Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Addons > OrbitHangar Addons & Comments
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

OrbitHangar Addons & Comments Addons uploaded at Orbithangar.com will automatically generate a new thread in this forum for comments. The thread link will also be included on the addons page.

Reply
 
Thread Tools
  #1  
Old
OrbitHangar's Avatar
OrbitHangar OrbitHangar is offline
Addon Comments
Arrow FalconHeavy for Orbiter2016
by OrbitHangar 01-27-2018, 04:13 PM


Author: brianj

The SpaceX "Falcon Heavy" launcher.

Features optional Ascent-to-Orbit autopilot and core/booster stage Flyback-EDL autopilot, etc.
Launch Control Panel for payload management, target orbit parameters, flyback mode, liftoff time, etc.

Expendable, No Fairing, Crew Dragon Adaptor, Cargo Dragon Adaptor or Custom Adaptor Mesh options set by .cfg file.

Optional Star48BV kick motor.

Launch scenarios for various test-mass sats and core/booster recovery modes.

Also includes LC39A, SLC40 and SLC4E launchpads, LZ landing pads, ASDS recovery vessels, two Elev_mod tiles for flat LZ areas at KSC and VAFB*.
(*HiRes texture pack only)

Installation and operation details in Doc/FalconHeavy for Orbiter2016/ folder.

Recommended add-ons:
“LC39A SpaceX” modified LC39A launchpad.
https://www.orbithangar.com/searchid.php?ID=7090

Orbiter2015 Hi-Res Texture Pack for West Coast USA “EarthHi_11_05.zip”
https://mirror.orbiter-radio.co.uk/o...thHi_11_05.zip

Big Thanks to Dr.S, Don, Barry, Fred18, IronRain, Kyle and everyone else.



DOWNLOAD
Reply With Quote
Views 11043 Comments 70
Total Comments 70

Comments

Old 01-27-2018, 05:11 PM   #2
Marijn
Orbinaut
 
Marijn's Avatar
Default

Wow. Thank you so much. It looks just like the real Falcon Heavy sitting on the pad now. You did a fantastic job, I really appreciate it.
Marijn is offline   Reply With Quote
Old 01-28-2018, 02:06 AM   #3
fatcat
Orbinaut
Question Hi Res West Coast Textures

Hi Brian et all,

The high res textures for West Coast would be for Vandenberg, yes?

The zip file has 3 folders (Elev, Mask, Surface). Do I drop these folders, as is, into Orbiter 2016 Textures/Earth folder, next to the Archive folder?
Should I see a noticeable improvement in detail when zooming out from the Vandenberg launchpad?
Many thanks

Last edited by fatcat; 01-28-2018 at 11:20 AM.
fatcat is offline   Reply With Quote
Old 01-28-2018, 03:03 AM   #4
Kyle
Armchair Astronaut
 
Kyle's Avatar
Default

Amazing, thank you Brian!!!
Kyle is offline   Reply With Quote
Old 01-28-2018, 01:26 PM   #5
BrianJ
thing
Default

Hi,
Quote:
Originally Posted by Kyle View Post
 Amazing, thank you Brian!!!
Thanks for your interest and feedback.

Quote:
Originally Posted by fatcat View Post
 Hi Brian et all,

The high res textures for West Coast would be for Vandenberg, yes?

The zip file has 3 folders (Elev, Mask, Surface). Do I drop these folders, as is, into Orbiter 2016 Textures/Earth folder, next to the Archive folder?
Should I see a noticeable improvement in detail when zooming out from the Vandenberg launchpad?
Many thanks
You should be able to unzip into Orbiter2016 root folder as usual, but yes you can just drag-drop the Elev, Mask, Surface, folders into the Textures/Earth/ folder, alongside the Archive folder. You should see more detail around VAFB area.

If you don't see any difference, check the folders are in the right place, and also check your "Planet Rendering Options" is set to the default "try cache first, then archive"
Orbiter2016 LaunchPad -> Extra -> Planet Rendering Options -> Tile Sources.

Then you should have nice flat landing zones at VAFB :-) And some nice scenery.

For launches from VAFB you should use the scenarios in Polar/VAFB HiRes Scenarios.

Have fun,
Brian
BrianJ is offline   Reply With Quote
Old 01-31-2018, 03:30 PM   #6
vchamp
Orbinaut
 
vchamp's Avatar
Default

Brian, this addon is beautiful! I wanted to thank you for this! Watching Heavy's liftoff and then boosters separation in 0.1x acceleration (especially in a view from a side booster to the remaining stack continuing into orbit) with some epic music is marvelous.

