Here's my suggestion: when the ODS ring is extended, have a docking port at the appropriate location. When SSU actually docks, try to attach the two vessels (and delete the SSU-side docking port).
There is. It's the reason why why use an attachment point: docking ports can't be modified like with an animation so we use the attachment system.No way to get it to retract slowly I suppose.
Well, after docking you'd delete the docking port and use attachments for retraction. Once the ODS ring is completely retracted, you could use docking ports again.
Well, currently we do have a FPS impact, unknown where it comes from at high time acceleration. It's even noticeable at 1x as a slight hick-up every 1 second when looking around in the flight deck view.Currently, the big problem is just that the loop for scanning for docking rings can take a lot of time in a time step, if the ISS would consist of multiple modules with many attachment points. Even if we already know that a vessel is not interesting for us.
Since for any given shuttle mission you know where you are going to dock, couldn't the target vessel and the docking port of interest be nominated in the scenario file?I think this docking port solution creates more trouble as it solves. Currently, the big problem is just that the loop for scanning for docking rings can take a lot of time in a time step, if the ISS would consist of multiple modules with many attachment points. Even if we already know that a vessel is not interesting for us.
I'm not sure if you're doing this already, but at the start of the sim you could get a list of all vessels with APAS9 attachment points, and only check those vessels at each step.I think that is possible - but also pretty annoying. We would have a fixed connection (docking) even before retraction. We would have to undock, delete and capture the ISS even for just animating a damping oscillation of the ring. of course, with the speed of the ISS already reset to zero before we mess with it.
I think this docking port solution creates more trouble as it solves. Currently, the big problem is just that the loop for scanning for docking rings can take a lot of time in a time step, if the ISS would consist of multiple modules with many attachment points. Even if we already know that a vessel is not interesting for us.
EDIT: I fixed the orientation of the centerline camera, it might now be helpful to correct the sense switch effects for the inverted orientation
According to an APAS Reference Guide I have, the INITIAL CONTACT light is triggered by the active ring ball screws physically move.Does somebody know, which sensors indications are used for activating the "initial contact" signal? I have descriptions of the capture indication, but not for initial contact.
According to an APAS Reference Guide I have, the INITIAL CONTACT light is triggered by the active ring ball screws physically move.
Just tested the latest check-in and everything works great, except for that annoying unexplained FPS-drain at time-acceleration levels. The SSU module picks up the APAS9 attachment point on ISS just nicely.
If it helps narrowing down the list of possible culprits, the drain only shows up when the vehicle is in motion. When sitting idle on the pad or on the runway post-landing the drain doesn't show up.EDIT: Reduced the rate by 80 - but still exactly the same effect. It was already unlikely because the GPCs don't execute any software, but it was not needed anyway. Something else makes the frame rate drop at time acceleration.
If it helps narrowing down the list of possible culprits, the drain only shows up when the vehicle is in motion. When sitting idle on the pad or on the runway post-landing the drain doesn't show up.
Is there any systems that relies on the vehicle being in motion that that could explain the drain? The only one that comes to mind is the Orbit DAP and the timers(F7, O3 and A4).
Could it be a issue with GetElements? According to the API Ref this is computationally expensive, however I think that Orbiter would not bother calculating elements when a vessel is "landed". Perhaps you have a function that is calling GetElements every second of sim time instead of every second of real time?If it helps narrowing down the list of possible culprits, the drain only shows up when the vehicle is in motion. When sitting idle on the pad or on the runway post-landing the drain doesn't show up.
Is there any systems that relies on the vehicle being in motion that that could explain the drain? The only one that comes to mind is the Orbit DAP and the timers(F7, O3 and A4).
There was a problem with GetElements earlier, but this was fixed. I think it has something to do with one of the subsystems; commenting out the psubsystems->OnPostStep call fixes the problem.Could it be a issue with GetElements? According to the API Ref this is computationally expensive, however I think that Orbiter would not bother calculating elements when a vessel is "landed". Perhaps you have a function that is calling GetElements every second of sim time instead of every second of real time?
Can you check in the code?It seems to be the MasterTimingUnit::OnPropagate function that's causing the problem. Adding a return statement to the start of the function prevents the framerate drop.
It seems to be the MasterTimingUnit::OnPropagate function that's causing the problem. Adding a return statement to the start of the function prevents the framerate drop.