TorchDesigner
New member
Disclaimers
This is a new account, but I've been a user since 2008, starting with Orbiter 2006. I've taken the past few weeks to catch up on the previous threads of development planning and I've tried to systematically understand where (Open) Orbiter is going.
I'm 25, and I had some inkling of the Orbiter 2010 heydays, but the main version with which I've learned to fly is Orbiter 2016. More accurately, I couldn't get far with the Orbiter manuals, so I tried KSP and then David Courtney got me over the finish line.
I'm 25, and I had some inkling of the Orbiter 2010 heydays, but the main version with which I've learned to fly is Orbiter 2016. More accurately, I couldn't get far with the Orbiter manuals, so I tried KSP and then David Courtney got me over the finish line.
Except for Altea Aerospace's XR series, I've not used any addons. I never saw Orbiter as a playground, it was a bootcamp sergeant who would only accept the cold hard realism of physics. KSP was the playground.
Why I Care?
I originally came to use Orbiter because I want to be an astronaut. Orbiter is my companion to keep my skills sharp until I am ready to apply for selections and do it in real life.
I work in the UK aerospace industry as a spacecraft engineer. After joining the industry, I noticed we don't have any "simulated test environments" like the aeronautical industry does. No 6-axis cockpit simulators. So, the space industry asks it's "How can we do X?" questions using complex software like Ansys STK, ESATAN and lots of other specialised, ancient and closed source software.
I've used Orbiter 2016 to figure out how to operate CubeSats in Earth Orbit. I've found that there are trajectories one can fly in an XR1 that keep re-entry temperatures below 1100 C, allowing a steel hull to survive without a thermal barrier. Orbiter allows professional exploration and discovery.
I care for Open Orbiter's future because of how I use it. I want to be able to trust Orbiter to the point that "If it works in Orbiter, it’s worth spending money on to prototype it in the real world". It's not just the simulation; it’s the lived experience of real spaceflight which only Orbiter provides.
I work in the UK aerospace industry as a spacecraft engineer. After joining the industry, I noticed we don't have any "simulated test environments" like the aeronautical industry does. No 6-axis cockpit simulators. So, the space industry asks it's "How can we do X?" questions using complex software like Ansys STK, ESATAN and lots of other specialised, ancient and closed source software.
I've used Orbiter 2016 to figure out how to operate CubeSats in Earth Orbit. I've found that there are trajectories one can fly in an XR1 that keep re-entry temperatures below 1100 C, allowing a steel hull to survive without a thermal barrier. Orbiter allows professional exploration and discovery.
I care for Open Orbiter's future because of how I use it. I want to be able to trust Orbiter to the point that "If it works in Orbiter, it’s worth spending money on to prototype it in the real world". It's not just the simulation; it’s the lived experience of real spaceflight which only Orbiter provides.
What is Orbiter's Purpose?
From the point Dr Schweiger open-sourced Orbiter, the discussion has been led by addon developers and has largely focused on codebase improvements and API clean-up. After agreement in 2022, Orbiter 2024 focused mainly on code level changes and not user-oriented changes.
Orbiter 2024 has vastly improved performance and brought better documentation, achieving the goals set in 2022. However, I’ve not seen a coherent user-oriented discussion by the developers. The best example is a very short thread on the advantages of Orbiter. In the launch readiness discussion of Orbiter 2024, some people tried to move the conversation in this direction but it wasn’t successful. It is important to note that the proposed Orbiter Council comprises mainly of Addon Developers and Forum Admins, which means user feedback would be missing in that council.
With Orbiter 2024’s release goals fulfilled; this thread is for the questions that remain: Who is Orbiter for? What features should it have?
Orbiter 2024 has vastly improved performance and brought better documentation, achieving the goals set in 2022. However, I’ve not seen a coherent user-oriented discussion by the developers. The best example is a very short thread on the advantages of Orbiter. In the launch readiness discussion of Orbiter 2024, some people tried to move the conversation in this direction but it wasn’t successful. It is important to note that the proposed Orbiter Council comprises mainly of Addon Developers and Forum Admins, which means user feedback would be missing in that council.
With Orbiter 2024’s release goals fulfilled; this thread is for the questions that remain: Who is Orbiter for? What features should it have?
External Factors for Orbiter Development
| Political Emerging US-China Space Race European Plans for Indigenous Hardware New National Space Agencies | Economical Reduced Cost to Access Space Commercial Moon Missions Introduction of Space Tourism |
| Social Reduced Public Funding for Space Little Awareness of Space Technology Declining Interest in STEM Careers | Technological Usage of Consumer Earth Tech in Space R&D is Closed Source/Unreproducible Earth Tech Better than Space Tech |
| Legal Lack of Teaching Aids for Spaceflight Development of Space Laws Unclear Limits on Operations in Space | Environmental Alarming Increase in Space Debris Initiatives to Understand Space Weather Radiation and Zero-G Effects Studies |
Internal Influences on Orbiter Development
| Strengths Existing Realism in Physics Modelling Low Footprint and High Performance Robust API and Modding Techniques | Weaknesses Steep Learning Curve Hurdles in User Experience and Interface Complex Addon Development Process |
| Opportunities Adding Open-Source Industry Software Accurate Operations Simulations Community R&D and Outreach Tool | Threats Reliance on Old Addons and Releases Declining User Base Fragmented and Obsolete Code Base |
Initial Points to Get the Discussion Started
1. Linking Code Base Improvements to User Improvements: For example, 64-bit support can coincide with Orekit integration. Moving to an industry standard library means less maintenance on the Orbiter core and more community acceptance for professional use. Another example, OpenGL graphics front end can use meshes designed and exported from KSP, effectively letting users build complex spacecraft in KSP and fly them in Orbiter.