It also works perfectly. So far I only tried the 15k sat to GTO scenario (multiple times) and the orbit was achieved successfully with almost no fuel remaining, all boosters landed precisely

I already want to experiment with different inputs, like boosters empty mass, which I think may be higher in the real vehicle, max thrust and the center booster throttling, e.g. 70% instead of 40%.

As you've already made a tremendous amount of work and also included the source code in the package, I decided to try and change some values there and build it myself, but got many errors looking like "something is already defined". It's because multiple files define ovcInit, ovcExit, etc.

Could you please give some instructions on how to build the project? I have a small experience with C++ and using Visual Studio Community 2017.
vchamp is offline   Reply With Quote
Old 01-31-2018, 08:54 PM   #7
BrianJ
thing
Default

Quote:
Originally Posted by vchamp View Post
 Could you please give some instructions on how to build the project? I have a small experience with C++ and using Visual Studio Community 2017.
Hi,
I'm quite clueless about compiler setup - I just broke mine and had to go back to a post from several years ago to remind myself how to fix it!

But I'll do my best.
If you can compile the ShuttlePB.dll from the samples folder, I think you should be able to just substitute in the FalconHeavy(and associated) files.

You will need to install OrbiterSound4.0 and D3D9 Graphics Client, for their respective sdk files.

The "main" vessel is defined by the f9h_stg2.cpp.
It spawns the booster stages and fairings, and reconfigures its engines until it is down to just the 2nd stage.

The Boosters (1st stages) are defined by f9h_stg1_xxxxx.cpp (where xxxxx is port, starboard, centre).
They are created as vessels at stage separation.

So, to compile the booster .dll's (e.g. f9h_stg1_starboard.dll)
You need only remove ShuttlePB.cpp and substitute:
f9h_stg1_starboard.cpp

For the "main" vessel f9h.dll, you need:
f9h_stg2.cpp
f9h_stg2.rc
DlgCtrl.lib
gcAPI.lib
OrbiterSoundSDK40.lib

Have fun with your experiments! Sorry about the code being so horribly tangled.

Cheers,
BrianJ
BrianJ is offline   Reply With Quote
Thanked by:
Old 02-01-2018, 01:53 PM   #8
vchamp
Orbinaut
 
vchamp's Avatar
Default

I was able to build the main f9h.dll by excluding all but one cpp file from the build.

While trying to alter the throttle level in the autopilot I found that you are using a single thruster and propellant resource for all 3 boosters and calculate the propellant level in each booster manually. I don't think that this makes the simulation imprecise but I'm curious why you decided to do this instead of adding a thruster and propellant resource for each booster and let Orbiter do this calculations.

For my current needs I only wish that the empty mass and the throttle level could be configurable in some simple way, then I wouldn't have to mess with the code. I think that the launch control panel (great idea BTW) is a good place for setting the level to which the center core must throttle down and the custom HUD could show the current thrust level of each booster.
vchamp is offline   Reply With Quote
Old 02-01-2018, 03:05 PM   #9
BrianJ
thing
Default

Quote:
Originally Posted by vchamp View Post
 I was able to build the main f9h.dll by excluding all but one cpp file from the build.
Not sure I understand, but if it works

Quote:
Originally Posted by vchamp View Post
 I'm curious why you decided to do this instead of adding a thruster and propellant resource for each booster and let Orbiter do this calculations.
There might have been a reason once, but it has evolved so much...I can't recall.
Hack it apart. Make it better!

Quote:
Originally Posted by vchamp View Post
 For my current needs I only wish that the empty mass and the throttle level could be configurable in some simple way, then I wouldn't have to mess with the code.
Empty mass should be quite quick to change in the code, parameters are all up at the top xxxxDRYMASS.

Ascent-autopilot throttle level is set by the DoAscent() section.
Code:
double englim; // total throttle level
englim = (stbd_booster + port_booster + core_booster)/3
= (1 + 1 + core_booster)/3

If you don't want to change the code every time, you could make the values configurable from the .cfg file, or .scn file, or have an input dialogue box, or add a section to the Control Panel, etc.

NOTE:Changing the throttle or mass will change the gravity turn, you'll get a correction at 30km when the active steering kicks in. You may want to change the initial pitch over...etc.etc.etc.

Have fun!
Brian

Last edited by BrianJ; 02-01-2018 at 03:07 PM.
BrianJ is offline   Reply With Quote
Thanked by:
Old 02-04-2018, 12:42 AM   #10
rseferino
Orbiter amateur filmmaker
 
rseferino's Avatar
Exclamation

I wanted to use a Falcon Heavy with a STAR48BV, Solar Probe 2005 and a "Deep Space Maneuver Stage" (DSMS) that I manufactured especially for this idea. My idea is to put the probe on the STAR48BV, the STAR48BV on the DSMS and this on the Falcon Heavy. I know how to attach DSMS to Falcon. The problem is that I do not know how to attach the STAR89BV to the DSMS. I know that the payload fairing does not have enough length but I thought to extend it later.

