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Old 10-22-2008, 05:50 PM   #121
DaveS
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Crazy LC-39 idea: Functional Countdown clock at the Press Site south of the VAB. Mesh is no issue.
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Old 10-22-2008, 07:26 PM   #122
Orbinaut Pete
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With a Ground Observer position there also?

Like it!
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Old 10-22-2008, 07:35 PM   #123
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 With a Ground Observer position there also?

Like it!
Why not? It's very easy to add one.
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Old 10-22-2008, 07:37 PM   #124
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 Crazy LC-39 idea: Functional Countdown clock at the Press Site south of the VAB. Mesh is no issue.
From the animation point of view, easy to implement. Would be maybe harder to connect to the real launch countdown, as we still have no object to do the launch control.

Would also be easy to make the flag pole show the correct flag for the orbiter.
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Old 10-22-2008, 07:43 PM   #125
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 From the animation point of view, easy to implement. Would be maybe harder to connect to the real launch countdown, as we still have no object to do the launch control.
Well, for now we could use a dummy object named "PTCR" for the Pad Terminal Connection Room. All the pad data connections goes through this building before heading onto to the Firing Room in the LCC.
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Old 10-22-2008, 07:49 PM   #126
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Well, if we make a dummy object, we could also directly create a dummy LCC instead.

The required communication links would then be:

LCC <---> FSS/RSS A <---> MLP <---> Shuttle
LCC <---> FSS/RSS B <---> MLP <---> Shuttle
LCC <---> Clock
LCC <---> MCC/S
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Old 10-22-2008, 07:56 PM   #127
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 Well, if we make a dummy object, we could also directly create a dummy LCC instead.
How much "dummy" does it need to be?
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Old 10-22-2008, 08:00 PM   #128
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 How much "dummy" does it need to be?
Well, we only need a configuration file, but no mesh for a dummy. Of course, a mesh would be nicer. for implementing communication and minimal behavior, we need a DLL for it.

Also a shared DLL for communication inside the project would be nice, so we can debug this only once.
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Old 10-22-2008, 08:19 PM   #129
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Originally Posted by Urwumpe View Post
 Well, we only need a configuration file, but no mesh for a dummy. Of course, a mesh would be nicer. for implementing communication and minimal behavior, we need a DLL for it.

Also a shared DLL for communication inside the project would be nice, so we can debug this only once.
I could come up with an LCC mesh with a nicely decorated FR4(the FR that is the main FR until the end of the program).
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Old 10-22-2008, 08:28 PM   #130
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 I could come up with an LCC mesh with a nicely decorated FR4(the FR that is the main FR until the end of the program).
Do you have something prepared?
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Old 10-22-2008, 08:35 PM   #131
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 Do you have something prepared?
Not yet but could have something in a few hours.
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Old 10-22-2008, 08:46 PM   #132
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 Not yet but could have something in a few hours.
OK.

I had also been thinking about how to implement the flight rules into mission and launch control, I think the most powerful way would be implementing some sort of scripting language processor for this, like for example Python (which has a pretty nice performance). Using hard-coded rules would make the stuff inflexible and would slow the development down as the rules would have to be implemented by the few C++ coders we have. And using less flexible ways to describe this (for example decision trees), would result in a terrible translation job.

We could also use neural networks... but can somebody imagine the performance when each agent in the simulation has to work with about 4000 artificial neurons alone for modeling all possible input parameters?
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Old 10-23-2008, 01:43 PM   #133
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Just to provide an update on the LCC: I have gotten the main LCC building mesh and is right now working on getting the Firing Room window louvers done. After that I'm going to focus on the Firing Room windows.
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Old 11-02-2008, 10:11 PM   #134
xmariox
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Water tower
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Old 11-03-2008, 01:26 AM   #135
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Nice ! Very detailed.
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