Space Shuttle Ultra development thread

ET Door opening is done just after wheel stop, followed by SSME drain positioning, that reminds me, there should be an animation to position the SSME's for Orbital flight, just after purge.
 
Now the pitch problem I mentioned earlier is really (no pun intended) bugging me. It tries to pitch down, and it now happens even after SRB separation...

What are your fps?

Donamy: If you give me the directions of the engines for each step, I can do that. The SSMEs are now no longer "deleted" after reaching orbit, you can set the thruster direction of SSME by the standard SetThrusterDir function and call the UpdateSSMEAnimation function.
 
in the 100's.

OK, so the autopilot should usually work. I had the same problem with the shuttle steering off course to 90° pitch and make loops, but that was related to the fps dropping to 3 fps after SRB separation i think.

Maybe we can find the bug better, once we have more information displayed from all subsystems.
 
I press B and C before launch, I do it all manually...
 
OK. So its possible that the thrust is generating moments. I don't know of the SSME gimballing is closed-loop when you are operating manual.

EDIT: It should be closed loop. Also I think we are now ready for Version 1.07, maybe some more tests, but no new features in it.
 
I think the thrust vectoring problem is because the 'default' thrust direction, which should not produce any torque, is hard-coded in to the gimbal code. The numbers probably need to be updated.
 
Hi guys I would ask, if it could be possible. I would like work as beta tester if I can and if you will have interest.

Will be honour for me, when I will can help you.

Thanks Mário
 
Hi guys I would ask, if it could be possible. I would like work as beta tester if I can and if you will have interest.

Will be honour for me, when I will can help you.

Thanks Mário

This project is open source buddy...:) Just check out the code and the other necessary stuff from the sourceforge repository.
 
xmariox: We currently not even have a good idea on how to make a good beta testing strategy, IMHO. If you just want to test it, you can get and build it yourself, by using Visual Studio Express and TortoiseSVN, its not too hard to do. You can always get the latest version that way.

I think, if we get enough complexity and also have a good beta testing strategy (including test cases), we can think about getting a real beta test team. Until then, I would just say volunteers just checking out the latest sources and building them is enough.

Maybe I can prepare a modules pack and upload it on sourceforge today. But it would not be a Version 1.07 until all developers give their go and you would still need tortoiseSVN for getting the latest meshes, textures and scenarios.
 
Maybe I can prepare a modules pack and upload it on sourceforge today. But it would not be a Version 1.07 until all developers give their go and you would still need tortoiseSVN for getting the latest meshes, textures and scenarios.
This is how the Project Apollo team is working and it has been extremely successful.

It has allowed them to find major flaws and bugs and fix them quickly.

So I would suggest that a good strategy could be to relase a set of pre-compiled modules every 20th day or so. This way we would establish a good maintainable and predictable schedule.
 
So I would suggest that a good strategy could be to relase a set of pre-compiled modules every 20th day or so. This way we would establish a good maintainable and predictable schedule.

Yes, something like that should go.

EDIT: The current modules are now available on the projects page

https://sourceforge.net/projects/shuttleultra

Next release, except something goes horrible wrong, should be at the beginning of March or when 1.07 is ready.
 
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Just wanted to give you a heads-up: I'm currently working on the orbiter mesh correcting various flaws and errors that have been present for quite some time that needed some fixing.

I'm also doing some more detailing of the payload bay.

Also going to be fixed is the location of the OMS engines.
 
Also some time OMS TVC+animation should be implemented as it's really the correct way of maintaining attitude control during an OMS burn.

Use of RCS thrusters is just done if the attitude control exceeds OMS engine TVC capability is known as "RCS wraparound".
 
Also some time OMS TVC+animation should be implemented as it's really the correct way of maintaining attitude control during an OMS burn.

Use of RCS thrusters is just done if the attitude control exceeds OMS engine TVC capability is known as "RCS wraparound".

Now, that the SSME code is stable, we could use the same code for the OMS.
But we would need the OMS DAP for that... and the Orbital DAP.
 
Now, that the SSME code is stable, we could use the same code for the OMS.
But we would need the OMS DAP for that... and the Orbital DAP.
True. But could you at least make the RCS/OMS prop readout on panel O3 working?

Also: I just checked my changes to the Atlantis.msh file. New cargobay.dds texture(just a small mod to the forward payload bay bulkhead texture).
Also new meshres.h file as the meshgroup order have changed.
 
Just wanted to give you a heads-up: I'm currently working on the orbiter mesh correcting various flaws and errors that have been present for quite some time that needed some fixing.

I'm also doing some more detailing of the payload bay.

Also going to be fixed is the location of the OMS engines.

What changes ??? Any changes to the mesh or textures should be discussed, before they are put in the final.
 
Is anyone currently working on the RCS DAP? It's probably a good idea to get this done before we start on the OMS TVC.
Urwumpe, have you done any further work on the PASS TRAJ display? I could probably add the triangle and circles used to display the shuttle's altitude and velocity.
 
Is anyone currently working on the RCS DAP? It's probably a good idea to get this done before we start on the OMS TVC.
Urwumpe, have you done any further work on the PASS TRAJ display? I could probably add the triangle and circles used to display the shuttle's altitude and velocity.


Are you a beta tester or addon developer yourself mate? Just wondering for the rank tag...
 
Nevermind, computerex answered my question. ;)
 
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