Project MTS Shuttle System

Hehe, an incentive for Urwumpe to put the UPFG code into an MFD of his own :)

Wouldn't work that well, it needs some lot of vessel-dependent data. But if it has that data, the core algorithm works for everything from launch to deorbit. making it a part of a DLL is pretty easy, a MFD would be a configuration file nightmare.

---------- Post added at 08:03 PM ---------- Previous post was at 07:59 PM ----------

I prefer displaying launcher AP status on HUD.

Also more complicated manuevers like randez vouz or docking can be done manually or with MFDs.

Then at least remove the dedicated launch autopilot indicator... you only need it prelaunch, and even there you could be better off having a special Guidance/Vessel Status information display in the middle, that displays the autopilot settings (launch or reentry) and guidance status.

Currently, I work towards encoding launch heading into the trajectory file, so you would need to only specify the trajectory file for telling where the mission should fly to.

There is no point of turning that craft into weaker DG-IV with altered mesh and bigger payload bay.

Well, better is always possible.
 
how about this dsky in separate dialog box? - there is not much room on panel and but I can try to make one that will fit dsky. only thing I need is display size in pixels
 
how about this dsky in separate dialog box? - there is not much room on panel and but I can try to make one that will fit dsky. only thing I need is display size in pixels

What about having a second panel below or above? Also, for launch, the only action that is really needed by the pilot is actually initiating manual control or an abort.
 
With current features I can make all flight crucial systems anddisplays on one panel - I hate panel switchingduring the flight.

Hold on an hour I'll make new design
Things to incorporate:
universal AP display window
keyboard
buttons for nosecone, RCS, ctrl surface switch
payload bay door
lights (docking and payload floodlights)
fuel/engine data display, EVA screen.

Screens can be similar to XR2 with touchable elements

---------- Post added 03-06-11 at 02:16 AM ---------- Previous post was 03-05-11 at 09:50 PM ----------

After intense exchange of thoughts panel ended looking like this:

vp3.jpg
 
Buttons are nice, but error-prone. Guards at Nose cone, abort, and gear buttons are a must IMHO. 3 buttons for RCS modes may be a bit of overkill.
 
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I've done some work at close details of MTS shuttle internal systems & behaviour.
 
Okay, I'm starting from vehicle configuration data collection during launch, since I already collect telemetry. Hope one-second resolution is enough.
 
Crew Transfer Module developement

hab06.jpg


---------- Post added at 07:48 PM ---------- Previous post was at 05:44 PM ----------

...and Back Panel developement

vp-back2.jpg
 
What should grapple and deploy displays do?
 
What should grapple and deploy displays do?

They're analouge to XR-2 payload bay displays and they will display the same data

xr-pm.jpg
 
Okay... wouldn't it be better to just select a payload slot and have options available depending on if this slot is occupied or empty?
 
Okay... wouldn't it be better to just select a payload slot and have options available depending on if this slot is occupied or empty?

Well - probably yes.
Added to modification list.

What kind of payloads will there be available?

planned payloads:

- Crew Transfer Module - allows to transport up to 6 astrounauts from earth to LEO/GEO and back (6 days O2 reserve)

- Orbital Workshop Module - a module with 2 RMS, UMMU turbopack mounts and tools/cargo pallet for in orbit construction operations

- Cargo Module - module with CBM/APAS (not decided yet) for space stations resupply. Can be attached to space station by Canadarm2 (or other RMS in case of other station)

- Airlock Module - for allowing EVA while docked to station/vessel with only 1 exit (APAS used as airlock for example)

- any payload that fits in the payload bay and has mass bellow 4000 kg
 
Are you writing your own payload code or using a 3rd party system such as Kulch's Payload Manager? Just curious. :)
 
I'm not coding it. Payload manager is based on Kulch's PM AFAIK but I''m not coding it. I'm designing, meshing & texturing this thing.

All c++ is done by 2 coders Urwumpe % Woo482 :P
 
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Payload panel WIP

vp-back3.jpg


---------- Post added at 01:27 AM ---------- Previous post was at 12:44 AM ----------

And some progress

vp-back4.jpg
 
Wait, when did this become a team effort?
 
A few weeks ago, not sure exactly when though :P
 
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