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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.
This is now something that is beginning to irritate me a lot. Is there anything I could on my end to help trace this down? And so far it only happens if I start with a pre-launch scenario. If I start with an on-orbit scenario, everything is very stable and good.
That was an early Demonstration Motor (DM) of the SRM design intended replace the current shuttle SRMs when they have used up that inventory, called the Booster Obsolescence Life Extension (BOLE) booster. They have enough in the inventory to last until Artemis 8.
Noticed that you have an SSRMS Power and Data Grapple Fixture (PDGF) there. Should be a Flight Releasable Grapple Fixture (FRGF). All dimensions are in inches.
https://www.dropbox.com/scl/fi/iqrso2s4uivoh4jbx8pki/FRGF_schematic.jpg?rlkey=4c0ryqm7rvv64efud66881eeq&dl=0
I think that the lateral offset for the keel cameras are incorrect. According to my information, they should be offset 4 inches (0.1016 m) to the left. While the axis is correct, the offset is not. The attached screenshot shows this, the keel camera target is located exactly 4 inches to the left...
I think something is wrong with v1.15 as I'm getting these sporadic CTDs. Nothing in any logs. They mainly happen early in the mission, during terminal count and up to and including the completion of the Post-Insertion checklist, so around T+3 hrs. No specific action seems to trigger them...
Not a good situation:
Xena Cardman and ISS Commander Mike Fincke were due to conduct an EVA today (Thursday, January 8 2026) but it was scrubbed last night due to this situation which was described by NASA as "stable".
Just a heads-up on D3D9Client's implementation of planet shine: It doesn't take in account meshes, so things are being illuminated when they shouldn't. The attached screenshot shows this problem, as the payload bay doors are fully closed and latched and the payload bay floodlights are off, the...
Well, as long as the reflections gets done properly (in the D3D9Client, they're not, only one source of reflections for all of them, leading to incorrect behavior of reflective surfaces).
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