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Old 02-06-2020, 01:20 PM   #1
Abdullah Radwan
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Default Updated G42-200 Starliner

The G42-200 is a state-of-the-art aircraft capable of accelerating out of the atmosphere and into low earth orbit - Categorized as a spaceplane, the G42 features airliner-like handling characteristics which makes it optimal for low-cost space travel and cargo lifting based on conventional or mildly adapted airfields at a fraction of the costs usually associated with space operations.

Fitted with a set of two RT66 Turbo-Rocket Hybrid cycle jet engines, and the ground-breaking RAMCASTER ram/scramjet system, the G42 can reach orbital velocity by simply flying out of the atmosphere, ascending as an airplane relying on its wings for lift, ultimately firing its engines in pure-rocket mode for a final boost towards orbit.

General features:
  • Highly detailed DVC with oodles of clickable switches, 6 functional EICAS displays and 6 MFD's.
  • Realistic flight dynamics and engine model, featuring simulated fuel pumps, startup/shutdown, wing positions, flight controls and more.
  • A wealth of animated moving parts on both the VC and the exterior model.
  • Custom sounds including proper turbines ramp-up/down effects.
  • A large bay that can carry up to 8 UCSO cargoes.
  • Improved model and textures since the last release.
  • Full D3D9 graphics client compatibility.
Download from OHM: Updated G42-200 Starliner.

GitHub repository: https://github.com/abdullah-radwan/G42-200.

This is the updated version of Moach's original spaceplane.

Changes from the last version:
  • Added: Header file generation to the 3DS Max Orbiter mesh tool.
  • Added: Landing, taxi, and docking light.
  • Added: ADI ball.
  • Added: 2 Hydraulic systems.
  • Added: Gear emergency release system.
  • Added: Fuel lines.
  • Added: Undocking handle.
  • Added: HUD color and brightness buttons.
  • Added: Anti-slip autopilot.
  • Added: Fuel dump system.
  • Added: Bay door switch.
  • Added: Docking supply system.
  • Added: Warning system, with V1 and rotate callouts.
  • Added: RCS doors logic.
  • Added: APU Pack B.
  • Changed: 3DS Max tools are now utilities instead of macro scripts.
  • Changed: RCS and OMS are now separated systems.
  • Changed: Ramcaster engine coefficient.
  • Changed: Landing gears damping coefficient.
  • Removed: Useless and inoperative switches.
Note: XRSound support is dropped due to static/dynamic mismatch. Use SoundBridge instead.

Last edited by Abdullah Radwan; 02-28-2020 at 01:08 PM.
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Old 02-06-2020, 10:10 PM   #2
Interceptor
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This looks really great thanks for all of the hard work,is there any way you could add exterior lights to the model in the future,I think that would be a nice touch.
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Old 02-07-2020, 02:42 AM   #3
jgrillo2002
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Nice work on this. couple of tries and I actually got the thing to orbit. My issue is that some of the documentation is a little vague on what Im suppose to do. but besides that, superb.
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Old 02-07-2020, 04:06 AM   #4
Abdullah Radwan
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Quote:
Originally Posted by Interceptor View Post
 This looks really great thanks for all of the hard work,is there any way you could add exterior lights to the model in the future,I think that would be a nice touch.
The next release will have exterior lights.

Quote:
Originally Posted by jgrillo2002 View Post
 Nice work on this. couple of tries and I actually got the thing to orbit. My issue is that some of the documentation is a little vague on what Im suppose to do. but besides that, superb.
Yes, the manual isn't really that good. I just wanted to release it before I become busy.

The next release will have a step-by-step guide to launch to ISS.

Thank you for the feedback!
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Old 02-07-2020, 09:26 AM   #5
Interceptor
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Nice work so far,I just got the G42-200 into orbit she flys beautifully.Thanks and looking forward to future releases.
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Old 02-15-2020, 11:04 PM   #6
reicou
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Would it be possible to have hover engines for vertical takeoff on the moon?
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Old 02-16-2020, 05:56 PM   #7
Abdullah Radwan
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Quote:
Originally Posted by reicou View Post
 Would it be possible to have hover engines for vertical takeoff on the moon?
No, at least for now. The current aircraft design doesn't have any hover engines.
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Old 02-16-2020, 07:20 PM   #8
PhantomCruiser
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I think the intent of the Starliner was to be "future-realistic(ish)", reading back on the development thread, it seems there were great pains to make the tech, without resorting to magic.
The result is a very slick looking spaceplane, that is something I think could be seen in the skies inside the next 50 years or so (if someone had the money).

It doesn't work (for me) though to make it into something that'll land on the moon. Add that, and it becomes "magic" over "math". Now if it carried a small spacecraft/spaceplane to use as a lander. That, I'd be more inclined to believe. I've not tried taking the Starliner to the moon though.

The G42-200 and the DG-EX are by far two of my favorite craft to fly. For the reason that you actually have to FLY it to orbit. The DGIV and all the XR's are very nice, but they prompt me into laziness with their autopilots. In fairness though, real astronauts would be using those autopilots.

Last edited by PhantomCruiser; 02-16-2020 at 07:23 PM.
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Old 02-28-2020, 01:03 PM   #9
Abdullah Radwan
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WIP 306 released.

I didn't have time to add the step-by-step guide to ISS. If anyone wants to make it, you're more than welcome to do.

Currently, I have a problem with the sound. With Orbiter Sound SDK, you can't have more than 60 sounds. I can't use XRSound due to its library being static, while everything else is dynamic.

I might make something like a dynamic wrapper for XRSound.

Last edited by Abdullah Radwan; 02-28-2020 at 01:12 PM.
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Old 02-28-2020, 02:52 PM   #10
jangofett287
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Quote:
Originally Posted by Abdullah Radwan View Post
  I can't use XRSound due to its library being static, while everything else is dynamic.
What's the problem exactly? I've always found static libs easier because you just add them to the linker settings and it works. With dynamic libs there's a dll to end up in the wrong folder, plus dllimport/export and something to do with ordinals I never quite understood.
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Old 02-29-2020, 06:26 PM   #11
Abdullah Radwan
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Quote:
Originally Posted by jangofett287 View Post
 What's the problem exactly? I've always found static libs easier because you just add them to the linker settings and it works. With dynamic libs there's a dll to end up in the wrong folder, plus dllimport/export and something to do with ordinals I never quite understood.
Since G42-200 and UCSO are dynamic libraries, it can't be built with static libraries like XRSound. I don't want to make everything static.

Anyway, I have already made a dynamic XRSound wrapper. I should publish it soon.
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Old 03-01-2020, 01:11 AM   #12
jangofett287
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Quote:
Originally Posted by Abdullah Radwan View Post
 Since G42-200 and UCSO are dynamic libraries, it can't be built with static libraries like XRSound.
Thats... not how that works. You can definitely mix static and dynamic libraries. It would be rather stupid if you couldn't.
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Old 03-01-2020, 03:06 PM   #13
Abdullah Radwan
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Quote:
Originally Posted by jangofett287 View Post
 Thats... not how that works. You can definitely mix static and dynamic libraries. It would be rather stupid if you couldn't.
What about the LNK2038 error: mismatch detected for 'RuntimeLibrary': value 'MTd_StaticDebug' doesn't match value 'MDd_DynamicDebug'?
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Old 03-05-2020, 03:06 PM   #14
Cras
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assuming this is for 2016 with no chance of being ported back to 2010?
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Old 03-05-2020, 04:10 PM   #15
Face
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Quote:
Originally Posted by Cras View Post
 assuming this is for 2016 with no chance of being ported back to 2010?
Since it is MIT licensed, the chance is there.
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