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Default Updated SLS for Orbiter 2016 (and 2010)
by Longjap 09-26-2016, 07:12 PM

Hi guys,

After getting into the wonderful add-on Multistage2015 by Fred18

http://www.orbiter-forum.com/showthread.php?t=35845

I decided to update his SLS inside the package. From one thing came the next and suddenly I have now the whole family of planned rockets with newest speculated specs in orbiter.


I've used and updated some meshes (the EUS and ICPS) from other add-ons like the cool SLS beta from gattispilot:

http://www.orbiter-forum.com/showthr...t=35211&page=2

and it will need francisdrake's great Orion MPCV.

http://www.orbiter-forum.com/showthread.php?t=34839

I'd like to share it with you guys but this will be my first add-on and am a bit illiterate at making an add-on. If anyone could give me some help in compiling it it would be appreciated. It will use Multistage2015 as a base and to me it seems I just have to gather all the files in corresponding folders and make it into a zip file. If I use unique names for the meshes and textures no other add-ons will be harmed I think. So you need to install Multistage2015, Orion MPCV first and then install my add-on right?

Also if anyone of the previous mentioned projects have problems with me using some of the meshes please let me know. Of course I'll give you full credit for it. Maybe we can combine forces also to make an even better updated SLS.

I will wait till Fred18 has released the final MS2015 for 2016 to OH.
Here are some pics:








Edit:
I will add a test zip with the 1a to check if I'm doing things right and so you can check out and report any bugs or if you think the specs of the rocket are off.

Required add-ons:

- Multistage2015 for 2016 by Fred18.

http://www.orbiter-forum.com/showthread.php?t=37611

- Orion MPCV of Francisdrake. See above.

For the SLS tower.

- SLS beta by gattispilot. The tower works in 2016, just don't try to lower the tower it will result in a tumbling mammoth.

http://www.orbiter-forum.com/showthread.php?t=35211

Also needed for night launches is spotlight 2 by BrianJ.

http://orbiter-forum.com/showthread.php?t=21862

After all this extract my zip into your orbiter install.

10-16-2016 Update:

You need spacecraft4 to make use of the cubesats:
http://francophone.dansteph.com/?pag...nguage=english

- ICECUBE: https://en.wikipedia.org/wiki/Lunar_IceCube
- NEA_SCOUT: https://en.wikipedia.org/wiki/NEA_Scout

After Orion separation with ICPS change vessel back to SLS and press "J" to release the cubesats.

Both have animations and only RCS thrust.

SHIFT 1: ON/OFF ;basically turns on lights at the back.
SHIFT 2: SOLAR_DEPLOY ;First stage of solar panel deployment
SHIFT 3: SOLAR_DEPLOY2;Second stage of solar panel deployment. Please wait till first animation is finished.
SHIFT 4: ANTENNAS; Antenna deployment
SHIFT 5: SEND_DATA; Turn on another light that's flickering like your router.
SHIFT 6: SOLAR_SAIL; Only for NEA scout.

Update 11-3-2016

SLS Beta 0.3

Mostly fine-tuned in the fx and visuals department.

- Added more realistic mach effect.
- Tweaked the exhaust and contrails of the SRB's for better feel of power.
- Animated SSME exhaust flame fx for stage 1!
- Falling ice particles on take off.
- Added the Block 1b with Explorer Upper Stage and scenario with a 100 MT deadweight LEO insertion. Add your own payload for deep space exploration.
- Revamped EUS of gattispilot.
- Added a download for Orbiter 2010 specifically.

Download beta 0.3 for Orbiter 2016: https://www.dropbox.com/s/ji23814r0i...A_0.3.zip?dl=0

Download beta 0.3 for Orbiter 2010: https://www.dropbox.com/s/uzo7x1ns5l...02010.zip?dl=0

Last edited by Longjap; 11-14-2016 at 01:34 PM.
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Old 09-26-2016, 07:31 PM   #2
gattispilot
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No problem from me.
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Old 09-26-2016, 11:48 PM   #3
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This is absolutely fantastic. You should have no problems compiling the addon if you're using MS2015.
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Old 09-27-2016, 09:08 PM   #4
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Quote:
Originally Posted by gattispilot View Post
 No problem from me.
Thanks gattispilot!

Quote:
Originally Posted by Kyle View Post
 This is absolutely fantastic. You should have no problems compiling the addon if you're using MS2015.
I've added a zip to the post to try out.
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Old 09-28-2016, 01:56 AM   #5
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Downloading it now! I'll let you know of any suggestions I have tomorrow afternoon.

EDIT: Trying things out really quickly the first thing I notice is the Orion MPCV scenarios seem to CTD. Could be related to the MPCV? Also, these meshes are absolutely stunning. I'll post a more thorough test tomorrow.

Last edited by Kyle; 09-28-2016 at 02:14 AM.
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Old 09-28-2016, 02:18 PM   #6
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Here's an accurate ICPS for your SLS that you can use. All the dimensions are accurate as well as the details:

https://dl.dropboxusercontent.com/u/...8/SLS_ICPS.zip

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Old 09-28-2016, 03:22 PM   #7
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Quote:
Originally Posted by Kyle View Post
 EDIT: Trying things out really quickly the first thing I notice is the Orion MPCV scenarios seem to CTD. Could be related to the MPCV? Also, these meshes are absolutely stunning. I'll post a more thorough test tomorrow.
Yeah I've messed some things up in the scenario's and .ini's. Try removing the RAMP line in the SLS multistage vessel and the vessel entry "empty module launchpad" iirc from the scenario file of the Orions. This might do the trick. I'll update the zip tonight when I have some time.

