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Old 05-01-2016, 02:46 AM   #61
Donamy
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Newest build.
Attached Files
File Type: zip BlueOrigin1.zip (4.34 MB, 25 views)
File Type: zip BlueOrigin2.zip (2.87 MB, 20 views)
File Type: zip BlueOrigin3.zip (177.5 KB, 17 views)
File Type: zip BlueOrigin4.zip (2.51 MB, 18 views)
File Type: zip BlueOrigin5.zip (3.55 MB, 18 views)
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Old 05-04-2016, 03:18 AM   #62
Donamy
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Urwumpe,

Any luck with the New Shepard and CCC ?
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Old 05-04-2016, 07:29 AM   #63
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Quote:
Originally Posted by Donamy View Post
 Urwumpe,

Any luck with the New Shepard and CCC ?
Not much yet*, but I'll have four days off work from tomorrow on (German Vatertag)... with really bad weather prognosis. Should have some time to finally get the tougher parts done.


*Had only 6 hours for the Blue Origin stuff in the past two weeks, lots of annoying OSI layer 8 problems to be solved at work.
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Old 05-05-2016, 02:20 AM   #64
Donamy
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Notebook,

Any luck with the level nine tiles ?
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Old 05-05-2016, 07:35 AM   #65
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Sorry Donamy, real life and seeing how much time the tiles will take has brought it to a halt. As you probably know, mixing tile resolutions is difficult, especially with desert!. I've tried to match lvl9 and lvl7, but it looks awful. So, it will have to be lvl9 everywhere. That will take a long time

I won't give a time again, but I will finish it.

N.
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Old 05-05-2016, 06:42 PM   #66
Donamy
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Thanks for the reply. I understand about real life stuff, (been there, done that). If you could start on the area, around the assembly building first. I could retouch them to get rid of the artifacts. If not no problem.
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Old 05-06-2016, 07:44 AM   #67
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Hi Donamy. Corn Ranch is a bit of a beggar!
The two pads, and the South and East areas are all connected by roads...straight ones. Any miss-match on the tiles, and it stands out like a sore thumb, so they have all to be the same level.
Also, I can't start at a distance, and work back to the tiles origin, the errors are too large. Have to start at the base, and work out, matching as I go.
Once my system is setup, and I can get into a routine, I make a few dozen tiles a day.
Not helped by Windows 10 not saving my Paintshop Pro 9 installation when I let it rebuild after another session of missing start menu! Have to look for my disk now, ho-hum.

N.
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Old 05-06-2016, 05:55 PM   #68
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Donamy, the propulsion module looks like it is the "transport state" version and lacks the aft fins here, is there something I need to know about it?

(Funnily, the fin groups are defined in the mesh, according to ssumeshc)
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Old 05-06-2016, 06:33 PM   #69
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I don't think I made a mesh in the transport state.
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Old 05-06-2016, 07:06 PM   #70
Urwumpe
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Quote:
Originally Posted by Donamy View Post
 I don't think I made a mesh in the transport state.
Then we experience real magic here. Look at the bottom of the stage, where a fin should be.

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Old 05-06-2016, 07:10 PM   #71
Donamy
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Are they inside, or inverted ?
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Old 05-06-2016, 11:39 PM   #72
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Quote:
Originally Posted by Donamy View Post
 Are they inside, or inverted ?
Does not look so. its only happening on one quadrant and all other animations based on the same ini file look good.



(aside of some sign flipping to have only position animation angles, because negative animation angles annoy me)

EDIT: By commenting three animations out, I have 3 fins. OK, could be error on my side, but the new objects are strange

EDIT: And now I have also the other fin. OK, looks like I messed some animation axis up somewhere. Still the strange pads on one quadrant keep on existing (where the mouse cursor points to in the screen shot)

EDIT: Works now partially... looks like I had only terribly borked up the function to mix roll and yaw or pitch into a fin motion that allows using the full range of motion.

---------- Post added 05-07-16 at 01:39 AM ---------- Previous post was 05-06-16 at 10:18 PM ----------

The problematic object is

Group indexC++ identifierLabel
70GRP_FILTERS_PMfilters

It is translated into the propulsion module if you press "7" (ANIM_SEQ_7) in the genericvessel.dll version.
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Old 05-07-2016, 03:23 AM   #73
Donamy
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Yes, the animation step is wrong in the .ini

It should be:
Code:
[ANIM_COMP_66]  ; filter hide
SEQ=7
GROUPS=70
RANGE=(0.0,1)
TYPE=TRANSLATE
SHIFT=(0,-1.0,0)
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Old 05-08-2016, 08:59 PM   #74
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Guess work 0.3: How many nozzles does the single abort engine have? It is clearly solid and in the abort test, the flames of a burnt-out SRM are visible towards the edge of the capsule, so I am sure it is more than one nozzle.

Three nozzles would not work, because of the design of the ring fin of the PM (One nozzle would fire directly at one strut of the fin in the best case, obstructing the nozzle and causing turbulence and death for the next few microseconds). four or two would be the options right now. A four nozzle SRM would use most of the volume below the floor of the capsule. With four nozzles, a full three axis attitude control could also be achieved with one-axis gimbals on the SRM. Two nozzles would fit into a smaller volume, but would mean more complex TVC.

What would Jeff Bezos do?
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Old 05-08-2016, 10:14 PM   #75
Donamy
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Simplest ?
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