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  1. N_Molson

    Modeling Thrust Vectors in Orbiter

    So I'm using asbjos concept with great success, those "Control Surfaces" are indeed more than just that and can be used to simulate quite a lot of mechanical systems that have some kind of inertia. :cool: We could even simulate different responsivity levels on each pitch, yaw and roll channels.
  2. N_Molson

    Request Long March rockets

    Boosters separation :
  3. N_Molson

    Project Orbiter economic simulation

    I just sent a detailed post to Ironrain so he can do that. (y) As soon he does that I'll pull a request for a "Parking Brake MFD", so that people can use that "feature" without having to code themselves.
  4. N_Molson

    Project Orbiter economic simulation

    I made it work ! awesome ! I took the code from Jarmonik linked above, and made minor modifications. The most challenging part was to find the right coordinates. Those are Polar Coordinates and they are expressed in RADIANS. So here's the procedure : 1) Use a scenario file or the Scenario...
  5. N_Molson

    Request Long March rockets

    OK I got it I was on "True Fullscreen No Alt-Tab" and that mode disables antialiasing. Much better now :
  6. N_Molson

    Modeling Thrust Vectors in Orbiter

    There I used parent animations. The result might not be ultra-accurate but it works rather well.
  7. N_Molson

    Request Long March rockets

    1 hour before Tianwen-1 launch : Lightning towers done :cheers: My antialiasing is awful ; it works better in other games. What could I do to improve thing (the NVIDIA control panel doesn't seem to do anything) ?
  8. N_Molson

    Project Orbiter economic simulation

    Please please sticky that ; I'm pretty sure that many people did not like O2016 too much because it was a hassle to keep a vessel landed. Maybe with a small code sample ? Is it possible to apply the landed state in clbkPreStep, so that we could be sure it won't move at all ?
  9. N_Molson

    Project Orbiter economic simulation

    @Face : so we may use this to make landed things like launchpads dead stable even at high time warp ? That would be quite a breakthrough !
  10. N_Molson

    Modeling Thrust Vectors in Orbiter

    Ah that's very smart !! :hailprobe: My core stage has no fins so it will work perfectly ! Now you're saying that, those big fins on the Long March 5 make a lot of sense... As the rocket ends the roll program, it has already built enough speed for the fins to do the stabilizing job. At MaxQ it...
  11. N_Molson

    Request Long March rockets

    With the CASC decal on the second stage : Also found an interesting view of the launchpad. It seems that platform on which sits the rocket is on rails, and moves from the VAB which is 3 km away. Then it "docks" with the tower we can see here, that's the point of those orange structures on the...
  12. N_Molson

    Request Long March rockets

    Stripes or checkers on a vehicle always look good, also made those metallic rings a separate material (can't see it there but it should shiny and a bit reflective) :
  13. N_Molson

    Modeling Thrust Vectors in Orbiter

    Also I was wondering : how can I translate the output thrust vector into an animation value (which should between 0 and 1) ? If I take the x or y components of my output vector, I have of course very small values... How can I scale that back to a 0 to 1 range ? Again there's a mathematic tool...
  14. N_Molson

    New Release D3D9Client Development

    That Tianwen looks much better !! :hailprobe:
  15. N_Molson

    Request Long March rockets

    Launch preparations are well underway :
  16. N_Molson

    Modeling Thrust Vectors in Orbiter

    Alright so the idea is to make a "mixing function" between say the pitch channel and the roll channel. From what I understand from Atlantis samples (a 3-engines configuration), Martins did it that way. The trick is that to achieve a "clean" roll manoeuver your thrusters have to move in exact...
  17. N_Molson

    Modeling Thrust Vectors in Orbiter

    I managed to implement this for each of my 4 radial boosters, which gives very good control on pitch and yaw. Each pair of opposed have a slighltly different matrix where the pitch and yaw inputs are inverted. Many thanks for the input, I think I'm beginning to grasp the matrix concept and how...
  18. N_Molson

    Request Long March rockets

    Ahah no I use a "sunrise" launch scenario which gives interesting lighting. I might consider that for the boosters engines. The core booster has those cooling loops all over the nozzle pretty much like the SSME (difference is that those are open-loop engines that just dump the LH2 coolant...
  19. N_Molson

    Modeling Thrust Vectors in Orbiter

    It... it worked !! Awesome ! The controls are inverted, but that should be easy to fix. The force vector in Orbiter is perfectly consistent, it keeps the same lenght during the gimbal process. This is exactly what I wanted to do. Even better, my engines boosters have a 4.5 DEG tilt outwards. I...
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