Project Starship version3

Thanks. that worked. Now I need to look at the tower. And may the star ship.
It looks like the arm that fuels the star ship moves up and down?

Shorter catch arms. And the stand is different.

On the starship I am not seeing the fueling ports on my mesh.

And on the booster I need to figure out fin animation. which fin(s) for yaw, pitch, bank?
 

Attachments

  • bctowerarm.jpg
    bctowerarm.jpg
    51.2 KB · Views: 8
  • bctowercapture.jpg
    bctowercapture.jpg
    64.4 KB · Views: 8
  • HH5WAvPW0AIC9Mx.jpg
    HH5WAvPW0AIC9Mx.jpg
    54.4 KB · Views: 7
  • HH5WYg_WsAUmFmE.jpg
    HH5WYg_WsAUmFmE.jpg
    31.4 KB · Views: 7
  • starshiptower.jpg
    starshiptower.jpg
    50 KB · Views: 4
  • HIEFK0mW0AIH5xq.jpg
    HIEFK0mW0AIH5xq.jpg
    96.7 KB · Views: 5
  • HIEFJrBXwAALuiq.jpg
    HIEFJrBXwAALuiq.jpg
    81.1 KB · Views: 8
  • starshiptower1.jpg
    starshiptower1.jpg
    85.6 KB · Views: 7
Not sure why the frost doesn't animate. It should scale based on the fuel level. I can remove all fuel and it goes away and add fuel but no animation until full?
FUELMASS=GetPropellantMass(hProp1);
fuel_percent1 = int(100 * (GetFuelMass()) / (FUELMASS));
SetAnimation(anim_FROST, fuel_percent1);

This is in

void ss_upper::clbkPreStep(double SimT, double SimDT, double MJD)
{
 
@BrianJ Any idea on this.
double fuelmass1 = GetFuelMass();
FUELMASS = GetPropellantMass(hProp1);// main fuel
fuel_percent1 = int(100 * (fuelmass1) / (FUELMASS));//difference of ful tank versus current fuel
SetAnimation(anim_FROST, fuel_percent1);//animate frost level based off of percent of tank

sprintf(oapiDebugString(), "fuel_percent1 %0.4f fuel_mass %0.4f,fuel_mass1 %0.4f", fuel_percent1, FUELMASS, fuelmass1);

All values are 0.000. What I what is get the current fuel amount and check against full amount and that percent is the amount for the frost animation
 
Thanks.
@BrianJ Any ideas?
anim_FROST = CreateAnimation(0);
static UINT frostGrp[1] = { 0 };//21,27,39,41,42,48,62,122,132,131
static MGROUP_SCALE FROST(2, frostGrp, 1, _V(0, 0, 11.84), _V(1, 1, 1500));
AddAnimationComponent(anim_FROST, 0, 1, &FROST);
static UINT frost1Grp[1] = { 1 };//21,27,39,41,42,48,62,122,132,131
static MGROUP_SCALE FROST1(2, frost1Grp, 1, _V(0, 0, -31.3403), _V(1,1, 3500));
AddAnimationComponent(anim_FROST, 0, 1, &FROST1);
The animations works on the pad but once launched it doesn't act the same?
hMStg2 = oapiLoadMeshGlobal("Starshipversion3/starshipvers3A");
SetMeshVisibilityMode(AddMesh(hMStg2, &STG1STG2_OFF),MESHVIS_ALWAYS);

hMhull = oapiLoadMeshGlobal("Starshipversion3/booster19");
SetMeshVisibilityMode(AddMesh(hMhull, &STG1_OFF),MESHVIS_ALWAYS);


HMFROST = oapiLoadMeshGlobal("Starshipversion3/booster19FROST");
SetMeshVisibilityMode(AddMesh(HMFROST, &STG1_OFF), MESHVIS_ALWAYS);

Now I get a ctd when I separate to the booster??
 

Attachments

  • boosterfrost2.jpg
    boosterfrost2.jpg
    46.7 KB · Views: 3
  • boosterfrost3.jpg
    boosterfrost3.jpg
    23.3 KB · Views: 3
  • starshipfrost1a.jpg
    starshipfrost1a.jpg
    68.5 KB · Views: 4
@BrianJ
thanks. for that code. Something is wrong

the scaling works on the pad but once launch is is wrong. I can adjust the fuel in Vessel builder and it works.

But then I started to get a CTD when it separates?

If I set the animation at .5 it works no ctd.
CONFUSED
void ss_upper::clbkPreStep(double SimT, double SimDT, double MJD)
{
// double current_fuel = GetPropellantMass(hProp1);
//double max_fuel = GetPropellantMaxMass(hProp1);
//double fuel_fraction = current_fuel / max_fuel;
//sprintf(oapiDebugString(), "fuel_percent1 %0.4f ", fuel_fraction);




SetAnimation(anim_FROST, .5);

}

No CTD.
But If I uncomment I get a CTD when it separates????????????
 

Attachments

  • frostathalf.jpg
    frostathalf.jpg
    20.3 KB · Views: 2
Back
Top