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Old 08-05-2018, 12:26 PM   #31
francisdrake
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Quote:
I'm surprised it doesn't cause problems with "Landed" status or getting flung into space
You are welcome! In fact, while the result is simple, it took some experimenting to get there. The soft springs deform a lot, so the touchdown points need to be a little further down than usual, to avoid 'bottoming out' or sinking below the waterline.

The oscillation frequency is a result of mass, moment of inertia, spring stiffness and damping. You may want modify (soften) the stiffness even further to get a low-frequency wobbling, as the Dragon has less mass than the Orion.
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Old 08-20-2018, 05:36 PM   #32
pclaurent
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Absolutely great. Many thanks
Philippe
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Old 08-20-2018, 10:59 PM   #33
barrygolden
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Don, you and Brian have hit a home run. Still trying to get more info about service module but might need to be James Bond there seems to be some close kept secrets but working on it. There is a deployable device to use the targets on the docking port is might keep that in mind during an update.
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Old 08-20-2018, 11:06 PM   #34
Donamy
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I figured a docking camera and a light, with lazer tracking.
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Old 08-27-2018, 05:49 PM   #35
BrianJ
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Update 180827 on OH:
Added Port/Starboard acquisition lights, Docking Spotlight, Lidar.
(Spotlight 100m range, Lidar aligns between PVT targets on IDA)

Added Drogue+Main Chutes "Safe/Armed" function (just for fun ;-)

Moved Main Chutes attach point and splashdown/chute-collapse sequence.

Unobscured "Glass Cockpit" view.

Still to do:
Windows transparent from exterior.
(I tried making holes in the mesh, but it does bad things to the normals.
Think it can be done by transparent mesh + mesh sequence adjustment.)

Suggestions welcome. Thanks to francisdrake for help with Touchdown points.

Cheers,
BrianJ
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Old 08-27-2018, 06:01 PM   #36
fred18
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Originally Posted by BrianJ View Post
 Still to do:
Windows transparent from exterior.
(I tried making holes in the mesh, but it does bad things to the normals.
Think it can be done by transparent mesh + mesh sequence adjustment.)

Suggestions welcome. Thanks to francisdrake for help with Touchdown points.
Which 3d software do you use for modelling?
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Old 08-27-2018, 06:05 PM   #37
BrianJ
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Originally Posted by fred18 View Post
 Which 3d software do you use for modelling?
GMax.
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Old 08-27-2018, 08:00 PM   #38
Donamy
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Quote:
Originally Posted by BrianJ View Post
 Update 180827 on OH:
Added Port/Starboard acquisition lights, Docking Spotlight, Lidar.
(Spotlight 100m range, Lidar aligns between PVT targets on IDA)

Added Drogue+Main Chutes "Safe/Armed" function (just for fun ;-)

Moved Main Chutes attach point and splashdown/chute-collapse sequence.

Unobscured "Glass Cockpit" view.

Still to do:
Windows transparent from exterior.
(I tried making holes in the mesh, but it does bad things to the normals.
Think it can be done by transparent mesh + mesh sequence adjustment.)

Suggestions welcome. Thanks to francisdrake for help with Touchdown points.

Cheers,
BrianJ

I can help with the windows if you need.
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Old 08-27-2018, 08:40 PM   #39
francisdrake
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Many thanks for the update!

Quote:
I tried making holes in the mesh, but it does bad things to the normals.
When making holes in the mesh in Gmax, the normals are not an issue to me. My sequence is like this:

Make piercing body. Typically I use a 2D-rectangle with rounded corners, extrude it to 2 m. No material.

Select outer vessel shell. New Object tool, compound object drop down menu. Boolean.
Pick operand B, copy. (The piercing body will be needed later again).
Select the piercing body.
Cut. Remove inside. Manually delete any vertices not in the intended section curve (often remnants of the copied piercing body).

Convert the boolean object to Editable shell!
Always convert to editable shell before doing anything to a boolean object.

Repeat for inner shell (pressurized shell).

Then select the piercing body and intersect it first with the outer shell, then with the inner shell. This is to create the 'window sill covering the hollow between inner and outer shell.

Finally intersect the piercing body with the outer shell, remove outside, to create a window pane.

To tidy up welding of some close-together vertices may be necessary.
Finally delete the piercing body.

It is a tedious process, but aside from that it usually works without side effects. Sorry for the lengthy post ...
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Old 08-28-2018, 12:49 AM   #40
Donamy
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AC3D works basically the same way. they just use different names for the process.
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Old 08-28-2018, 10:31 AM   #41
BrianJ
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Quote:
Originally Posted by Donamy View Post
 I can help with the windows if you need.
Hi Don, if you can make window holes in the outer shell (inner shells are done) that would be great. I found that whatever I did, the external normals didn't look right (to the point of being unacceptably wonky). As I previously mentioned, I think I can make the windows work by arranging the mesh and group sequence correctly (but this impacts on animations, mesh deletions etc. so I haven't got around to it yet!). Anyway, if you have any success making window holes, drop me a line :-)EDIT: Problem solved! See post below....


@francisdrake - Thanks for the detailed post! Yes, I use the Boolean functions for making window holes too. Works pretty well most of the time. For some reason not working for me in this instance.


Cheers,
BrianJ

Last edited by BrianJ; 08-28-2018 at 11:53 AM.
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Old 08-28-2018, 11:52 AM   #42
BrianJ
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@Donamy - Don't worry about making holes! The mesh-group-sequencing method works fine. Just need to do the Hatch window now....
Click image for larger version

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Old 08-28-2018, 12:20 PM   #43
Donamy
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I do't think the capsule has a window in the hatch now. If it does, it is round and not oval. Pretty sure.
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Old 08-28-2018, 02:06 PM   #44
BrianJ
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Quote:
Originally Posted by Donamy View Post
 I do't think the capsule has a window in the hatch now. If it does, it is round and not oval. Pretty sure.
Good point, think you're right. Will check how it looks.
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Old 08-28-2018, 02:08 PM   #45
Donamy
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Quote:
Originally Posted by BrianJ View Post
 Good point, think you're right. Will check how it looks.

I'm reworking the mesh now. The thruster locations are different on it now also.
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