SSU V1.25 Release

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Urwumpe, would it be alright to have talkback .dds's for each panel ?

Well, would be quite many textures and most of them pretty small as only few panels have many talkbacks.


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Donamy: Can you also put the changes with the talkbacks back into the main VC mesh?

I didn't want to make the O6 panel a separate or exchangeable item, I just wanted a separated mesh so it is easier to get the coordinates and animations for making the O6 panel.
 
I've added the RSLS code. For the moment, it's implemented as a separate class; I'll modify it to use the GPC code once we have a functional GPC implementation.

Can you take a look at the StandardLight implementation? I currently run out of ideas, why the seemingly correct SURFHANDLE is not having any effect in the mesh. According to the log output, the lights react to switch commands.
 
Donamy: Can you also put the changes with the talkbacks back into the main VC mesh?

I didn't want to make the O6 panel a separate or exchangeable item, I just wanted a separated mesh so it is easier to get the coordinates and animations for making the O6 panel.

I added the talkbacks to the end of the VC mesh, and had them look for the 43rd texture, but they are blank in game. Is there a 42 texture limit in Orbiter ?
 
I added the talkbacks to the end of the VC mesh, and had them look for the 43rd texture, but they are blank in game. Is there a 42 texture limit in Orbiter ?

I don't think so, but martins should know, maybe you can ask him about it.
 
Hi all.

Just a few quick questions about the 1.25 release.

1. Will the 1.25 release have the ability to select different shuttles (with their corresponding textures), depending on the mission?

2. Will the 1.25 release feature upgraded textures such as these as standard:
[ame="http://www.orbithangar.com/searchid.php?ID=3053"]Tweaked Shuttle Textures[/ame]
[ame="http://www.orbithangar.com/searchid.php?ID=3365"]Standard ET and SRBs replacement textures[/ame]
[ame="http://www.orbithangar.com/searchid.php?ID=2948"]Lit Shuttle Flightdeck[/ame]

3. Will the 1.25 release feature a full mid-deck + ODS interior?

4. Will the 1.25 release include a full LC-39, and if so, Is that designed for hi-res KSC?

5. Will the 1.25 release include animations to open/close all hatches + extend docking ring?

6. Will the 1.25 release include an OBSS?


I only ask as I am planning some STS-126 scenarios for the 1.25 release...

Thanks.

-Pete
 
1: Both yes and no. Currently it's limited to Discovery, Atlantis and Endeavour as they're virtually identical in appearance and performance. Currently the desired name is painted on the orbiter fuselage by a scenario parameter, WING_NAME but it is limited to just one texture for the orbiter.

2: No. We're using own blend from several different sources with our own additives.

3: No idea. But since we have switched External Airlock+ODS exterior to one made by me, I can tell you that the current External Airlock+ODS do not use a VC at the moment.

4: I'm working on it. The MLP is pretty much done and animated. The FSS, RSS and the other pad elements is still WIP.

5: No point sice we don't have a VC for the airlock.

6: Yes, as well as the ability to deploy the MPMs on which it is resting on.
 
There is definitly a 42 texture limit in Orbiter ... when you set the mesh to 42 textures that is. Doh!!!
:chair:

Working now.
 
Thanks for getting back to me on that Dave.

But can I just ask, will your LC-39 be designed for default KSC or Med/Hi-res KSC???


Thanks

-Pete
 
The BasicPanel::OnVCRedrawEvent function is always returning false, which causes Orbiter to ignore any changes to the SURFHANDLE. It should return true if one of the component OnVCRedrawEvent functions returns true.


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Fixed file on sourceforge.
 
I can confirm: Bug fixed! Now get to work on the ODS animations! Oh and we have a problem with the DAP: it automatically manuevers to zero error even if DAP is set to LVLH when the scenario starts. Very annoying! It uses up alot of precisous FRCS prop!
Should be fixed now.
 
Definitely looking forward to this, guys. How many sub-systems are you planning on having operational (or partially operational) for the 1.25 release?
 
Should be fixed now.
That did it. The vehicle is stable once again. Oh and I'm getting a weired error message whenever I exit a pre-launch scenario. I have attached a screenshot of it.

Doesn't appear when exiting orbital flight scenarios though.
 

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The BasicPanel::OnVCRedrawEvent function is always returning false, which causes Orbiter to ignore any changes to the SURFHANDLE. It should return true if one of the component OnVCRedrawEvent functions returns true.

Aaaargh.

:speakcool:

so, the ODS panels can get further improvements
 
Definitely looking forward to this, guys. How many sub-systems are you planning on having operational (or partially operational) for the 1.25 release?

Not too many, at least not completed. This will take a while to be done.

Even a rather simple accelerometer would be useless without something making use of it.

But the behavior of the Shuttle becomes more realistic slowly, even without accurate subsystem simulations.
 
Checked an update External Airlock mesh. BTW, could someone please add two attachment points for the External Airlock Tool Stowage Assembly boxes? Currently we have none. Either this or maybe modify the two MMU attachment points?


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How is it coming with the ODS?
 
How is it coming with the ODS?

Just finished the computer graphics assignment for tomorrow, now let me have dinner and I can finally add the other lights to it.


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All ODS lights (we have) are now implemented.

The remaining 4 lights (Ap, Bp, Cp, PYRO CIRCUIT PROTECT OFF) can be done later, they are used in emergency only.

I connected the lights now to the LAMP TEST button, so pressing it will light all status lights. Now, the time would be good to start making the DSCU.
 
All ODS lights (we have) are now implemented.
Works nicely here when depressing the "LAMP TEST" button. Looking forward to seeing the remaining ODS work!
 
Its almost two days until the release, i wanted to ask do you guys a specific time for release or are you just gonna throw it out when ever you feels like.
 
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