OHM Chapman Probe v2.1

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Named after John Herbert Chapman, the founder of Canada's space program. These probes were designed as fictional, but realistic spacecraft that could be launched aboard modern day rockets. They are tailored towards Orbiter ensuthiasts like myself who wish to plan and design their own missions, and want to carry out these missions with a spacecraft with realistic and modern-day perameters, as opposed to futuristic ones.REQUIREMENTSThe following add-ons are required for the scenarios and missions to work properly:Vinka's spacecraft3.dll and multistage2.dll - available at http://users.swing.be/vinka/Ryan Walean's "Realistic Atlas V" - available at http://www.orbithangar.com/searchid.php?ID=2682francisdrake's "Delta 4 Heavy Versatile" - available at http://www.orbithangar.com/searchid.php?ID=902Mustard and No Matter's "Soyuz series" - available at http://orbiter.mustard-fr.com/addons/soyuz.phpMustard and BrianJ's "Baiknur, LC1-pad5" - available at http://orbiter.mustard-fr.com/addons/blc1.phpUDPATEv2.1: Fixed bug where the probes tumbled chaotically when trying to do aerobraking. Fixed improper weights in the scenarios. Made the solar panels and magnetometer animations separate. Panels now can rotate 45degrees.

[ame=http://www.orbithangar.com/searchid.php?ID=789]More...[/ame]
 
hello. i defenitely love this addon. i remeber that my first lunar orbital mission was made with the old version of Chapman probe launched aboard a Titan with Orbiter build 030207.
however, i'm getting CTD while trying to launch with Atlas. other launchers (Delta and soyuz) works perfectly, but Atlas isn't going. i tell you immediately that i have Modules : Stage, Multistage, Multistage 2, Spacecraft, Spacecraft 2 and Spacecraft 3 all in the Modules folder.
the Orbiter log after crash tell this:

**** Orbiter.log
Build Sep 29 2006 [v.060929]
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (Radeon X1900 GT (Omega 3.8.442))
==> Direct3D T&L HAL (Radeon X1900 GT (Omega 3.8.442))
Found 1 joystick(s)
Module AtlantisConfig.dll [API v.060425]
Module DGConfig.dll [API v.060425]
Module TrackIR.dll [API v.060425]
TrackIR module not found.
Module ScnEditor.dll [API v.060425]
Module Rcontrol.dll [API v.050206]
Module OrbiterSound.dll [API v.060425]
Module Meshdebug.dll [API v.060425]
Module Framerate.dll [API v.050206]
Module FlightData.dll [API v.050206]
Module ExtMFD.dll [API v.060425]
Module CustomMFD.dll [API v.060425]
Module UMMUFA.dll [API v.060425]
Module LaunchMFD.dll [API v.060425]
Module InterMFD51.dll [API v.060425]
Module AttitudeMFD.dll [API v.060425]
Module GPCMFD.dll [API v.060425]
Module BurnTimeMFD.dll [API v.060425]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Zbuffer: 32 bit
Render device: Fullscreen 1280 x 960
Device has hardware T&L capability
Joystick throttle: SLIDER 0
Joystick throttle control detected
Module Sun.dll [API v.050206]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll [API v.050206]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll [API v.050206]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll [API v.050206]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll [API v.041022]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll [API v.060425]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll [API v.060425]
Module Deimos.dll [API v.060425]
Module Galsat.dll [API v.041022]
Module Jupiter.dll [API v.050206]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll [API v.041022]
Module Europa.dll [API v.041022]
Module Ganymede.dll [API v.041022]
Module Callisto.dll [API v.041022]
Module Satsat.dll [API v.050206]
Module Saturn.dll [API v.060425]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll [API v.050206]
SATSAT Mimas: Terms 113
Module Enceladus.dll [API v.050206]
SATSAT Enceladus: Terms 33
Module Tethys.dll [API v.050206]
SATSAT Tethys: Terms 101
Module Dione.dll [API v.050206]
SATSAT Dione: Terms 59
Module Rhea.dll [API v.050206]
SATSAT Rhea: Terms 68
Module Titan.dll [API v.050206]
SATSAT Titan: Terms 100
Module Hyperion.dll [API v.050206]
SATSAT Hyperion: Terms 595
Module Iapetus.dll [API v.050206]
SATSAT Iapetus: Terms 605
Module Uranus.dll [API v.050206]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll [API v.060425]
Module Ariel.dll [API v.060425]
Module Umbriel.dll [API v.060425]
Module Titania.dll [API v.060425]
Module Oberon.dll [API v.060425]
Module Neptune.dll [API v.050206]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Module Triton.dll [API v.060425]
Finished initialising world
Module Multistage2.dll [API v.050206]

