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Old 02-21-2020, 12:36 AM   #1111
gattispilot
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Thanks. so IF I do this it really would be for sts1-5 no HUD.

The only think I can add to is the aft side CRT.

I suppose the GPC simulated those screens. I haven't made a MFD so makeing those for me will be hard

Last edited by gattispilot; 02-21-2020 at 12:43 AM.
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Old 02-22-2020, 09:44 AM   #1112
White Owl
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Do I understand correctly that the instruments in the MCDS version are just a texture, and non-functional? If that's the case, then I suggest leaving the HUD installed. Sacrifice a tiny bit of authenticity for increased usability.
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Old 02-22-2020, 11:41 AM   #1113
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Quote:
Originally Posted by White Owl View Post
 Do I understand correctly that the instruments in the MCDS version are just a texture, and non-functional? If that's the case, then I suggest leaving the HUD installed. Sacrifice a tiny bit of authenticity for increased usability.

No and Yes. On the early shuttle version the 3 crt are coded as MFD. So they are functionally. The aft CCTV are MFD also. So you can use the Camera MFD. The only textured one is the aft side one.
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Old 02-22-2020, 01:36 PM   #1114
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I meant the actual flight instruments on the instrument panel. Attitude indicator, altimeter, mach meter, VSI, etc. The "steam gauges" that a player would use to fly the orbiter through reentry and landing in cockpit view. If those aren't usable (and believe me I'm not suggesting you tackle that huge project to make them usable!) then we'll need something else to read in flight, and the little CRTs aren't in a good spot. That's why I suggest leaving the HUD for those few flights.
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Old 02-22-2020, 02:10 PM   #1115
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Oh. yes they are textures just as the original sf and Atlantis are.
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Old 02-25-2020, 11:02 AM   #1116
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So my goal was too get the Sf back and running in 2016. Added some thing like eva,...

BUT other add on may need to be updated. I think once a base add on is done then work can be done to the add-ons. Things like add eva to the space lab,......

---------- Post added 02-25-20 at 05:02 AM ---------- Previous post was 02-24-20 at 05:35 AM ----------

So I have a beta out for testing. Other than some minor scn fixes looks good. One issue? is using CTRL + ALT and the arrow key in the VC. It may move your view outside of the cockpit. I thought the CTRL + ALT may be using when accessing the aft station to control the payload doors.
So this needs to be set:


CTRL ALt left arrow:AFt section:
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Old 02-26-2020, 11:52 AM   #1117
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So the ET Fuel Tank doors. On launch they should be open, right? Then after ET jettison they are closed, right? So right now they are manually controlled.

Should they be automatic? Might take some coding. So if ET attachment is empty (ET Jettison) closed doors.


Also we made 2 basic ET's white and Orange. They are just meshes so new one can be created to match the different variations.




based off this:
http://axmpaperspacescalemodels.com/...l-Markings.pdf

Last edited by gattispilot; 02-26-2020 at 01:52 PM.
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Old 02-26-2020, 03:05 PM   #1118
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Manual for the ET doors is fine. I don't think that different tanks other than white or orange is necessary.
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Old 02-27-2020, 09:11 AM   #1119
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My opinion: I like manually controlled features. Playing with all the widgets and gadgets is a large part of the fun.
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Old 02-27-2020, 01:31 PM   #1120
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So on EVA. This is what I have:
So using the Eva window:
Open the hatch on the external airlock or shuttle bay. Then create an EVA person (4 of them). This creates a EVA guy and attaches to a movable point. Focus is switched to the eva guy. Then open the eva window. Here you can move around and move the guy arms,.......
So From the shuttle focus there is a tether button. What that does is re attach the eva to the tether. So if you move the guy to a PFR,.... and attach them to it. Move the PFR around. To get movement back to the eva guy you re tether. It will attach them to where you left the tether.
So to Get back in the shuttle. Move back to the hatch switch focus to shuttle and press EVA. it should delete your guy if close enough.

I have a PFR and MFR as vessel that you can attach the eva guy too and then rotate,.....

