Idea Shuttle Fleet recompile for Orbiter 2016

The clean ET should've covered the burnt ET mesh until SRB sep but it doesn't. The burns keep showing up outside
 
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I wonder if the burnt mesh should be slightly bigger to cover it?
 
So I need a guidance file.
I made a slightly larger burnt mesh but no change and I reversed the order. Since the idea is at x time the booster fires and shows that mesh, right. I had the clean on as stage1.

Code:
[BOOSTER_3]
Height=46.88 
Diameter=8.7
EmptyMass=0.00000001
FuelMass=0.00000001
Thrust=0.00000001
BurnTime=1
BurnDelay=123
off=(-0.05,0,13.401)
MeshName="Shuttle_Btank1"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
SPEED=(0,-90,0)
Module=Kourou\invisible
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0

[STAGE_1]
Height=46.88 
Diameter=8.7
EmptyMass=26535
FuelMass=728715.23
Thrust=6539030.025
BurnTime=504.1
off=(-0.05,0,13.401)
MeshName="Shuttle_tank"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
speed=(0,0,-10)
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0

SRB separated but no change. Might need a new guidance file though

BUT I noticed the shuttle keep disappearing and appearing
 
So I need a guidance file.
I made a slightly larger burnt mesh but no change and I reversed the order. Since the idea is at x time the booster fires and shows that mesh, right. I had the clean on as stage1.

Code:
[BOOSTER_3]
Height=46.88 
Diameter=8.7
EmptyMass=0.00000001
FuelMass=0.00000001
Thrust=0.00000001
BurnTime=1
BurnDelay=123
off=(-0.05,0,13.401)
MeshName="Shuttle_Btank1"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
SPEED=(0,-90,0)
Module=Kourou\invisible
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0

[STAGE_1]
Height=46.88 
Diameter=8.7
EmptyMass=26535
FuelMass=728715.23
Thrust=6539030.025
BurnTime=504.1
off=(-0.05,0,13.401)
MeshName="Shuttle_tank"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
speed=(0,0,-10)
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0

SRB separated but no change. Might need a new guidance file though

BUT I noticed the shuttle keep disappearing and appearing

All the guidance files included in my Space Shuttle Missions addon are (if that's the right word) "compatible" with the STS stack using meshes by hutchison66...the burn effect should be simultaneous with the SRB sep at T+124 sec. You can use them if you want

---------- Post added at 12:29 PM ---------- Previous post was at 12:24 PM ----------

By the way, Booster 3 is the clean ET while the Stage 1 is the burnt ET, of which should be hidden by Booster 3 until staging occurs
 
Not sure if possible. The fake booster seems to jettison with the srb.

---------- Post added at 07:43 AM ---------- Previous post was at 07:33 AM ----------

I reversed it and at the start the burnt one is seen.
So it appears the only way to do this to hard code the et and srb which limits the choices
 
I had it set as you did and the burnt showed first.
Code:
[BOOSTER_3]
Height=46.88 
Diameter=8.7
EmptyMass=0.00000001
FuelMass=0.00000001
Thrust=0.00000001
BurnTime=1
BurnDelay=123
off=(-0.05,0,13.401)
MeshName="Shuttle_tank"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
SPEED=(0,-90,0)
Module=Kourou\invisible
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0

[STAGE_1]
Height=46.88 
Diameter=8.7
EmptyMass=26535
FuelMass=728715.23
Thrust=6539030.025
BurnTime=504.1
off=(-0.05,0,13.401)
MeshName="Shuttle_Btank1"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
speed=(0,0,-10)
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0
 
yes. This is with the enlarge et:
1zxtZ8p.jpg

Code:
[BOOSTER_3]
Height=46.88 
Diameter=8.7
EmptyMass=0.00000001
FuelMass=0.00000001
Thrust=0.00000001
BurnTime=1
BurnDelay=123
off=(-0.05,0,13.401)
MeshName="Shuttle_tank1"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
SPEED=(0,-90,0)
Module=Kourou\invisible
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0

[STAGE_1]
Height=46.88 
Diameter=8.7
EmptyMass=26535
FuelMass=728715.23
Thrust=6539030.025
BurnTime=504.1
off=(-0.05,0,13.401)
MeshName="Shuttle_Btank"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
speed=(0,0,-10)
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0
here is 1.001 resized clean et
https://drive.google.com/open?id=1K_HYGynId8ioNVbV4ehmP7Vx3_jmOg8P

