Project Updated SLS for Orbiter 2016 (and 2010)

gattispilot

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Thanks. So I guess they would need to be made part of the mesh is the existing tower,... is removed

---------- Post added at 08:09 PM ---------- Previous post was at 12:07 PM ----------

Well I redid the tower to fit the Crawler In MS2015. Works good!!

---------- Post added 10-05-16 at 05:06 AM ---------- Previous post was 10-04-16 at 08:09 PM ----------

oK. I got the crawler and tower to the hill.

CRAWLERHILL.jpg



The crawler seems wider than the path.
CRAWLERPATH.jpg


On the launchpad hill since we need to edit that I guess we can make it wider.

I can't edit that mesh. I get a type mismatch error in Meshwizard.

On the padlift. I am missing something in the code. Basically it moves the attachment point from the base of the hill to the pad top.

It needs to rotate back for the slope and the rotate back when on top.

Code:
	if (PAD_proc > 300)PAD_proc = (300);
	else if (PAD_proc < 0)PAD_proc = (0);
	double db = simdt * 1;
	double de = simdt * .04853;
	if (PAD_check == PAD_BACK)PAD_proc = (PAD_proc + db);
	else if (PAD_check == PAD_FORWARD)PAD_proc = (PAD_proc - db);
	else if (PAD_check == PAD_STOP)PAD_proc = PAD_proc;

	if (PAD_proc >300)PAD_proc = (300);
	else if (PAD_proc < 0)PAD_proc = (0);

	PAD_pos.z = PAD_pos.z + db;//z travel
	PAD_pos.y = PAD_pos.y + de;// y travel


		SetAttachmentParams(PAD, PAD_pos, _V(0, -1, 0), _V(0, 0, -1));

	//	SetAnimation(anim_arm_PAD, PAD_proc);
		//SetAnimation(anim_arm_PAD, ARM_proc);

	
	sprintf(oapiDebugString(), "animdf %2.2f ", PAD_proc);

If I make the attachment vector :
Code:
SetAttachmentParams(PAD, PAD_pos, _V(0, -1, 0), _V(0, .2, -.98));

The Tower just rotates around not advancing.

Well And I can see the debug print out on screen as it is below the screen
 
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Longjap

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I've updated the zip with the latest SLS block 1a state.
Please use the included test scenario to try out.

- Moved the launchpad to correct location.
- Corrected the fairings jettison.
- Corrected the mach effect direction.
- Improved meshes tank and boosters
- Improved textures tank, boosters and Orion + a nice exhaust effect from the crew of SSU. Thank you! (That rhymes)
- The new and improved ICPS by DaveS.

Known issues:

- Shading is not correct for all meshes. I'm still getting to grips with this 3D thing.

Download: https://www.dropbox.com/s/djomxaknxuwb89u/SLS_2016_BETA.zip?dl=0



Cheers!
 
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DaveS

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I've updated the zip with the latest SLS block 1a state.
Please use the included test scenario to try out.

- Moved the launchpad to correct location.
- Corrected the fairings jettison.
- Corrected the mach effect direction.
- Improved meshes tank and boosters
- Improved textures tank, boosters and Orion + a nice exhaust effect from the crew of SSU. Thank you! (That rhymes)

Known issues:

- Shading is not correct for all meshes. I'm still getting to grips with this 3D thing.

Download: http://www.mediafire.com/file/vedbzzy7e5xeoq7/SLS_2016_BETA.zip

Cheers!
Could you upload it somewhere else? I just keep redirect URLs with that one.
 

fred18

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I've updated the zip with the latest SLS block 1a state.
Please use the included test scenario to try out.

- Moved the launchpad to correct location.
- Corrected the fairings jettison.
- Corrected the mach effect direction.
- Improved meshes tank and boosters
- Improved textures tank, boosters and Orion + a nice exhaust effect from the crew of SSU. Thank you! (That rhymes)

Known issues:

- Shading is not correct for all meshes. I'm still getting to grips with this 3D thing.

Download: http://www.mediafire.com/file/vedbzzy7e5xeoq7/SLS_2016_BETA.zip
or http://sabercathost.com/Gae/SLS_2016_BETA.zip


Cheers!

Maybe create a "parallel" solar system (sol.cfg) with the earth.cfg dedicated to this will avoid issues of backups etc for other addons.

something like Sol_sls.cfg with the earth_sls.cfg and inside the earth_sls using the modified canaveral. That's just an idea
 

Longjap

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Maybe create a "parallel" solar system (sol.cfg) with the earth.cfg dedicated to this will avoid issues of backups etc for other addons.

something like Sol_sls.cfg with the earth_sls.cfg and inside the earth_sls using the modified canaveral. That's just an idea

Updated again. :) https://www.dropbox.com/s/djomxaknxuwb89u/SLS_2016_BETA.zip?dl=0

---------- Post added at 06:12 PM ---------- Previous post was at 06:06 PM ----------

Wait! Have to set the scenario file to Sol_SLS.