Click image for larger version

Name:	1.jpg
Views:	54
Size:	116.5 KB
ID:	15568
Click image for larger version

Name:	2.jpg
Views:	44
Size:	163.9 KB
ID:	15569
Click image for larger version

Name:	3.jpg
Views:	48
Size:	135.9 KB
ID:	15570
Click image for larger version

Name:	4.jpg
Views:	29
Size:	132.4 KB
ID:	15571

Code:
classname = DSMS
Module = spacecraft3

; === Attachment specs ===
;;;;;; attach to F9H with adaptor
BEGIN_ATTACHMENT
P 0 0 -1.18  0 0 -1  0 1 0
END_ATTACHMENT
I know that the "trick" is to modify that line, both in the DSMS and the STAR48BV. and then attach in order in the scenario

Code:
ClassName = star48bv
Module = FalconHeavy/star48bv

; === Attachment specs ===
BEGIN_ATTACHMENT
P 0 0 -1.18  0 0 -1  0 1 0 FH
END_ATTACHMENT
Code:
ClassName = solar_probe_2005
Module = FalconHeavy/solar_probe_2005

; === Attachment specs ===
BEGIN_ATTACHMENT
P 0 0 -1.40  0 0 -1  0 1 0  ST
END_ATTACHMENT
Code:
BEGIN_DESC

END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 60515.4737487105
  Context SpaceX
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship FalconHeavy
END_FOCUS

BEGIN_CAMERA
  TARGET FalconHeavy
  MODE Cockpit
  FOV 40.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE User
  MODE TransX
END_MFD

BEGIN_MFD Right
  TYPE User
  MODE TransX
END_MFD

BEGIN_SHIPS
Pegasus:Falcon9H/solar_probe_2005
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 23.64
  ALT 0.798
  AROT 57.453 -18.778 9.002
  ATTACHED 0:0,Star48BV
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
  ANTS 0 0.0000 0 0.0000 0 0.0000
  FPMA 0 0.0000 0 0.0000
  KRTP 0 0 0 2.0552 290.8768
END
Star48BV:FalconHeavy/star48bv
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 23.64
  ALT 0.992
  AROT 58.227 -18.893 8.752
  ATTACHED 0:0,FalconHeavy
  AFCMODE 7
  PRPLEVEL 0:1.000000 1:1.000000
  NAVFREQ 0 0
  ENST 0
END
DSMS:DSMS
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 10.00
  ALT 38.117
  AROT 144.880 -8.807 -4.538
END
FalconHeavy:FalconHeavy\f9h_star48
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 10.00
  ALT 38.117
  AROT 144.880 -8.807 -4.538
  ATTACHED 0:0,Strongback
  AFCMODE 7
  PRPLEVEL 0:1.000000 2:1.000000 3:1.000000
  NAVFREQ 0 0
  FAIRS 0 0.0000 0 0
  SOST 0 0 0 0 0 0.0 0 0
  SOPR -0.5061 200000.0 200000.0 65000.0 39559.0 175000.3 ASDS LZ2 LZ1
  XFID 0.0000 409500.0000 0 0 0 0
END
Strongback:FalconHeavy/lc39a_strongback_h
  STATUS Landed Earth
  POS -80.6041192 28.6082840
  HEADING 0.00
  ALT 21.500
  AROT 61.716 4.483 8.266
  AFCMODE 7
  PRPLEVEL 0:1.000000
  THLEVEL 0:1.000000
  NAVFREQ 0 0
  ANM 0.0500 0.0071 0.0057 1.0000
  STTS 3 0
END
ASDS:FalconHeavy/barge
  STATUS Landed Earth
  POS -74.0140000 27.8100000
  HEADING 90.00
  ALT 0.367
  AROT 0.000 -74.014 62.190
  AFCMODE 7
  NAVFREQ 0 0
END
LZ1:FalconHeavy\landingpad
  STATUS Landed Earth
  POS -80.5450100 28.4837780
  HEADING 90.00
  ALT 0.500
  AROT 0.000 -80.544 61.514
  AFCMODE 7
  NAVFREQ 0 0
END
LZ2:FalconHeavy\landingpad
  STATUS Landed Earth
  POS -80.5438200 28.4879880
  HEADING 90.00
  ALT 0.500
  AROT 0.000 -80.544 61.514
  AFCMODE 7
  NAVFREQ 0 0
END
END_SHIPS

BEGIN_ExtMFD
END
rseferino is offline   Reply With Quote
Old 02-04-2018, 01:12 PM   #11
BrianJ
thing
Default

Hi rseferino,
so you need:
SolarProbe2005 -attached to-> Star48BV -attached to-> DSMS -attached to-> FalconHeavy

I'm not familiar with DSMS but I assume it has a "Parent" attachment point coded in it's .ini file (so you can attach the Star48BV as a "Child"). You can post the DSMS.ini (from Config/Spacecraft/ folder) here if any problems.