---------- Post added at 10:15 AM ---------- Previous post was at 08:49 AM ----------

Closer. But you can see the 2 shuttle holder?
N55y7wV.jpg

mAhYaFb.jpg

Code:
[BOOSTER_3]
N=1
Height=46.88 
Diameter=8.7
EmptyMass=0.00000001
FuelMass=0.00000001
Thrust=0.00000001
BurnTime=1
BurnDelay=123
off=(-0.05,0,13.401)
MeshName="Shuttle_tank1"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
SPEED=(0,-90,0)
Module=Kourou\invisible
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0

[STAGE_1]
Height=46.88 
Diameter=8.7
EmptyMass=26535
FuelMass=728715.23
Thrust=6539030.025
BurnTime=504.1
off=(-0.05,0,13.401)
MeshName="Shuttle_Btank"
eng_1=(-1.6,7.93,-27.88)
eng_2=( 1.6,7.93,-27.88)
eng_3=( 0.0,11.33,-27.03)
DIR=(0.0, 0.25885, -0.96545)
eng_diameter=2.0
speed=(0,0,-10)
ENG_TEX=Exhaust_atsme
battery=1.5
Reignitable=0


---------- Post added at 04:26 PM ---------- Previous post was at 10:15 AM ----------

Here is why the double front rack. It is because of the difference in the mesh. The top is Btank and the bottom is tank.


oV6Aa7e.jpg



So if we want this to work for the non hi def et then a new texture will be needed.

The easy fix is to remove the front rack on one of them.

---------- Post added 09-03-19 at 07:43 AM ---------- Previous post was 09-02-19 at 04:26 PM ----------

Thanks for all the help. I think we got burnt textures to work. I am going to make a fake burn vessel config. Then use new meshes for default ET. Rewrite the scn for this.

Have a scn with the hi def et and srb.

Then a new zip.

---------- Post added 09-04-19 at 05:08 AM ---------- Previous post was 09-03-19 at 07:43 AM ----------

So i made a cfg for the burnt tex and it works.

So for the default shuttle we need burnt text et.

Not sure if we want to make all versions of the ET. There are 15
http://axmpaperspacescalemodels.com/wp-content/uploads/2018/04/ET-SRB-External-Markings.pdf
The hi def one is for STS 125 stack 6A
 
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Well on the drawing. Stack 1a which is 3,4,5,7 it has a white nose cap.
6/8 stack 1b it has a darker orange cap.
stack 4,... have a black cap.

It seems different shades of orange.

By using ms2015 this is something that can be done later and not have to recode the shuttle.

I will see if I can apply a burnt texture to the shuttle ET's we have now.
 
So is there anything for sound that needs to be coded?

We still more details of the doc. I think like example of how to covert at Sf2010 scn to sts2016,.... In orbit is not hard but launch requires a bit more

Set up for Hi-def ET/SRB,.....
 
The idea of having launch audios to the Shuttle Fleet and STS-2016 was inspired in part by AMSO. I knew very little about hard-coding, but MS2015 gave that AMSO-like feel by including sounds in WAV format to each individual guidance file per mission
 
Ok. I like your sts 4 launch where it auto launches. I might need to relook at the scn. For sure the launches need the new burnt texture thing.
 
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Since they (the MS2015 shuttle) now contain 3 boosters, including the fake one, the propellant level on every .scn should read like this:
Code:
PRPLEVEL 0:1.000000 1:1.000000 2:1.000000 3:1.000000
So that it lifts off on time, and prevent what on the real world call, an RSLS abort :):)
 
Yes. Looking at your sts 4 scn to see what we need for auto launch versus pressing P to launch.

I haven't been able to make a burnt texture as yet.
 
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I based the countdown for STS-4 on the start of the launch audio I've made for that mission (see Part 1)...this goes the same for all other missions currently with sound

Most countdowns start at T-60 sec for solo missions (because most audios start between T-45, to T-15 sec before liftoff)

Some missions, most notably STS-26, start their count at T-120 because their audio start at as early as T-90 sec

For satellite servicing and Mir/ISS missions, they start at T-540 sec (9 min)
 
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So for non sound scn. How to get them to auto launch? I wonder what the Met needs to be?

For the hi-def launch site they might need to be timed with the timer and animations?

Getting new burnt textures.


The auto landing and mFD are really the one things lacking. I know for docking it had it own docking mfd and speed brake and display.

So what are you using for play the sounds?
 
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