Space Shuttle Ultra development thread

I just think we need something to distinguish between the 2 scales so someone (like me) doesn't mistakenly send someone the wrong one.:whistle:

Why don't you make a reference payload - a cylindrical module, 4.5 m diameter, with a texture which has a checkerboard pattern with exactly 1m squares over the hull? ;)

And until that, we just take all current and correct meshes and note the bounding box information like shipedit delivers it... :censored:
 
I should be able to get the PDRS CONTROL display and proper RMS IK working for V2.0.
 
Donamy: Could you send the following files:
VC01.dds
VC02.dds
VC03.dds

They're currently missing and seems to be a part of the AtlantisCockpit.msh file. Also, some of the panels in the internal VC view is blank, probably related to the files listed above.
 
Donamy: Could you send the following files:
VC01.dds
VC02.dds
VC03.dds

They're currently missing and seems to be a part of the AtlantisCockpit.msh file. Also, some of the panels in the internal VC view is blank, probably related to the files listed above.

Aren't these files in the textures/atlantis folder?
 
Aren't these files in the textures/atlantis folder?
No. You might be thinking of the stsVC0x.dds files. Please do an SVN update to get the latest files, including resized KU, RMS, VC, and cockpit meshes and textures.
 
No. You might be thinking of the stsVC0x.dds files. Please do an SVN update to get the latest files, including resized KU, RMS, VC, and cockpit meshes and textures.

Have them... The names are so similar, I think they could just need to be renamed.
 
Have them... The names are so similar, I think they could just need to be renamed.
Appears you were correct. Somebody more familiar with VC meshes could try to fix the white labels in the VC mesh:
 

Attachments

  • NewVCMesh.jpg
    NewVCMesh.jpg
    242.8 KB · Views: 635
Appears you were correct. Somebody more familiar with VC meshes could try to fix the white labels in the VC mesh:

The texture order changed. We need to fix this. Too bad meshc does not output texture constants. I have started a meshc replacement which should do that, but thats not getting finished anytime in predictable future.
 
The texture order changed. We need to fix this. Too bad meshc does not output texture constants. I have started a meshc replacement which should do that, but thats not getting finished anytime in predictable future.
Just tell me which order they need to be in and I'll get right on it. Shouldn't take too long.
 
Just tell me which order they need to be in and I'll get right on it. Shouldn't take too long.

I think we'll go better for the long term to define constants in a header file, where we just need to edit the numbers when the order changes.

We already use immediate constants too often in the code to be good for us.
 
I think we'll go better for the long term to define constants in a header file, where we just need to edit the numbers when the order changes.

We already use immediate constants too often in the code to be good for us.
OK.
 
texture files sent.
 
Yeah, right now SSU is acting real funky... the switches dont work, white panels. Has anyone noticed that now the camera for the 2 front seats are placed too far forward? Also, the ET umbilical doors are floating outside the shuttle. I still, for some weird reason, get very low fps in time warp when in the VC or external view, even with only 10x! *Cough* I also still get this pitchdown problem during launch. Ill try to revert all my "corrupted" files that Tortoise thinks are corrupted, when all I did was change the settings to the correct settings. Will someone please look into that?*Cough*
 
Donamy: Can you separate the button guard meshes into separate groups? I suggest naming them with the letter "G" - like F6G+number of the button.

Also we have many switches named "MSH Group", I suggest finding more descriptive labels for them. We might use them soon - they are the coordinate system switches for the ADI.
 
the switch guards you want seperated ? You're joking right ?
 
the switch guards you want seperated ? You're joking right ?

No - I am not - currently all buttons for the drag chute(s) are protected by the same group. We can only unguard all or no button with such a setup (only one animation possible), but actually, you would unguard only the button you are about to press.
 
Oh, you're talking about the switch covers. I can do that.
 
Donamy: I got your last two e-mails with the missing textures and the new mesh with the redone elevons and flipper doors.

I'll get everything checked in later today.
 
New latest dev stuff from Donamy checked in:
-Atlantis.msh: Now contains seperate meshgroups for the -Y and -Z startracker doors. Also contains redone elevons with the elevon seal panels are seperate from the elevons.

-KU.msh: trimmed KU band antenna mesh

-SSUAtlantis.ini: Contains animation data for the new startracker doors, air data probes and elevons.

For proper elevon animation, see this video of the Flight Control System checkout during STS-115/12: http://www.space-multimedia.nl.eu.org/video/sts-115/flash11.php
 
Just checked in an updated Atlantis,msh which corrects a problem with the material on the elevon flipper doors.
 
Back
Top