You have already added attachment points to SolarProbe2005 and DSMS so that's fine.

Scenario should go like this:

Code:
BEGIN_DESC

END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 60515.4737487105
  Context SpaceX
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship FalconHeavy
END_FOCUS

BEGIN_CAMERA
  TARGET FalconHeavy
  MODE Cockpit
  FOV 40.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE User
  MODE TransX
END_MFD

BEGIN_MFD Right
  TYPE User
  MODE TransX
END_MFD

BEGIN_SHIPS
Pegasus:Falcon9H/solar_probe_2005
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 23.64
  ALT 0.798
  AROT 57.453 -18.778 9.002
  ATTACHED 0:0,Star48BV
  AFCMODE 7
  PRPLEVEL 0:1.000000
  NAVFREQ 0 0
  ANTS 0 0.0000 0 0.0000 0 0.0000
  FPMA 0 0.0000 0 0.0000
  KRTP 0 0 0 2.0552 290.8768
END
Star48BV:FalconHeavy/star48bv
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 23.64
  ALT 0.992
  AROT 58.227 -18.893 8.752
  ATTACHED 0:0,DSMS
  AFCMODE 7
  PRPLEVEL 0:1.000000 1:1.000000
  NAVFREQ 0 0
  ENST 0
END
DSMS:DSMS
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 10.00
  ALT 38.117
  AROT 144.880 -8.807 -4.538
  ATTACHED 0:0,FalconHeavy
END
FalconHeavy:FalconHeavy\f9h_star48
  STATUS Landed Earth
  POS -80.5771995 28.5619578
  HEADING 10.00
  ALT 38.117
  AROT 144.880 -8.807 -4.538
  ATTACHED 0:0,Strongback
  AFCMODE 7
  PRPLEVEL 0:1.000000 2:1.000000 3:1.000000
  NAVFREQ 0 0
  FAIRS 0 0.0000 0 0
  SOST 0 0 0 0 0 0.0 0 0
  SOPR -0.5061 200000.0 200000.0 65000.0 39559.0 175000.3 ASDS LZ2 LZ1
  XFID 0.0000 409500.0000 0 0 0 0
END
Strongback:FalconHeavy/lc39a_strongback_h
  STATUS Landed Earth
  POS -80.6041192 28.6082840
  HEADING 0.00
  ALT 21.500
  AROT 61.716 4.483 8.266
  AFCMODE 7
  PRPLEVEL 0:1.000000
  THLEVEL 0:1.000000
  NAVFREQ 0 0
  ANM 0.0500 0.0071 0.0057 1.0000
  STTS 3 0
END
ASDS:FalconHeavy/barge
  STATUS Landed Earth
  POS -74.0140000 27.8100000
  HEADING 90.00
  ALT 0.367
  AROT 0.000 -74.014 62.190
  AFCMODE 7
  NAVFREQ 0 0
END
LZ1:FalconHeavy\landingpad
  STATUS Landed Earth
  POS -80.5450100 28.4837780
  HEADING 90.00
  ALT 0.500
  AROT 0.000 -80.544 61.514
  AFCMODE 7
  NAVFREQ 0 0
END
LZ2:FalconHeavy\landingpad
  STATUS Landed Earth
  POS -80.5438200 28.4879880
  HEADING 90.00
  ALT 0.500
  AROT 0.000 -80.544 61.514
  AFCMODE 7
  NAVFREQ 0 0
END
END_SHIPS

BEGIN_ExtMFD
END
If you need extended fairings I can probably do that quite easily, just give me an estimate of how much extension is required.

