A flight from Cape Canaveral to Amsterdam, testing out the Scram ascent autopilot that I've been working on. Allows for a completely hands free scram ascent to orbit (or in this case suborbit) at a preselected launch heading.
Depends on your needs:
J2000 Frame
Fixed frame
Best for long-term predictions and mission planning due to its stability and consistency.
Commonly used in astronomy and simplifies calculations.
True of Date (TOD) Frame
Dynamic frame that accounts for Earth's current precession and nutation...
It doesn't seem to be documented in the Doc\ShuttleA.pdf but the pod engine thrust control is CTRL-NUMPAD_0 (increase thrust) CTRL-DECIMAL (decrease thrust). So it's the same as the hover engines but with the CTRL pressed. Source: Orbitersdk\samples\ShuttleA\ShuttleA.cpp
//...
A quick and dirty grove creation.
Not a huge impact on the frame rate (280 without the mesh. 265 with it) In the center, you can almost make out a DeltaGlider.
This has been fixed in OpenOrbiter. You just need to flag the meshgroup with 0x20.
Here it is without the flag (FLAG 0) -Base MESH, so it gets loaded before the vessels.
Canaveral.cfg
MESH
FILE Tree
OWNMATERIAL
POS 6851.61 0 -2367.58
ROT 10
SHADOW
PRELOAD
END...
If you have access to the SSRMS code then you can probably apply it to another arm without using chatGPT. (As long as the degrees of freedom are the same, all you need to do is to change the coordinates to apply to the new arm (joint positions, animations, etc).
I think I've seen somewhere an...
You probably could, but it's not as easy as telling chatGPT "write me a .dll in c++ that controls a robotic arm in Orbiter SpaceFlight Simulator". (althrough, below is the -probably incorrect- answer to that exact prompt).
a possible workflow for a non-programmer such as myself would be this...
It was a shot in the dark from me after many unsuccessful attempts to get keypress detection in Lua. It was actually Martin that provided the correct working code. For my small part in this, I am absolutely fine for it to be used in OpenOrbiter.
One solution is to use AutoHotKey. You can write a quick script in a text file and save it as (name of your file).ahk. Then you can run it before running Orbiter and use any combination of keys you want to write anything you want. Here is an example:
^j::
{
Send "aap.hdg(200)"
}
The "^j"...
hnav = vi:get_navsource(0)
nav_table = oapi.get_navdata(hnav)
msg = string.format("%.3f",nav_table.lng)
note:set_text(msg)
This should work and return the lng table element with 3 decimals. (Not on an Orbiter computer to verify right now).
NASA's solar system treks has a 3d model in a few different resolutions:
It is in obj format, but it's not textured:
Same link also has the Hayabusa2 global DEM (Digital Elevation Model). One can make "proper" surface elevation tiles for Ryugu with that.
Bump this. An in depth tutorial on how to obtain and convert height data from a NASA tiff file to .elv files and create an archive tree file would be great.
That said, Orbiter's High-resolution texture packs for Mars, already have the following:
The HRSC data have 200m/px coverage (not...
Here is a nice ESA video showing the lander, habitat deployment and the regolith cover. I think that this would make a really cool addon!
About the inflate/deflate animation:
I believe that it should be possible to run an "inflate" physics simulation in Blender as an animation, and extract...
Activate
Good to hear you got it working. I also don't really like popup windows, as I feel that they break the immersion, especially on ships with a nice VC. The method you chose is probably better. Perhaps add a "factor" or "adj" button to change the scale of the increased/decreased value...