SSU V1.25 Release

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RMSSystem compile errors should be fixed now; I forgot to check in a file :blush:
 
RMSSystem compile errors should be fixed now; I forgot to check in a file :blush:
Compiles just fine now!


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And it seems like Urwumpe's tweaks to the SRB thrust profile works nicely. Now there's no cut-out of SRB burn between about T+115 sec and SRB sep.
 
And it seems like Urwumpe's tweaks to the SRB thrust profile works nicely. Now there's no cut-out of SRB burn between about T+115 sec and SRB sep.


OK, what is the next big bug on the 1.25 list?

EDIT: One thing which could be improved on the SRB separation sequence: We separate currently only on time, that's why we had the strange burnout behavior at all, and which was good that way to see the problem. In reality, separation sequence would start on time or low SRB chamber pressure (Pc<50).
 
OK, what is the next big bug on the 1.25 list?

EDIT: One thing which could be improved on the SRB separation sequence: We separate currently only on time, that's why we had the strange burnout behavior at all, and which was good that way to see the problem. In reality, separation sequence would start on time or low SRB chamber pressure (Pc<50).
Yes, Pc is the primary way to initiate SRB sep sequence with the timer as the back-up.
 
I'm getting a 1/2 sec pause at SRB sep in widowed mode and a full sec to 1 1/2 sec pause in regular mode. Anyone else ?

35 FPS for DaveS's 119 launch scenario, not bad.

I've got 3.0 meg with 2 gig ram with 8800 g-force

What are others gettting.
 
I have 3fps when looking at LC39 after LiftOff. When shuttle is on the LC, I have 15fps.
What fps have the others, when looking at pad after launch?

I have 3GB Ram and GeForce 7600GT.
 
I'm getting a 1/2 sec pause at SRB sep in widowed mode and a full sec to 1 1/2 sec pause in regular mode. Anyone else ?

35 FPS for DaveS's 119 launch scenario, not bad.

I've got 3.0 meg with 2 gig ram with 8800 g-force

What are others gettting.

Similar pauses, but I have a very worse hardware.

Maybe it improves the loading a bit if we have two vessels of the two SRB classes already in the scenario at the beginning.
 
Can w turn off the APU sound SSME start ? You wouldn't hear them again until landing, and I don't believe you can hear them in cabin.
 
Can w turn off the APU sound SSME start ? You wouldn't hear them again until landing, and I don't believe you can hear them in cabin.

I remember hearing it in a mid-deck recording, but the sound changed dramatically after lift-off. The chugging noise is only heard on the ground even on the mid-deck (though more silent than we have now), later you only have a turbine whispering, which you can hardly tell away from the other noises.

Actually we have thus two noise sources. the chugging noise of the Water Spray Boiler (Only audible at sealevel pressure) and the silent turbine noise of actual APU (also audible internally, but part of the general noise background quickly).
 
Something we should take a look at to close-out LC-39 for release is the GOX venting from the GOX Vent Arm.
 
Show stoppers, as I see it.

1. wabble during launch

2. RMS jumping when grappled to OBSS and jumpy behaviour.

3. hard to find button positions on the MDUs VC view.

4. animations on the A7A8 panel

5. ODS ring animation

After those are fixed, release it. What do you guys think ?
 
Yes I think so, add the GOX Vent, this one needs some more work AFAIR.

The ODS Ring animation might not work perfect for a while, the jump during docking happens too early to compensate it easily. My smartest solution would be attaching the craft earlier, but this requires some more math to do right.

What animations fail on A7A8?

The button position on the MDUs could be fixed easily, I just need to find the right coordinates. on top of the buttons.

After 1.25, I suggest also attempting some optimizations for the performance. We are too slow at standard orbiter for my tastes, as we really trouble the DirectX7 bottleneck. The VC could for example save some polygons in the scene by breaking it up into sections and then replacing distant sections by low poly versions.
 
Yes I think so, add the GOX Vent, this one needs some more work AFAIR.
Good.

What animations fail on A7A8?
The pushbuttons on A7L. Since Donamy checked in a revised version of the ODS panels, the animations for the A7L pushbuttons is broken. They now animate switches on A6L, IE when you push or flip a switch on A7L a switch on A6L is animated instead.
 
The pushbuttons on A7L. Since Donamy checked in a revised version of the ODS panels, the animations for the A7L pushbuttons is broken. They now animate switches on A6L, IE when you push or flip a switch on A7L a switch on A6L is animated instead.

OK, so just a meshc run is required.
 
I'm mostly done with the RMS stuff; after that I'll work on the launch roll. Another bug which has not been mentioned is that some of the A8 talkbacks don't display correctly; I've fixed this, but haven't checked the code in yet.
 
Just the ring animation would be fine, the retraction could come later.
 
Just the ring animation would be fine, the retraction could come later.

Extend and retract already work, even realistic, but what we lack is capture.
 
How does that work, or is it because it needs MeshC ?
 
I'm mostly done with the RMS stuff; after that I'll work on the launch roll. Another bug which has not been mentioned is that some of the A8 talkbacks don't display correctly; I've fixed this, but haven't checked the code in yet.
Speaking of A8 panels, will this finally see the move the RMS data output like joint angles from a debug string text output at the bottom of the screen to the actual panel displays? That way we could have both EE position and attitude readouts available simplifying RMS operations.
 
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