Project Updated SLS for Orbiter 2016 (and 2010)

DaveS

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Do we have a ticket for that issue already? If not, can you file one, please, so we don't forget to fix this. The crawler is too good to be left broken.
We do have one, ticket#136

And maybe we should create a "Crawler SDK" manual describing how other projects can use the SSU crawler then.
It would be shortest manual, the only part is a attachment point with the ID of XMLP.
 

Urwumpe

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We do have one, ticket#136


It would be shortest manual, the only part is a attachment point with the ID of XMLP.

I would say a small line drawing of the post positions and the attachment position would be helpful, just like the name of the attachment.

Maybe we just add it as appendix to the crawler manual.
 

DaveS

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gattispilot

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See if this works in your version:
View attachment 14858


Yes. It did. On my crawler I am debating rather than cut parts just use a textures.

This is what I have so far. I need to do the "trucks". I think i will make it Ummu capable and animate the ramps

crawlernew.jpg
 
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gattispilot

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Thanks to all those images from DaveS.

crawler3.jpg


The trick will be to get it to move in 2016
 

Longjap

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Looks nice gattispilot! Came across this site: http://nasatech.net/MobileLauncher/ with some nice pics of the LM. So if I understand correctly the whole package is moved from the hangar? The ML with the SLS attached on the crawler?
 

gattispilot

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Thanks I saw those and based the Tower off those. I think the tower and rocket are moved from hangar to launchpad. Then the crawler leaves.
 

DaveS

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Ground processing flow of SLS:

 

Longjap

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I'm working on the block Ib Orion at the moment and have made the universal stage adapter. I got some data from here:

https://www.nasaspaceflight.com/2016/09/nasa-sls-block-1b-universal-stage-adapter/

Now I'm wondering what the procedures are in flight.

Moreover, the USA must be a “one piece separable combination barrel and cone” with a blended transition between the barrel and cone and carry a designed separation plane 1.7 m above the EUS interface — meaning that a portion of the USA will remain attached to the EUS upon separation.

2016-09-19-160734-350x308.jpg


I have some question I hope someone can answer. My English is not the best but I understand it as this to be a one piece separation. Meaning from 1,7 meters and up. To me it seems safer to have a two piece like a fairing each jettisoned a separate way from 1,7 meters and up. Two pieces would mean less manoeuvres for the Orion and potential danger. If it is one piece it would mean they jettison the Orion and move it out of the way before the USA jettison. Does anybody know for sure?

And I'm guessing they also put up a spacecraft adapter on the USA to bridge the gap between the 5.5 m diameter on top of the USA and the 5 m diameter of the orion.

Then my next problem. :) I want to dock the Orion to the hab module also on the EUS. But it seems you can not dock to an attached object. Is there a solution?
 

Urwumpe

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IMy English is not the best but I understand it as this to be a one piece separation. Meaning from 1,7 meters and up. To me it seems safer to have a two piece like a fairing each jettisoned a separate way from 1,7 meters and up. Two pieces would mean less manoeuvres for the Orion and potential danger. If it is one piece it would mean they jettison the Orion and move it out of the way before the USA jettison. Does anybody know for sure?

One piece means ONE piece. Not two. or three.

1.7 meters above the EUS interface, you do a cut and the single large piece of the USA is pushed away from the EUS. Like the Sylda adapter of Ariane 5.

http://www.esa.int/Our_Activities/Launchers/Deploying_multiple_satellites_with_Sylda_and_Vespa
 

gattispilot

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Ok. Having touchdown point issues and moving the crawler.

SLSCRAWLERTOUCHDOWNPOINTS.jpg


The mesh is oriented correctly

Code:
static const DWORD ntdvtx_geardown = 3;
static TOUCHDOWNVTX tdvtx_geardown[ntdvtx_geardown] = {
    { _V(0, -2.866, 10), 1e6, 1e5, 1.6, 0.1 },
    { _V(-3.5, -2.866, -1), 1e6, 1e5, 3.0, 0.2 },
    { _V(3.5, -2.866, -1), 1e6, 1e5, 3.0, 0.2 },

};
As far as moving it. I just apply thrust in the z direction At (0,0,0)

---------- Post added at 04:48 PM ---------- Previous post was at 07:21 AM ----------

I tried it in Spacecraft4. And it looks good and drives well.