---------- Post added at 03:22 PM ---------- Previous post was at 03:19 PM ----------

Quote:
Originally Posted by DaveS View Post
 Here's an accurate ICPS for your SLS that you can use. All the dimensions are accurate as well as the details:
Awesome! Thanks DaveS. I'll check it out tonight.
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Old 09-28-2016, 03:55 PM   #8
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If I need to redo the beta SLS with the new ICPS. Let me know
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Old 09-28-2016, 07:06 PM   #9
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Quote:
Originally Posted by Longjap View Post
 Yeah I've messed some things up in the scenario's and .ini's. Try removing the RAMP line in the SLS multistage vessel and the vessel entry "empty module launchpad" iirc from the scenario file of the Orions. This might do the trick. I'll update the zip tonight when I have some time.

---------- Post added at 03:22 PM ---------- Previous post was at 03:19 PM ----------


Awesome! Thanks DaveS. I'll check it out tonight.
Yup! That did the trick. Just flew the SLS EM-1 scenario, here's what I noticed:

1) SLS is launching from the wrong pad. SLS will use LC39B. SpaceX currently uses LC39A.
2) The mach trails that form around the SRB and ET are angled the wrong way.
3) The fairings appear to jettison on the wrong axis.

But everything else looks great!! Visually speaking this looks amazing.
Attached Thumbnails
0003.jpg   0002.jpg  
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Old 09-29-2016, 03:03 PM   #10
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Quote:
Originally Posted by Kyle View Post
 Yup! That did the trick. Just flew the SLS EM-1 scenario, here's what I noticed:

1) SLS is launching from the wrong pad. SLS will use LC39B. SpaceX currently uses LC39A.
2) The mach trails that form around the SRB and ET are angled the wrong way.
3) The fairings appear to jettison on the wrong axis.

But everything else looks great!! Visually speaking this looks amazing.
Nice! It seems I didn't have time to update the zip yet yesterday. I have worked on the new ICPS by DaveS a bit though. I'm learning along the way because the .dds provided with the ICPS got a new layout for me and I was wondering what the hell it did. So I got a bit into UV mapping, downloaded blender, and only to add a US flag to the barrel of the ICPS was quite a quest. It's still clunky but it's on there.

Thanks for your findings. I will move the launchpad to the correct location. I was struggling with the fairings and couldn't find the right axis to jettison. If you can help me find the right way in Multistage2015 would be helpful!

Quote:
Originally Posted by gattispilot View Post
 If I need to redo the beta SLS with the new ICPS. Let me know
I've added the orion adapter from your ICPS to the new one. Also small extended rings at the bottom to resemble the renderings and to line up with the tank adapter.

SLS_ICPS_2.zip



I can now texture spheres.

Last edited by Longjap; 09-29-2016 at 05:24 PM.
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Old 10-01-2016, 05:31 PM   #11
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Almost.
Blender is cool!

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Old 10-03-2016, 10:57 AM   #12
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Ok. I got my SLStower to attach on Fred18's crawler. The one thing I am working on it an attachment system that will move the crawler up the hill to the Launchpad.

But There is a launch tower there already.
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Old 10-04-2016, 12:45 AM   #13
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Quote:
Originally Posted by gattispilot View Post
 But There is a launch tower there already.
If Orbiter 2016 is like Orbiter 2010, you can create a new solar system with a different earth that has the default towers edited out of the meshes list for the base.
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Old 10-04-2016, 01:35 AM   #14
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OK. It looks like it is. I guess I will see if I can get the crawler up the hill. We can deal with the original tower later
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Old 10-04-2016, 03:31 PM   #15
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Quote:
Originally Posted by gattispilot View Post
 Ok. I got my SLStower to attach on Fred18's crawler. The one thing I am working on it an attachment system that will move the crawler up the hill to the Launchpad.

But There is a launch tower there already.
Cool! I can make a scenario for the whole rocket to launch position operation. What boogabooga said might be a good idea. I can also make a new sol system to tweak canaveral base with correct launch tower and remove the shuttle ones. In your case another one with no launch tower so you can move it by crawler into position. You can check the canaveral.cfg in config>earth>base.

These are the lines of the launchpads:
Code:
MESH ; Pad 39B
	FILE KLC39B
	POS -4759.2 0 3001
	ROT 0
	SHADOW
	OWNMATERIAL
	PRELOAD
END
MESH ; Pad 39B ground textures
	FILE KLC39Bground
	POS -4759.2 0 3001
	ROT 0
	UNDERSHADOWS
	OWNMATERIAL
	PRELOAD
END
MESH ; Pad 39A
	FILE KLC39B
	POS -2659 0 4635
	ROT 0
	SHADOW
	OWNMATERIAL
	PRELOAD
END
MESH ; Pad 39A ground textures
	FILE KLC39Bground
	POS -2659 0 4635
	ROT 0
	UNDERSHADOWS
	OWNMATERIAL
	PRELOAD
END
You can remove them if you wish. Make sure you have a backup though.

What are the procedures IRL? I'm curious. Isn't the tower already there when the rocket is moved from the hangar? So the launchpad with rocket is moved? If so, we need to have a tower mesh with no launchpad cause it is brought there by the crawler including the rocket. But I'm not sure about how it works.

Almost done with the updated mesh of the core stage and boosters after doing some work this weekend. Ran into some problems with the shading though. I find it hard to calculate the normals in the correct position.
I've bisected the main cylinder and it freaks out the normals. Whatever I do to recalculate them it's not doing as I wish. Pretty tedious. Is there a way to angle the normals of faces manually in blender?

A little update:



Last edited by Longjap; 10-04-2016 at 06:26 PM.
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