I feel like I've stepped through a time machine. :blink:
static UINT RMSEndEffectorGrp[1] = { GRP_Endeffector };
rms_anim[5] = new MGROUP_ROTATE(midx, RMSEndEffectorGrp, 1,
RMS_EE_POS, _V(0, 0, 1), (float)(894 * RAD)); // -447 .. +447
anim_arm_wr = CreateAnimation(0.5);
parent = AddAnimationComponent(anim_arm_wr, 0, 1, rms_anim[5], parent);
rms_anim[6] = new MGROUP_ROTATE(LOCALVERTEXLIST, MAKEGROUPARRAY(arm_tip), 5,
RMS_EE_POS, _V(0, 0, 1), (float)(0.0)); // -447 .. +447
//MGROUP_ROTATE* pRMS_ee_anim = new MGROUP_ROTATE(LOCALVERTEXLIST, MAKEGROUPARRAY(arm_tip), 6,
//RMS_EE_POS, _V(0, 0, 1), (float)(0.0));
anim_rms_ee =CreateAnimation(0.0);
hAC_arm = AddAnimationComponent(anim_rms_ee, 0, 1, rms_anim[6], parent);
arm_tip[0] = RMS_EE_POS;
arm_tip[1] = RMS_EE_POS + _V(0.0, 0.0, -1.0); // to calculate EE attachment direction (-Z coordinate of attachment point is negative, so subtract 1 here)
arm_tip[2] = RMS_EE_POS + RMS_Z_AXIS; // to calculate rot vector for attachment
//arm_tip[3] = RMS_EE_POS + RotateVectorZ(_V(0.0, -1.0, 0.0), RMS_ROLLOUT_ANGLE); // to calculate arm_ee_rot (rot vector in IK frame)
arm_tip[3] = RMS_EE_CAM_POS; // to calculate EE camera position
arm_tip[4] = RMS_EE_LIGHT_POS;
if (CAM == 6){
SetCameraDefaultDirection(_V(0, 0, -1));
SetCameraOffset(arm_tip[3]);
sprintf(oapiDebugString(), "armtip3x %2.2f armtip3y %2.2f armtip3z %2.2f", arm_tip[3].x, arm_tip[3].y, arm_tip[3].z);
oapiCameraSetCockpitDir(0, 0);
};
void Atlantis::clbkPreStep (double simt, double simdt, double mjd)
{
spot_beacon[7].pos = &arm_tip[4];
Uh? Is it?...Vinka's SC5 is waiting around the corner...
Uh? Is it?
The fleet is much more stable with the dx9 engine, no ideal why.
Do you mean it's more stable *in flight*, as in under autopilot control? Or do you mean it CTDs less? If it's the former, it's likely because of the D3D9 client's much higher framerates: the higher the framerate, the more updates per second an autopilot can make.
So u were able to get shuttle 4.8 to work in 2016?
It's been mention on the forum, that a newer beta version is in the hands of a special member for testing.
On another note. Because of differences between D7 and D9 clients, there will be separate scenarios. The Dx7 scenarios will feature the pylon re-entry particle streams as DX9 already takes care of this. The re-entry and post shuttle meshes will feature on both versions.
Testing on Orbiter 2016 with the d3d9 client. I manage to get the shuttle fleet to take off, orbit and do a manual landing in one session. The fleet is much more stable with the dx9 engine, no ideal why.
Thanks
I don't know if you mean me or not,:shrug: but I haven't heard from Vinka in quite some time. I had a very early form of SC5, that had some of the newer features he was working on, but many of the older features were not working.
That be telling :lol:
Don, what features are not working? Does this only apply to O2016? Most of my satellites for STS Payloads are SC3/4h:
Thanks
I just tried Shuttlefleet 4.8 Launch in 2016 and once I fire main thrusters it fell to the ground. That's why we when to ms2015. I got the shuttle rms to work and cameras. Still working on rms details like speed....
the jettison feature doesn't work.
Pressing Lshft + num0 will release and attach, but reading which attachment you are attaching or releasing doesn't work.
ClassName = Spacecraft3
Module = Spacecraft4
"reading which attachment you are attaching or releasing doesn't work."
Don't know if it was mentioned or tried, but it's best to always use the newer SC4 .dll and not SC3.
SC4 displays attachments correctly on screen in 2016 (bottom left of screen).
You can edit the scenarios to load the vessels using SC4, or permanently change the spacecraft3.cfg to:
Code:ClassName = Spacecraft3 Module = Spacecraft4