SC4CRAWLER.jpg

Code:
LAND_PT1=(0,-2.866,17)
LAND_PT2=(-3.96,-2.866,-4.3)
LAND_PT3=(3.96,-2.866,-4.3)
But the dll version using the same touchdown points puts it below the surface
SLSCRAWLERDLL.jpg

Code:
{ _V(0, -2.866, 17), 1e6, 1e5, 1.6, 0.1 },
    { _V(-3.96, -2.866, -4.3), 1e6, 1e5, 3.0, 0.2 },
    { _V(3.96, -2.866, -4.3), 1e6, 1e5, 3.0, 0.2 },

I just add the slscrawler using scenario editor and place it near the tower.

Code:
slscrawler1:Spacecraft\Spacecraft
  STATUS Landed Earth
  POS -80.6041920 28.6041150
  HEADING 196.75
  ALT 2.690
  AROT -120.972 12.054 171.516
  AFCMODE 7
  NAVFREQ 0 0
  CONFIGURATION 1
  CURRENT_PAYLOAD 0
END
SLSCRAWLER:SLSCRAWLER
  STATUS Landed Earth
  POS -80.6041920 28.6041150
  HEADING 196.75
  ALT -38.808
  AROT 151.085 -8.237 167.777
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
END

If I adjust the ALT I can get it above the surface but it facing the wrong direction.
 
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DaveS

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This timelapse video of the STS-118 rollout shows the hydraulic operations of the Crawler as it lifts the MLP off the mounts in the High Bay.



---------- Post added at 12:21 AM ---------- Previous post was at 12:13 AM ----------

You might be interested in this: https://dl.dropboxusercontent.com/u/24122088/SSU_Crawler.zip
It's the complete sources of the SSU Crawler. It has everything, functional VC and steering system. It's only problem is that it doesn't move in Orbiter 2016. You can use it, as long as the sources remain free and open. The JEL and steering systems are based on this document: http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19760012108.pdf
 

gattispilot

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I don't think so. I will try to compile and get something going. Of course free and open. Free I understand the open not so much.

Well I unzipped into a new folder in the Orbitersdk/samples for 2016. Upgraded the libraries. But can open the files.
 
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DaveS

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Do the treads move on your crawler DaveS?
Not yet, we haven't got to that yet. All the focus so far has been on making it actually work like the real Crawler, including start up and shut down procedures. I have updated the package to include some operations documentation on the SSU Crawler.

---------- Post added at 03:37 AM ---------- Previous post was at 03:35 AM ----------

I don't think so. I will try to compile and get something going. Of course free and open. Free I understand the open not so much.
Open means that the sources must be available at all times. You cannot distribute any changes without including the source code. Orbiter itself is closed source (The API doesn't count as you can't change Orbiter itself natively with it).

---------- Post added at 03:57 AM ---------- Previous post was at 03:37 AM ----------

I have updated the source code package with a missed dependency, libUltra as well as a dedicated VC++ 2010 solution.
 
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DaveS

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And here's a nice NASA Behind The Scenes video staring former NASA astronaut Mike Massimino:

 

Urwumpe

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Do the treads move on your crawler DaveS?

Making the treads move is possible, but a tiny bit complicated. Essentially, we would need to create three animation components for each shoe of the tread. Each tread has 57 shoes, you can group two treads into one animation, means you still have 4 x 57 x 3 animation components to program. At least.

Actually we want to make sure the treads move properly and not suddenly see one shoe overtake the others on the tread. So we better use one animation per tread and split the motion of each tread into multiple segments. I see at least 9 segments there, each could in theory be implemented as either a single rotation or a single translation.

So, we get 4 animations and 4 x (56 x 10 + 57) animation components. or just 2468 animation components. I am pretty sure orbiter can handle it, but I have doubts we can implement this quickly. If somebody wants to implement it for SSU because he wants to see this animation and is willed to pay the price of a few weeks of his lifetime: you are welcome.

(Good news to make the work easier: You can write an algorithm to define the animation components for all shoes of a tread and only need some reference coordinates as input. But you still need to write at least 9 animation components and need to split the initial segment properly for all but the first shoe of a tread, so you get 10 animation segments for those - and of course, all animation components need to be child animation of the animation that moves the track assembly)

EDIT: And this amount of math and geometric thinking is why I never got the motivation to do it myself. Now I have a bad headache.
 
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