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Hi,
installed your Jackyln barge, used the FALCON9TEST2.SCN, worked fine for me (even though it is on the edge of what the Falcon9 autopilot can cope with from such a high 1st stage apogee - has to stand on its head to do the boostback burn).
Do you have "Attachment Manager" enabled on your...
Yes. Funny, I used your Launch Control Panel settings and LZ1 location and it worked for me.
Landed perfectly spot on, wind effects enabled etc. 🤷♂️
BTW you should press the Launch Control Panel "Refresh" Button after moving the landing target, it'll give you a new fuel reserve estimate, based...
Hi,
I tried your Falcon9 test. It won't reach the LZ1 because the autopilot is set to launch to +50deg inc. on the ascending node (Northerly azimuth), but the LZ1 is way South of Cape Canaveral.
You could:
Set autopilot to -50deg.inc. (descending node - Southerly launch azimuth).
And / Or
Use...
Hi,
@Face is the man to really explain all this, but his post here might clarify things for you:
https://www.orbiter-forum.com/threads/orbiter-texture-tree-tools-ot3.34136/page-11#post-523318
Good luck!
BrianJ
Yes, they do look tiny on the launcher! They're only ~1m cube.
Crazy trajectory - I wouldn't know how to plan it in Orbiter.
https://escapade.ssl.berkeley.edu/mission-design/
Cheers,
BrianJ
Hi,
Have you checked for (and removed) any "isolated vertices" (vertices that don't form part of any poly) ?
There's a facility for that in Gmax, maybe Blender has the same?
Cheers,
BrianJ
Many, many thanks! Much appreciated. (y)
I did give that method a try, but results were comparable to using vessel Status.
I resorted to having a debug string showing PeR and ApR to millimeter accuracy, to get a handle on what was going on.
The best result I got using Undock/Move-Port/Dock...
@francisdrake Thanks so much for the report - and suggestion! (y)
Deorbit, trunk jettison, reentry, splashdown and retrieval all working here too.
And using ShiftCentreOfMass() replaces about 30 lines of code with just one.
I'm think I'm going to call that fixed :) I'll update the main add-on...
Hi,
after banging my head on a brick wall for hours with variations on the method I outlined above, I thought I would at least try @francisdrake's suggestion - and I think it may well be the way to go (or did everyone except me already know that? :LOL: )
Attached below is another patch with a...
Well, I've tried every different variation I can think of and I'm not getting anywhere with this.
My method is basically:
Get vessel status/elements
Undock
Move dock port
Set vessel status/elements
Dock
Set vessel status/elements
I tried doing everything in clbkPreStep{...}, tried setting the...
Hi Don,
I don't think so. I use the stock ISS anyway, which doesn't have any attitude functions like that.
Do you see this "orbit change" effect when using the Crew Dragon? Its only very minimal for me using the stock ISS.
I can't remember if we encountered this effect before, or whether we...
Thanks very much for the ideas! (y)
I might give that a try - but I have a feeling that the VC "switchable" areas and possibly other stuff may not be included in the ShiftMesh or ShiftCG methods - which will be an almighty pain to fix! But I'll keep that idea in mind. Thanks.
I have been using...
Thanks very much for testing! (y)
I had a feeling the fix was too easy.
I think the severity of the effect depends on orientation, relative vessel masses, frame rate.
One more idea I can try, if that doesn't work then I guess I'll go with spawning an attach point on the other vessel etc. but...
Hi,
@General_Mile_1 pointed out that the bug "orbit changes when docking ring is retracted/extended while docked" was still happening ( I thought I had fixed it) .
The "crewdragon2022_patch_250925.zip" attached below should really fix it (I hope).
It contains a new dm2_capsule.dll .
If anyone...
Hello! :welcome:
I'm mostly interested in interplanetary probes :probe: but if you search Orbiter Downloads section for "Shuttle" I'm sure you will find something beyond the standard Orbiter shuttle.
That got me wondering if you could actually make a working periscope using D3D9 reflective surfaces.
It probably wouldn't work but its a nice thought :giggle:
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