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Old 08-12-2017, 11:52 AM   #16
BrianJ
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Update 170811 on OH:
Now requires "CONTEXT SpaceX" line in scenario Environment section to define SpaceX configuration launch pad.
Installation requires editing Config/Earth.cfg file.
See the readme.txt for full details.
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Old 05-10-2018, 01:01 PM   #17
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Update v.180510 on OH:
Removed RSS.
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Old 09-30-2018, 12:59 AM   #18
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Update 180930 on OH:
Removed last trace of RSS.
Moved FSS tower to accomodate new Crew Access Arm
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Old 09-30-2018, 02:07 AM   #19
Interceptor
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Thanks Brian.
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Old 09-30-2018, 01:20 PM   #20
spacman
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Does your access arm roll back and forth to the rocket. Thank you so much for your work
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Old 09-30-2018, 03:27 PM   #21
BrianJ
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Quote:
Originally Posted by spacman View Post
 Does your access arm roll back and forth to the rocket.
Yes. The Crew Access Arm is actually part of the LC39A "Strongback" vessel in the "Falcon9 for Orbiter2016" package.
Arm is automatically retracted if the Strongback is lowered.
Press B to rotate the Arm while Strongback is in raised position.
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Old 09-30-2018, 03:59 PM   #22
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Thank you it looks great!
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Old 02-02-2019, 07:54 PM   #23
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Cladded up!
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Old 04-07-2019, 07:22 PM   #24
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Update 190407 on OH:

Now with cladding :-)
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Old 06-18-2019, 09:30 AM   #25
fatcat
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Hi Brian et all,

How great is the SpaceX with Orbiter 2016! Thank you so much.
I run it on a mac and it runs fantastic.
Something special about real life spacecraft/rockets.

A tiny, tiny observation Brian. The LC39A water tower has a permanent shadow but also a shadow that moves with the Sun, but it runs under the launch pad textures. I have put an image here. What decides how the shadow renders over/under other objects?
It's a tiny observation, but last time I asked about something, you guys blew us away and came back immediately with the Context parameter to link launch site textures to vessels

Tony
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Old 06-18-2019, 11:56 AM   #26
BrianJ
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Hi,
you'll need to do a little file editing (using Notepad or whatever text editor you have).

If you're using the default Orbiter2016 graphics, you only have the choice of having shadows from the entire pad mesh, or none at all.
Find your /Config/Earth/BaseSpaceX/Canaveral.cfg file, open it and delete the first line that says SHADOW, in this section at the top....
Code:
BEGIN_OBJECTLIST
MESH ; Pad 39A
	FILE lc39a_spacex/lc39a_spacex
	POS -2659 0.1 4640
	ROT 180
	OWNMATERIAL
	PRELOAD
	SHADOW
END
If you're using the D3D9 Graphics Client(I have the R2 version) you can remove only the Water Tower shadow by changing SHADOW to OWNSHADOW....
Code:
BEGIN_OBJECTLIST
MESH ; Pad 39A
	FILE lc39a_spacex/lc39a_spacex
	POS -2659 0.1 4640
	ROT 180
	OWNMATERIAL
	PRELOAD
	OWNSHADOW
END
But you also need to edit the mesh, so find /Meshes/lc39a_spacex/lc39a_spacex.msh, open it, find the line
Code:
LABEL mesh03
and add this line underneath it
Code:
FLAG 0x00000001
Do the same again(add the line FLAG 0x00000001 underneath it) with line
Code:
LABEL mesh01x
Should do the trick :-)

NOTE: It should be possible to use the second method with default Orbiter2016 graphics as well, but I think it's broken.

Cheers,
Brian
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Old 06-19-2019, 09:21 AM   #27
fatcat
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Worked great Brian. I used your second method and it changed both the D3D9 orbiter_ng.exe and default orbiter.exe.
What mesh names would be the launch tower?
Thanks heaps.

Last edited by fatcat; 06-19-2019 at 09:25 AM.
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Old 06-19-2019, 11:45 AM   #28
BrianJ
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Quote:
Originally Posted by fatcat View Post
 Worked great Brian. I used your second method and it changed both the D3D9 orbiter_ng.exe and default orbiter.exe.
What mesh names would be the launch tower?
Thanks heaps.
Hi,
I guess by "launch tower" you mean what I call the FSS? (the tower with the crew access arm attached). The mesh groups for that are:
Code:
LABEL mesh01panel
LABEL mesh01panel01
LABEL mesh102
LABEL mesh102add
LABEL mesh103
LABEL mesh118
LABEL mesh13add
Interesting the OWNSHADOW method works for you with default Orbiter2016 graphics - I wonder why not on mine? (or maybe I'm just not looking carefully!)
Cheers,
Brian
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Old 06-19-2019, 05:24 PM   #29
fatcat
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Super.
I also did the access arm. Just a learning curve. I will probably change back at some stage.
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