Space Shuttle Ultra development thread

And the new aft panel textures are missing. And here's a screen grab of the LOX venting prior to main engine start of STS-107.
 

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And the new aft panel textures are missing.

My fault! :sorry:

If I would drink a beer for each file I miss to add to the repository, I would be coding pretty drunk, I fear.
 
Is it possible to gradually hide flames from SSME and make brighter those "lights"?

Not gradually, that would be impossible AFAIK. But we can change the texture so that less Mach diamonds are visible. What you see from the ground is not like it would look like from another perspective.
 
How does it go with the LOX venting?
 
Almost finished. I needed some minutes more for getting rid of annoying warnings.
Great! And I'm almost done with the concrete hardstand too.
 
GOX Venting is out, enable with CTRL+X - only available in prelaunch.
 
GOX Venting is out, enable with CTRL+X - only available in prelaunch.
Hmm. Positions are not correct. This is their positions relative to the base of the nozzles:

Center engine: 3 o'clock
Left engine: 12 o'clock
Right engine: 3 o'clock
 
Hmm. Positions are not correct. This is their positions relative to the base of the nozzles:

Center engine: 3 o'clock
Left engine: 12 o'clock
Right engine: 3 o'clock

I used the positions you posted earlier, maybe I have mistaken a line somewhere.

Have committed a tiny update - now the MET displays are running in the "Atlantis Cockpit" scenario and the side workstation camera orientation got improved (microgravity posture)
 
I used the positions you posted earlier, maybe I have mistaken a line somewhere.
I found one mistake: You had accidently reveresed the defs for the left and right engines. Left was defined as Right and Right Was defined as Left.
 
Fixed it in the header file.
 
Positions for vents are now correct.
 
Ok, back to the MDUs. I want to have functionality restored quickly and have the aft MDU working.
 
Ok, back to the MDUs. I want to have functionality restored quickly and have the aft MDU working.
Yes, this is a priority. Next up should be the GPC software that drives the payload bay doors and their associated latches.
 
Yes, I want to model the GPC software by Memory configurations, programs and tasks. Should make the code a bit easier to maintain finally, as we get rid of the overly massive GPC functions and can schedule tasks simpler.

About another blurred space in the VC: Does somebody already have some thoughts on the CCTV system?
 
I could update those next, also do you need a label group put on the AFT MDU ?
 
I could update those next, also do you need a label group put on the AFT MDU ?

Either a label group or a texture to paint the whole MDU on, bypassing the MFD step and paint it directly.

My current priority wish list for the panels:
1. Panel O6 - so I can finally fix the star trackers, and for implementing the DPS, which is a very crucial component.
2. CCTV screens - so the aft work station gets more complete.
3. Docking port panel - so we can get back to it.
 
My current priority wish list for the panels:
1. Panel O6 - so I can finally fix the star trackers, and for implementing the DPS, which is a very crucial component.
2. CCTV screens - so the aft work station gets more complete.
3. Docking port panel - so we can get back to it.
I agree with this list. Also, currently the payload bay lacks the external airlock.
 
BTW, is somebody interested into making a low level library similar to CameraMFD?

I thought about the CCTV screens and I wonder, if it would be playable, if we render one 512x512 texture for each monitor, and do that in a way, that we only render one texture per timestep (or every other, every third, etc). The CCTV frame rate might be a bit low when we have more than two screens active at a time, but it could be playable.

I have just no clue how to program such a renderer. :(
 
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