If DSMS is using spacecraft3.dll, I don't think it will add mass of attached vessels. If you want an accurate dV performance, you may want to add the total mass of SolarProbe2005+Star48BV to the DSMS empty mass (in DSMS.ini)

Cheers,
Brian
BrianJ is offline   Reply With Quote
Thanked by:
Old 02-05-2018, 12:58 AM   #12
rseferino
Orbiter amateur filmmaker
 
rseferino's Avatar
Default

It is very simple since it is the first one that I do. the DSMS empty mass is without SolarProbe2005+Star48BV

Code:
[CONFIG]
MESHNAME="DSMS"
SIZE=6.6
EMPTY_MASS=3200
FUEL_MASS=4000
MAIN_THRUST=9288
RETRO_THRUST=0
HOVER_THRUST=0
ATTITUDE_THRUST=130
ISP=2989
PMI=(1.0,1.0,1.0)
CW_Z_POS=0.5
CW_Z_NEG=0.5
CW_X=0.5
CW_Y=0.5
CROSS_SECTION=(0.1,0.1,0.1)
COG=5.0
PITCH_MOMENT_SCALE=0.0001
BANK_MOMENT_SCALE=0.0001
ROT_DRAG=(1.0,1.0,1.0)
VISIBLE=0

[EX_MAIN_0]
OFF=(0,0,-1.5)
DIR=(0,0,-1)
LENGTH=1
WIDTH=0.1

[DOCK_0]
POS = (0,0,1.4)
DIR = (0,0,+1)
ROT = (0,1,0)
rseferino is offline   Reply With Quote
Old 02-05-2018, 01:07 PM   #13
BrianJ
thing
Default

OK, so you need to add an Attachment Point so you can attach the Star48BV as a "child", try this(after Dock section):
Code:
[CONFIG]
MESHNAME="DSMS"
SIZE=6.6
EMPTY_MASS=3200
FUEL_MASS=4000
MAIN_THRUST=9288
RETRO_THRUST=0
HOVER_THRUST=0
ATTITUDE_THRUST=130
ISP=2989
PMI=(1.0,1.0,1.0)
CW_Z_POS=0.5
CW_Z_NEG=0.5
CW_X=0.5
CW_Y=0.5
CROSS_SECTION=(0.1,0.1,0.1)
COG=5.0
PITCH_MOMENT_SCALE=0.0001
BANK_MOMENT_SCALE=0.0001
ROT_DRAG=(1.0,1.0,1.0)
VISIBLE=0

[EX_MAIN_0]
OFF=(0,0,-1.5)
DIR=(0,0,-1)
LENGTH=1
WIDTH=0.1

[DOCK_0]
POS = (0,0,1.4)
DIR = (0,0,+1)
ROT = (0,1,0)

[PARENT_ATTACH_0]
NAME="DSMS"
POS=(0,0,2)
DIR=(0,0,1)
ROT=(0,1,0)
LOOSE=0
RANGE=0.5
I can't remember the spacecraft3 control to release the attachment:
Space+Ctrl for control panel?
LeftShift+NumPad0 ?
Anyway, you should be able to release the Star48BV from DSMS.

NOTE:
In .ini file for spacecraft3:
[PARENT_ATTACH_x] = "attaches to Child"
[CHILD_ATTACH_x] = "attaches to Parent"

In .cfg file:
P xxx xxx xxx = "attaches to Parent"
C xxx xxx xxx = "attaches to Child"

NOTE2:
You could define the Star48BV and SolarProbe2005 as "payloads" of the DSMS, it solves the "extra mass" problem, but then you would have to be able to spawn Star48BV+SolarProbe2005 as a single vessel - then it gets more complicated!

Cheers,
Brian
BrianJ is offline   Reply With Quote
Thanked by:
Old 02-05-2018, 10:49 PM   #14
Marijn
Orbinaut
 
Marijn's Avatar
Default

SpaceX just released a new video of the imminent FH maiden launch with updated textures. You were first to do it right. Thanks again for the early updates. I've done so many launches in the last few days that I think I've got a decent understanding of what's about to happen. Thanks to you. Happy launchday tomorrow!
Marijn is offline   Reply With Quote
Thanked by:
Old 02-07-2018, 02:02 PM   #15
BrianJ
thing
Default

Quote:
Originally Posted by Marijn View Post
 SpaceX just released a new video of the imminent FH maiden launch with updated textures. You were first to do it right. Thanks again for the early updates. I've done so many launches in the last few days that I think I've got a decent understanding of what's about to happen. Thanks to you. Happy launchday tomorrow!
Thanks. I always find running a simulation (or even building one) is a great way to get an idea of what's happening.

Pretty cool launch yesterday! The live feed from "Starman" in orbit just blew me away. I was a bit dubious about "wasting" a payload - but I now think it was a stroke of genius.

Cheers,
Brian
BrianJ is offline   Reply With Quote
Thanked by:
Reply

  Orbiter-Forum > Orbiter Addons > OrbitHangar Addons & Comments


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 04:36 AM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2019, vBulletin Solutions Inc.
Copyright 2007 - 2017, Orbiter-Forum.com. All rights reserved.