i assume it is a problem of Multistage 2 :speakcool: but i dunno why nd how to solve...thanks for help
 
Do you have LC41? I didn't put it in the required addons part, but without it it won't work. I've modified the scenarios in the addon so that you don't need it, or you can just download it from [ame="http://www.orbithangar.com/searchid.php?ID=868"]LC41beta0.5[/ame]. You could also replace "BASE LC41:1" with "POS -80.5652 28.4500" in the scenarios.
 
Last edited:
UDPATEv2.1: Fixed bug where the probes tumbled chaotically when trying to do aerobraking. Fixed improper weights in the scenarios. Made the solar panels and magnetometer animations separate. Panels now can rotate 45degrees.
More...

Did you increase the mesh / texture complexity a lot? In external view I now get an entire 8 frames per second - 4 if the animations are active.
 
Did you increase the mesh / texture complexity a lot? In external view I now get an entire 8 frames per second - 4 if the animations are active.

No, they are exactly the same meshes and textures. Do you know what was your fps before?
 
No, they are exactly the same meshes and textures. Do you know what was your fps before?

I'm not sure, but it wasn't bad enough to be unusuable unless Earth was in the background (especially with all the surface markers turned on in Planetarium mode).

Maybe something strange was happening, because just now, in deep space, it's not nearly as bad - 15 fps or so.

I'll make some more careful comparisons on another computer later, which has a better, though older, video card and where I haven't updated Chapman yet.
 
Probe get's "stuck" in center of earth if I change it's name to anything but ChapmanInner1. This prevents from having several Chapman probes in one scenario... What can be done to have several probes of different names?
 
Probe get's "stuck" in center of earth if I change it's name to anything but ChapmanInner1. This prevents from having several Chapman probes in one scenario... What can be done to have several probes of different names?
That's a limitation of spacecraft3 which has been covered in many threads before, such as here:

http://www.orbiter-forum.com/showpost.php?p=90813

:tiphat:
 
I love all of your probes, are you still developing add-ons? There aren't that many realistic add-ons like this.
 
I do still work on stuff, slowly. Right now I'm working on learning how to make .dlls. My next release (whenever I do get around to it), will likely be a simple update of all my spacecraft using .dlls instead of Spacecraft3. I'm also probably going to do an update of my Pluto and Moons addon, to add the new moons discovered since then, and to update the elements.

Another addon I've been very slowly working on, is a Titan Explorer mission. The meshes for that are basically done (although I'm not really satisfied with the rover), but I still have to make all the .dlls for that.

I'm afraid to say though, don't hold your breath for them though :( I've been very busy working on my Commercial Pilot's License, and the job I do now doesn't give me the free time I had in my last job to work on Orbiter add-ons.
 
I'm sorry to bother you again, but I have a bit of a problem with the imfd delta velocity program and the ion probe. When burning the ion engine at extremely high time accelerations the burn vector reticule keeps drifting away, even when using attitude mfd or IEAT mfd attitude hold. Is there any way to prevent this so that the reticule stays right on target?
 
I'm not sure what's wrong there. IEATMFD keeps you locked on to a relative heading, and that heading is relative to whatever you are orbiting. Thus, if you burn at an angle of 95deg to the side, and 10deg up, it will keep you doing that regardless of what happens to your orbit. I didn't write IEATMFD so I can't really help you beyond that I'm afraid.
 
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