, API 190914]
000000.000: SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 190914, API 190914]
000000.000: SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 190914, API 190914]
000000.000: SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 190914, API 190914]
000000.000: SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 190914, API 190914]
000000.000: SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 190914, API 190914]
000000.000: SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 190914, API 190914]
000000.000: VSOP87(B) Uranus: Precision 1.0e-06, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 190914, API 190914]
000000.000: VSOP87(B) Neptune: Precision 1.0e-06, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module G422.dll .............. [Build 200228, API 160828]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: D3D9: [Scene Initialized]

Kind regards,
Etienne
 
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Moach

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Boy, am I glad to see this!

It's heart-warming to see my old bird (albeit extremely advanced as a near-futuristic spacecraft) being given proper continuity. I've always wanted to carry on with it, but haven't had a chance to do so in eons.

Nice to see it found a nice new loving home full of superb folks to keep it going :cheers:


Not sure if there is anything I can do to help at this point - but I'm here to answer any questions that come up, either on concept or about my earlier implementation.


Oodles of Thanks and Keep it up!
 

Abdullah Radwan

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Hi,

It looks very impressive and I would like to give it a try. But I get a CTD when I try to load the scenario "G42-200 launch to ISS". I precise that I use Orbiter beta (I use it to properly run NASSP) and the log says nothing about. I think a small patch would be needed to fix the issue and I think it is related to API incompatibilities.

Anyways, this is my log below (And I get also a CTD when using Orbiter without D3D9 client, because Orbiter cannot find some textures whereas those textures are well located in the folder G422)

Kind regards,
Etienne

Sorry for the delay. Does it work in Orbiter 2016? If so, maybe the source code needs to be compiled against Orbiter Beta. I can make a one for you.

---------- Post added at 04:48 PM ---------- Previous post was at 04:36 PM ----------

Boy, am I glad to see this!

It's heart-warming to see my old bird (albeit extremely advanced as a near-futuristic spacecraft) being given proper continuity. I've always wanted to carry on with it, but haven't had a chance to do so in eons.

Nice to see it found a nice new loving home full of superb folks to keep it going :cheers:


Not sure if there is anything I can do to help at this point - but I'm here to answer any questions that come up, either on concept or about my earlier implementation.


Oodles of Thanks and Keep it up!

Thank you. I always loved this bird and wanted to continue it.

As for the code, here are my notes:
  • EICAS implementation: I noticed that you used bits to drive the screen. I wanted to add another screen, but bits aren't my strongest parts in C++. Also, I don't know how the shifting is actually done. I know that you change the vortices (IIRC), but how this is being done?
  • Mesh implementation: I want to add a speed brake, but I don't know anything about how to do this in the mesh.
  • DVC implementation: I never understood how the switches rotation axis is set. Get Vector Tool in 3ds Max sometimes gives wrong results.
 

yitianetie

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Sorry for the delay. Does it work in Orbiter 2016? If so, maybe the source code needs to be compiled against Orbiter Beta. I can make a one for you.

Hi,

Yes, it works fine with orbiter 2016. You can do a compiled one against orbiter Orbiter Beta if you want. The CTD occurs when you try to enter into the virtual cockpit. If I use orbiter beta, it is only for using with NASSP which recommands to use orbiter beta for some features, though I don't realize the matter of such features. For the moment, I am not highly experimented with orbiter navigation.

A question for everyone, except for NASSP, do you use orbiter 2016 or orbiter beta ?

Best regards,
Etienne.
 
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