---------- Post added at 06:15 PM ---------- Previous post was at 06:12 PM ----------

Done!
 
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DaveS

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No luck on either download links. The second one just times out. Based on my own experiences, I can't recommend using Dropbox highly enough. I have been using it for years now with zero issues. No ads or anything and you have complete control of what goes into your Dropbox as it sits as a normal folder on your devices. You can place any file in it and share it by it's public URL.
 

Longjap

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No luck on either download links. The second one just times out. Based on my own experiences, I can't recommend using Dropbox highly enough. I have been using it for years now with zero issues. No ads or anything and you have complete control of what goes into your Dropbox as it sits as a normal folder on your devices. You can place any file in it and share it by it's public URL.

I'm sorry if I have put you through ads jungle. Dropbox it is. Links edited.
 

fred18

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I tested it and it's an astonishing work! My best congrats!!!

now I'm looking at the details to see if there are points to help you with ms2015 or if it could be exploited more.

If I have questions or ideas I'll get back to you.
 

fred18

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I don't want to step on any toes. But I think the crawler is too big.

From what I saw the crawler is 40 x 35

But the MS Crawler is 46.7 x 69.6

But I love the animation of the threads:)

Well the real crawler was built for a specific rocket, while this one should withstand any possible rocket the user might think of :)

Anyway I have to say that I built the crawler most as eyecandy, I didn't expect it to become so popular :lol:
 

gattispilot

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Ok. I like the Animation:)

Yeah but it being larger the legs at the lauchpad would hit it.

So Could you make it smaller or send me the code and I can make it smaller and deal with the animations. Just asking.

So any else getting transparent boosters?
 

fred18

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Ok. I like the Animation:)
Thanks :tiphat:

Yeah but it being larger the legs at the lauchpad would hit it.

it wasn't intended for a specific launchpad, on the contrary it was thought for users who develop their own pads, so it was only a matter of building the pad of the right dimensions.

So Could you make it smaller or send me the code and I can make it smaller and deal with the animations. Just asking.

Code will be public with the ms2015 release, I'll attach the code of everything to it. But changing the size of the crawler it's a mess. it contains some 600 animations, if you change the groups or anything it may lead to early crazyness :lol:
 

gattispilot

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Ok. Thanks. Sounds good.

---------- Post added at 05:51 AM ---------- Previous post was at 05:14 AM ----------

Ok. I am missing something.

It saves the z and y but when it reloads they are 0.
Code:
void PADLIFT::clbkSaveState(FILEHANDLE scn)
{
	char cbuf[256];

	sprintf(cbuf, " %3.2f",  PAD_proc);
	oapiWriteScenario_string(scn, "PAD", cbuf);

	sprintf(cbuf, " %3.2f", PAD_pos.y);
	oapiWriteScenario_string(scn, "PADy", cbuf);

	sprintf(cbuf, " %3.2f", PAD_pos.z);
	oapiWriteScenario_string(scn, "PADz", cbuf);

	


	// ORBITER, default vessel parameters
	SaveDefaultState (scn);

	




	// UMmu, this will save all our members of crew in scenario
	// as airlock state depend of your ship (you may have a real animated airlock)
	// it's your responsabilites to save and reload UMmu's airlock state.
}
void PADLIFT::clbkLoadStateEx (FILEHANDLE scn, void *status)
{
	char *line;
	while (oapiReadScenario_nextline (scn, line)) 
	{
		// call this method to let PayloadManager to load its internal parameters

		// UMMU, Load all saved member from scenario. 
		// Return TRUE when a "UMMUCREW" line is encountered 
		// FALSE when it must pass this line to you or default parser
	
		if (!_strnicmp(line, "PAD", 3)) {
			sscanf(line + 3, "%3.2f", &PAD_proc);
		}
		if (!_strnicmp(line, "PADy", 4)) {
			sscanf(line + 4, "%3.2f", &PAD_pos.y);
		}
		if (!_strnicmp(line, "PADz", 4)) {
			sscanf(line + 4, "%3.2f", &PAD_pos.z);
		}
		// ORBITER, unrecognised option - pass to Orbiter's generic parser
	
		        
		// ORBITER, unrecognised option - pass to Orbiter's generic parser
		ParseScenarioLineEx (line, status);
		
		

		SetAttachmentParams(PAD, PAD_pos, _V(0, -1, 0), _V(0, 0, -1));

		

	}

			
	// as airlock state depend of your ship (you may have a real animated airlock)
	// it's your responsabilites to save and reload UMmu airlock state and set it accordingly
	// to your airlock. IE: call here "SetAirlockDoorState" TRUE of FALSE depend
	// of your animated airlock
}

