Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
OPS8 has all of the pre-entry checkout stuff. Just execute the FCS CHECKOUT steps in the generic Orbit Ops FDF (page 7-13), just skip the SECONDARY ACTUATOR CHECK (APU) on 7-17 and go directly to step 6, APU SHUTDOWN and then head back to OPS2 to regain the DAP.
No. The MECO altitude is always less than your OMS-2 altitude as OMS-2 is meant to circularize the orbit, to lift the perigee out of the atmosphere and prevent an early entry. Remember, initial ascent trajectory is sub-orbital to ensure that the massive ET doesn't fall in populated areas. Hence...
GLS: While you're doing ground stuff, could you deactivate GVA venting at T-4 minutes instead of being coincident with GVA hood retraction as that's when venting from the ET LOX vents stopped as LOX Drainback was initiated.
Yes, everything is calculated relative to the sun so once you get far enough away from it, the precision of the engine just collapses as it is in the end just a double precision floating point integer number. Eventually the numbers get so big that things like docking becomes impossible due to...
Can someone please take another go at this issue: https://github.com/orbitersim/orbiter/issues/382
I have hit a bit of roadblock thanks to no information whatsoever when trying to troubleshoot a CTD issue involving a base cfg file.
This is is the verbose log file output:
*** Orbiter.log...
Another sun issue. The solar disc is not hidden by base meshes as shown in the attached screenshot. The rays are hidden as expected but the disc is still visible when it should be hidden.
Is there a upper limit to the number of metalness textures that a single vessel can use? I've attached a screenshot showing the problem. Despite the radiator panels and Ku band antenna having properly made metal and roughness textures, they're not rendered. Other textures that also have metal...
In that case, it's already possible. This is from the Lua implementation of the default Atlantis:
function define_animations()
local midx = 1 -- mesh index for all external animations
local vidx = 2 -- mesh index for all VC animations
-- ***** 1. Cargo door and radiator animations...
Yes, they're in actual HST EX code, not in the config file. You could could try adding new ones in the config file to see if they override the hard coded ones in the HST EX module.
She was the Orbit 2 (afternoon on-orbit shift in STS FCR) for STS-114 in July 2005. She was also the Orbit 2 (lead ISS shift) CAPCOM during STS-121, the following year.
Just about every GPU on the market can handle 8096x8096 with no issues and no frame drops. My now obsolete 7700K/NVIDIA GeForce RTX 2070 SUPER had no issues handling the super-high res orbiter textures by Wolf.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.