Last edited by gattispilot; 02-28-2020 at 01:10 PM.
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Old 02-27-2020, 03:55 PM   #1121
Donamy
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Can you bend the knees, ankles and waist ?
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Old 02-28-2020, 01:22 PM   #1122
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Quote:
Originally Posted by Donamy View Post
 Can you bend the knees, ankles and waist ?
Yes

---------- Post added 02-28-20 at 07:22 AM ---------- Previous post was 02-27-20 at 05:21 PM ----------

So an issue. The OMS texture
Code:
// --------------------------------------------------------------
// Initialise the thrusters for the orbital maneuvering system
// --------------------------------------------------------------
void Atlantis::CreateOMS()
{
	th_oms[0] = CreateThruster (THRUSTREF_OMSL, THRUSTDIR_OMSL, ORBITER_OMS_THRUST, ph_oms, ORBITER_OMS_ISP0, ORBITER_OMS_ISP1);
	th_oms[1] = CreateThruster (THRUSTREF_OMSR, THRUSTDIR_OMSR, ORBITER_OMS_THRUST, ph_oms, ORBITER_OMS_ISP0, ORBITER_OMS_ISP1);
	// we don't yet define a thruster group for the OMS engines
	// They will be assigned to the MAIN group as soon as the ET is jettisoned
	for (int i = 0; i < 2; i++)
		AddExhaust (th_oms[i], 4.0, 0.5);

	PARTICLESTREAMSPEC OMSex = {
		0, .5, 1000, 5.0, 06, 0.1, 1.5, 0, PARTICLESTREAMSPEC::EMISSIVE,
		PARTICLESTREAMSPEC::LVL_LIN, 1, 1, PARTICLESTREAMSPEC::ATM_FLAT, 6e7, 12e7
	};

	AddExhaustStream(th_oms[0], _V(-1, 0, -15), &OMSex);
	AddExhaustStream(th_oms[1], _V(1, 0, -15), &OMSex);








}


In regular graphics similar but the particles disappear faster.
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Old 02-28-2020, 07:44 PM   #1123
asbjos
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Probably due to your very high particle creation rate of 1000 Hz. With a lifetime of 0.1 seconds and emission speed of 5.0 m/s, you will have 100 particles (each with its own texture) within a distance 0.5 meters. That is way too many.

Depending on what effect you want, I would recommend you to reduce the frequency with a factor of 10. So something like 100 Hz.
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Old 02-28-2020, 10:24 PM   #1124
gattispilot
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Thats so I redid it.
But It it like a missing texture so just white boxes?

Code:
void Atlantis::CreateOMS()
{
	th_oms[0] = CreateThruster (THRUSTREF_OMSL, THRUSTDIR_OMSL, ORBITER_OMS_THRUST, ph_oms, ORBITER_OMS_ISP0, ORBITER_OMS_ISP1);
	th_oms[1] = CreateThruster (THRUSTREF_OMSR, THRUSTDIR_OMSR, ORBITER_OMS_THRUST, ph_oms, ORBITER_OMS_ISP0, ORBITER_OMS_ISP1);
	// we don't yet define a thruster group for the OMS engines
	// They will be assigned to the MAIN group as soon as the ET is jettisoned
	for (int i = 0; i < 2; i++)
		AddExhaust (th_oms[i], 4.0, 0.5);

	PARTICLESTREAMSPEC OMSex = {
		0, .5, 100, 5.0, 06, 0.1, 1.5, 0, PARTICLESTREAMSPEC::EMISSIVE,
		PARTICLESTREAMSPEC::LVL_LIN, 1, 1, PARTICLESTREAMSPEC::ATM_FLAT, 6e7, 12e7
	};

	AddExhaustStream(th_oms[0], _V(-1, 0, -15), &OMSex);
	AddExhaustStream(th_oms[1], _V(1, 0, -15), &OMSex);


---------- Post added at 04:24 PM ---------- Previous post was at 02:22 PM ----------

So in 2010 sf oms burn. No exhaust just particles

but the Atlantis just exhaust:
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Old 03-01-2020, 02:10 PM   #1125
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So the ASE and IUS? Having issues with them.



here you see the pivot is offset of center

So here you see it layout:


It looks as if the IUS is a bit short. it is to be 5.2 Meters and the mesh is 4.8.
I would be nice to have more dimension.

But it looks like the band on the IUS goes in the ASE?

It looks like the MAgellan dish is too large. It cuts into the cargo bay. It is 12 ft but the mesh is 15.7

Good image of IUS placement. Looks like that band is front of the ASE


Last edited by gattispilot; 03-02-2020 at 02:13 PM.
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