Code:
padlift:PADLIFT
  PAD  228.22
  PADy  10.33
  PADz  228.22
  STATUS Landed Earth
  POS -80.6041220 28.6048050
  HEADING 0.00
  ALT 0.816
  AROT 61.370 4.533 8.239
  AFCMODE 7
  NAVFREQ 0 0
  XPDR 0
END
 

fred18

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in the sscanf try to use "%lf" instead of "%3.2f"
 

Longjap

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I am getting transparent boosters.
SLSBOOSTER2.jpg

Hmm, strange. The textures are nothing different from the others I used. It might be the mesh itself but I've no idea what could cause it. I'm wondering if anyone else has this problem. You're using the D3D9 client or another?

---------- Post added at 11:46 AM ---------- Previous post was at 11:16 AM ----------

I tested it and it's an astonishing work! My best congrats!!!

now I'm looking at the details to see if there are points to help you with ms2015 or if it could be exploited more.

If I have questions or ideas I'll get back to you.

Well I have lots of ideas but then I should face the inevitable and get into coding. :lol:
I'd like the core stage to do a de-orbit burn after jettison of the ICPS. Right now I can't control it after it being a jettisoned stage. Probably need to make a module for that.

As I'm a sucker for eyecandy I was also thinking about animating the exhaust textures of the shuttle engines. It seems orbiter doesn't support animated textures though so I thought about making a continuous animated transparent 3D cone which is slaved to the throttle. But transparent objects seem to act weird and clipping stuff out of view when I first tested it. And since I've never seen it done before maybe a lot of work for little gain.

Also changing of textures during flight, so the tank get charred after booster sep like the guys of SSU did.

Lots to learn. :)
 

fred18

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I'd like the core stage to do a de-orbit burn after jettison of the ICPS. Right now I can't control it after it being a jettisoned stage. Probably need to make a module for that.
that would be a first module to code not too difficult, could be a good starting point.

If I may suggest at the beginning lua scripting it's quite helpful to start to get in touch with coding and you can anyway get most of the result you need if it's not too complicated

As I'm a sucker for eyecandy I was also thinking about animating the exhaust textures of the shuttle engines. It seems orbiter doesn't support animated textures though so I thought about making a continuous animated transparent 3D cone which is slaved to the throttle. But transparent objects seem to act weird and clipping stuff out of view when I first tested it. And since I've never seen it done before maybe a lot of work for little gain.
I see it not that easy, but I'm not a graphic expert so I may be wrong

Also changing of textures during flight, so the tank get charred after booster sep like the guys of SSU did.

That's quite easy to do, of course you have to get into coding for it, but if you need help I made the same also for the jarvis dll so just ask ;)

Did you try the version I posted for the fairing jettison?
 

gattispilot

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Hmm, strange. The textures are nothing different from the others I used. It might be the mesh itself but I've no idea what could cause it. I'm wondering if anyone else has this problem. You're using the D3D9 client or another?

Not D3D9


As I'm a sucker for eyecandy I was also thinking about animating the exhaust textures of the shuttle engines. It seems orbiter doesn't support animated textures though so I thought about making a continuous animated transparent 3D cone which is slaved to the throttle. But transparent objects seem to act weird and clipping stuff out of view when I first tested it. And since I've never seen it done before maybe a lot of work for little gain.

Also changing of textures during flight, so the tank get charred after booster sep like the guys of SSU did.

Lots to learn.

But you can animate the exhaust stream
 
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Longjap

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Ok, I'm using the official release of Orbiter 2016 with the D3D9 client of Jarmonik as provided on the homepage. http://d3d9client.codeplex.com/

Maybe it fixes the problem.

---------- Post added at 12:29 PM ---------- Previous post was at 12:16 PM ----------

that would be a first module to code not too difficult, could be a good starting point.

If I may suggest at the beginning lua scripting it's quite helpful to start to get in touch with coding and you can anyway get most of the result you need if it's not too complicated


I see it not that easy, but I'm not a graphic expert so I may be wrong



That's quite easy to do, of course you have to get into coding for it, but if you need help I made the same also for the jarvis dll so just ask ;)

Did you try the version I posted for the fairing jettison?

Yeah, I probably going to try the de-orbit code first and I would like your help for the textures with it, thanks! I'll PM you the charred tex of the tank.

The fairings, I've tested a little last evening, at first glance it seemed to squash the bug. What I noticed though, was that the engine parameters at the stages section again didn't save to the .ini? Maybe a you fixed the fairings in an older build? I'll report more detailed at your thread when I have some time tonight.

---------- Post added at 12:33 PM ---------- Previous post was at 12:29 PM ----------

But you can animate the exhaust stream

How?!:)
 
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