2. Better UI/UX: Orbiter is missing visualisation tools. TransX with trajectory visualisation, like GMAT or an extension of DrawOrbits, would become comparable to KSP’s manoeuvre nodes. The glass cockpit needs more functionality and documentation to become comparable to the 2D panel cockpit. Touchscreen MFDs with changes to reduce pilot workload, 3D views, and less acronyms would be helpful.
2. Better UI/UX: Orbiter is missing visualisation tools. TransX with trajectory visualisation, like GMAT or an extension of DrawOrbits, would become comparable to KSP’s manoeuvre nodes. The glass cockpit needs more functionality and documentation to become comparable to the 2D panel cockpit. Touchscreen MFDs with changes to reduce pilot workload, 3D views, and less acronyms would be helpful.
3. Redundancy Removal: XR1 and DG can eventually merge. The number of fictional vessels could be reduced, and configurable generic vessels of different types could be included. The scenario tree can be cleaned up, to reduce confusion and only include frequently used scenarios. Addons considered essential can be merged into the source, for example, Burn Time MFD, Aerobrake MFD etc.
4. Update and Upgrade Physics Models: I’m not clear if the old physics models have updated versions as of 2024. There are open issues on Github requesting updates to aerodynamics and re-entry modelling. Realistic re-entry graphics have been missing since the first release of Orbiter. Current research is interested in the dynamics of space debris clouds and the impact of space weather/radiation on satellite components. These phenomena are not currently modelled. Same goes for satellite constellations.
5. Trade-off Ease of Use with Performance: Orbiter was written in 2000 and design decisions to prioritise performance over usability are no longer strongly justified with the increased computing power of today’s hardware. The minimum specifications can be increased, and Orbiter can be made more user oriented. Python scripting support and higher-level programming interfaces for Addon development would be useful, both for people trying to get into STEM and space professionals (Lua is known by few in this industry). Developers should acknowledge that new users might not know or appreciate compatibility with older features or Addons.
5. Trade-off Ease of Use with Performance: Orbiter was written in 2000 and design decisions to prioritise performance over usability are no longer strongly justified with the increased computing power of today’s hardware. The minimum specifications can be increased, and Orbiter can be made more user oriented. Python scripting support and higher-level programming interfaces for Addon development would be useful, both for people trying to get into STEM and space professionals (Lua is known by few in this industry). Developers should acknowledge that new users might not know or appreciate compatibility with older features or Addons.
6. Operations Oriented Simulation: Orbiter could have a planning mode where the user makes a flight and operations plan. Then there would be a simulation mode where the plan is shown as a checklist, and the user relies on Orbiter to tell them if the plan is achievable or not as they run through the scenario. Such simulation could directly inform sensible requirements for real space missions. This feature would require an overhaul of the scenario recorder feature.
7. Streamline Addon Development: Orbiter development could move towards code-free/compile-free development for most applications, especially for new vessel programming. KSP could be used as a GUI interface to build spacecraft models and export them into Orbiter. GUI configuration tools to configure the flight model, animations and system operations might complement that. For things like detailed system modelling, high-fidelity control etc. the C++ API would still be the best tool. Considered the improved speed of modern hardware and compilability of Python, applications using C++ could be discouraged for maintainability. Otherwise, the Python API could be a front end to a future internal only C++ API.
My Potential Contributions
I have C++ and Python development experience, as well as spacecraft design and operations experience. That is my day job, so I’m not keen to do the same thing for Orbiter but I can offer feedback and input.
Starting 2026, I’m happy to volunteer technical project management and planning services to Open Orbiter. I’m also happy to explore funding from UKSA to develop Open Orbiter into a community tool for the space industry for very early-stage mission planning and for public engagement.
I’m also happy to contribute funds directly, to the tune of £1,000 each year. By the end of 2026, I’m planning a successor to the Go Play in Space book and David Courtney’s YouTube tutorials, by writing a 20-scenario training manual for Open Orbiter (+ XR1) and teaching people at Harwell’s Space Cluster to fly the spacecraft they build.
Starting 2026, I’m happy to volunteer technical project management and planning services to Open Orbiter. I’m also happy to explore funding from UKSA to develop Open Orbiter into a community tool for the space industry for very early-stage mission planning and for public engagement.
I’m also happy to contribute funds directly, to the tune of £1,000 each year. By the end of 2026, I’m planning a successor to the Go Play in Space book and David Courtney’s YouTube tutorials, by writing a 20-scenario training manual for Open Orbiter (+ XR1) and teaching people at Harwell’s Space Cluster to fly the spacecraft they build.