• ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.

Orbiter Screenshot Thread

A few from Apollo 9: Spider getting ready for the insertion burn.

Screenshot%202018-08-24%2016.30.50.png


Screenshot%202018-08-24%2016.34.20.png


Screenshot%202018-08-24%2016.38.18.png


NASSP 8.0 Alpha

Cheers!
 
So I may need help on this:
this is the stock Atlantis.
4zkq3rv.jpg

KiVZQRx.jpg

But It does not show that crease
Took the points near the crease and merge points.
Applied same material settings as Atlantis
Ev5xy6v.jpg


u36d6BE.jpg


---------- Post added at 08:06 AM ---------- Previous post was at 07:44 AM ----------

So took the whole front of Atlantis and added to my model. Same line
MBNeja8.jpg
 
You have to weld the vertices together along those lines.
 

Attachments

  • before weld.jpg
    before weld.jpg
    49.5 KB · Views: 21
  • after weld.jpg
    after weld.jpg
    47.1 KB · Views: 21
Ok. I an using anim8tor. I am not sure what function you use. I merged the points

---------- Post added at 11:33 AM ---------- Previous post was at 10:54 AM ----------

So I got this in anim8or for Atlantis:
qe41crp.jpg

then merge points .01
Eqa8pLN.jpg
and now new Columbia:
M1PJq54.jpg


The one thing not sure on the texture is should the name be curved or be straight?
 
Are you sure it's not an illusion ? It should look straight from a straight on side view.
 
John,
Were you able to do anything with the inverse kinematics for the RMS ?
 
Gattis what mod is that also.




From The Mod On SImviation Buran 4.8. (4.8 at the times of downloading. Thats was around April.)
 
Last edited:
John,
Were you able to do anything with the inverse kinematics for the RMS ?

Yes.

If you mean this:
130dKx4.jpg


---------- Post added at 01:37 PM ---------- Previous post was at 01:36 PM ----------

Gattis what mod is that also.




From The Mod On SImviation Buran 4.8. (4.8 at the times of downloading. Thats was around April.)

Not sure?
 
If you mean this:

Inverse kinematics = direct translation/attitude control of the end effector with all the joints adjusting accordingly.

Lots of nasty trigonometry...

So yeah, translation covers the first half of it.
 
Yes.

If you mean this:
130dKx4.jpg


---------- Post added at 01:37 PM ---------- Previous post was at 01:36 PM ----------



Not sure?


Which reference point do you use ? And could you have both EE and Payload bay ?
 
McAfee... I think I trust nigerian princes more than I trust McAfee these days.

I consider McAfee to be malware, every time I see it freeze my work notebook for 15 minutes because I started a Java based application on it.
 
What is Kine Gattis

Inverse Kinematics are the opposite of Forward Kinematics.

Both are special terms from robotics.

Forward kinematic take the angles of the robots joints and calculates the position and orientation of the end effector.

Inverse kinematics take the position and orientation of the end effector and calculates (in the best case) a set of valid joint angles to get to this position and orientation.

Both is pretty mathematical and can escalate into a lot of C++ code. For example: For making the robots "hand" move along a straight line, the software needs to subdivide the motion into many smaller steps, so you are not noticing that such a robot arm actually can't move in a straight line.
 
Back
Top