Orbiter Screenshot Thread

He used [ame="http://www.orbithangar.com/searchid.php?ID=6549"]this Apollo 20 mod[/ame].
 
NASA recently announced which concept they are going to use for the Asteroid Redirect Vehicle pickup, so I decided to re-create it.

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---------- Post added 03-30-15 at 01:35 AM ---------- Previous post was 03-29-15 at 10:05 PM ----------

Also something I am thinking of combining: Orion to Soyuz, the final flight of Orion!

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I found out I can avoid the "TARDIS effect" if I make the cockpit before the spaceplane.
 
I found out I can avoid the "TARDIS effect" if I make the cockpit before the spaceplane.

Yeah... but Anim8or is still a bit poor in terms of component-based design work. It constantly makes me wish to program a CAD tool, that is worse in general editing of meshes and better in designing spacecraft...
 
My first add-on

Hi everyone:hello:
Just postiong some shots of my first add-on for UCGO and UMmu 2.0. The laptop is modeled... not just a texture on a plane. Fairly high poly count on the unpacked laptop station. Still working on the packed cargo container which is still just a beveled cube at this point. When I get it textured I will upload the add-on... if anyone is interested in some more base eye candy. I place it either outside on its own or inside a habitation module with the chord for the dish running through the wall. You can tell I was kinda hard on my UMmu's during development ( upper right corner)
I wonder... would it be possible to add a working MFD to the laptop screen?

 
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Depends on how the notebook should be used:

From outside, just visualization : Should be possible with dynamic textures and a DLL - but you should watch for the performance. You would create your own MFD instance and manage it, like ExtMFD does.

By "entering" it as vessel: You could create a higher resolved VC mesh for its display instead and then use the standard Orbiter MFD functions of the VC.
 
Hi Urwumpe, thanks for the reply. I wouldn't know how to go about either of those two options but would love if someone would be interested in giving it a go. I create aircraft add-ons for Xplane flight simulator and am familiar with that process but have yet to delve into orbiter ship creation. Here is a link to the King Air I built.
http://forums.x-plane.org/index.php?app=downloads&showfile=16311
I would be interested in learning about the whole process including creating custom modules. I haven't really searched around yet but if you know off hand of any exceptionally good tutorials on the subject I would really like a link.
Thanks again!
 
Hi Urwumpe, thanks for the reply. I wouldn't know how to go about either of those two options but would love if someone would be interested in giving it a go. I create aircraft add-ons for Xplane flight simulator and am familiar with that process but have yet to delve into orbiter ship creation. Here is a link to the King Air I built.
http://forums.x-plane.org/index.php?app=downloads&showfile=16311
I would be interested in learning about the whole process including creating custom modules. I haven't really searched around yet but if you know off hand of any exceptionally good tutorials on the subject I would really like a link.
Thanks again!

Well, I am really the worst to ask for tutorials, because I can't rate them. I had been C++ developer before Orbiter and simply found a nice and easy-to-use C++ API in Orbiter to use and needed just a few hours to orient. :lol:

Making a C++ module is really straight forward, you need no other tools than a recent Visual Studio, including Express versions.

But that's just one option to make add-ons - you can also use Lua with luavessel, you can use genericvessel (you can also start with genericvessel and convert it to the source code of a C++ module), many vessels only require a configuration file, etc.

It depends on how much artistic freedom you need. The more freedom you want, the more you need a custom module.

And in the other direction: The less special features you need, the less the effort for a custom module is justified.

If you already know how to do it in X-Plane, the general process of add-on making will sure be no surprise for you, the basic workflow is similar. You just have different tools and a different simulation architecture.
 
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Hi everyone:hello:
Just postiong some shots of my first add-on for UCGO and UMmu 2.0. The laptop is modeled... not just a texture on a plane. Fairly high poly count on the unpacked laptop station. Still working on the packed cargo container which is still just a beveled cube at this point. When I get it textured I will upload the add-on... if anyone is interested in some more base eye candy. I place it either outside on its own or inside a habitation module with the chord for the dish running through the wall. You can tell I was kinda hard on my UMmu's during development ( upper right corner)
I wonder... would it be possible to add a working MFD to the laptop screen?

cool add-on...

But wouldn't it be a little bit difficult for an astronaut to use a laptop

6e5d9e2d5424b8f64c1939ca873ea196767aa78b60b651cf08a2d99917d55bd5.jpg
 
cool add-on...

But wouldn't it be a little bit difficult for an astronaut to use a laptop

6e5d9e2d5424b8f64c1939ca873ea196767aa78b60b651cf08a2d99917d55bd5.jpg
Well, if they had to be in their suit It could be tough. Although I imagine voice recognition could be used. Personally, I would use it from the comfort of a habitation module:thumbup:
 
Well, if they had to be in their suit It could be tough. Although I imagine voice recognition could be used.
How would voice recognition work? The computer is in a vacuum so no sound transfer.
 
Thanks Urwumpe... for now I believe the lua option sounds most doable. Although learning c++ is certainly something I plan on. I thought of creating a cargo set for building a com and maintenance center with the ability to create flight plans, manage fuel and so on. Maybe a bit ambitious but never let that stop me;)

---------- Post added at 01:32 PM ---------- Previous post was at 01:30 PM ----------

How would voice recognition work? The computer is in a vacuum so no sound transfer.
Ok DaveS... a microphone inside of the suit?! I am enjoying this...
 
Thanks Urwumpe... for now I believe the lua option sounds most doable. Although learning c++ is certainly something I plan on. I thought of creating a cargo set for building a com and maintenance center with the ability to create flight plans, manage fuel and so on. Maybe a bit ambitious but never let that stop me;)

---------- Post added at 01:32 PM ---------- Previous post was at 01:30 PM ----------


Ok DaveS... a microphone inside of the suit?! I am enjoying this...
That could work. There is another big no-go for a laptop in a vacuum: The simple fact that computers are forced air-cooled. No air, no cooling which means overheating in minutes. Components that are designed to work in a vacuum makes use of so called cold plates which are hooked up to external cooling equipment. Not something that you can easily integrate into a laptop. So I think this is something that will have to be Intra-Vehicular (IV) only.
 
Thanks Urwumpe... for now I believe the lua option sounds most doable. Although learning c++ is certainly something I plan on. I thought of creating a cargo set for building a com and maintenance center with the ability to create flight plans, manage fuel and so on. Maybe a bit ambitious but never let that stop me;)

Not really. I want to do something similar, but not based on UCGO cargo boxes... rather a TEU solution. :lol: I just lack time and meshes right now.
 
That could work. There is another big no-go for a laptop in a vacuum: The simple fact that computers are forced air-cooled. No air, no cooling which means overheating in minutes. Components that are designed to work in a vacuum makes use of so called cold plates which are hooked up to external cooling equipment. Not something that you can easily integrate into a laptop. So I think this is something that will have to be Intra-Vehicular (IV) only.
Good point. Though the cooling could be coming from the "futuristic"...uh...thing in the middle. Maybe we should just take it inside... I left enough cord for the dish
 
I would be interested in learning about the whole process including creating custom modules. I haven't really searched around yet but if you know off hand of any exceptionally good tutorials on the subject I would really like a link.

Thanks again!

Some shameless self promotion...

Coding a .dll Vessel for those who don't know how to code.

and

Coding a Lunar Lander from the ground up (when you don't know how to code)


Feel free to PM me if you have specific questions.
 
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