Project Blue Streak F3(DLL)

Its a shame he'll miss the first, hopefully he'll be in for some of the later one's. Wouldn't want to beat an incomplete side would we...?

N.
 
A quick? question about attachments.

I'd like to animate the launch mechanism for Blue Streak. This is an example of its motion:-
[ame="http://www.youtube.com/watch?v=4okEu-RsqNw&feature=related"]YouTube - BRITISH SPACE RACE-2[/ame] about 5:50 into the clip.

At the moment, I used ShipEdit in SDK/Utils to translate the mesh 8 metres to sit the rocket model above the launch structure:-
http://i89.photobucket.com/albums/k207/Notebook_04/09071110-17-32PB-01.jpg

If I make the launch mechanism as a vessel, and give it and the rocket attachment points, will this 'clamp' the rocket the right height above ground level. This would avoid having to do the z mesh translation.
I think this will give problems later.
Or, is there a better way?

Many thanks, N.
 
Options to avoid the mesh z-translation (which I agree is a bad idea):

1. Use attachment points as you have suggested. This is a good option if you want the engines to start before lift-off (to simulate hold-down clamps and do the little bit of pad animation) but requires a bit more coding and communication between the two vessels (ie, rocket and pad).

2. The easy option is to just shift the touchdown points in the -Z direction.
 
Thanks for that tb, I'd forgot about the touchdown points. That would be simplest for me, and I can leave attachments till they are needed.
It would make more sense to animate the launcher mechanism than the engine gimbaling. At least you can see that move! Also, I wouldn't have to animate "on the fly" after the rocket launches.

N.
 
See my earlier post about unions:
http://www.orbiter-forum.com/showthread.php?p=103825#post103825
Specifically this part, but you would be well served to read the whole post:
So, the short answer to your question (bearing in mind the above explanation) is:
Code:
[FONT=Courier New]sprintf(oapiDebugString(), "SimT %0.1f thDir %0.1f:%0.1f:%0.1f" , SimT, thDir.x, thDir.y, thDir.z);[/FONT]
*OR*
Code:
[FONT=Courier New]sprintf(oapiDebugString(), "SimT %0.1f thDir %0.1f:%0.1f:%0.1f" , SimT, thDir.data[0], thDir.data[1], thDir.data[2]);[/FONT]
Ask back if you have any questions about my explanation. I found it surprisingly difficult to Google a good tutorial for you on unions, but maybe this will help: http://www.cplusplus.com/doc/tutorial/other_data_types/
 
Thanks tb, my short(or long?) term memory is ...getting better.

If I read that correctly, can I use the 'data' element without an index to copy all the elements at once.
i.e if I have
VECTOR3 translatePackA = _V(10,0,10);
and another
VECTOR3 translatePackB type.
Can I do
VECTOR3 translatePackB.data = VECTOR3 translatePackA.data ?

N.
 
If I read that correctly, can I use the 'data' element without an index to copy all the elements at once.
i.e if I have
VECTOR3 translatePackA = _V(10,0,10);
and another
VECTOR3 translatePackB type.
Can I do
VECTOR3 translatePackB.data = VECTOR3 translatePackA.data ?
No. I'm not even sure if the compiler will allow you to do that. Here is why: translatePackB.data actually contains the address of the translatePack.data array, which is the same as the address of the union. If you make the assignment you suggested, translatePackB.data will now point to translatePackA and nothing will point to translatePackB anymore. That is a big problem because the program can no longer deallocate the memory for translatePackB when its lifetime comes to an end and two destructors will both try to deallocate the memory where translatePackA resides. Bad, bad, bad.

The OrbiterSDK includes an "=" operator overload for the VECTOR3 type, so you can just do "translatePackB = translatePackA;" and the contents will be copied for you.
 
Ok, I think I get that.

Thanks again, N.
 
Making a quick base for Woomera 6A, and hving problems.

this is the orbiter log
Finished initialising world
Module BlueStreak.dll [API v.060425]
>>> ERROR: No vessel class configuration file found for:
>>> ERROR:
>>> [C:\Source\Orbiter\Vessel.cpp / 248]
>>> TERMINATING <<<
There is a vessel class config file
; === Configuration file for vessel class BlueStreak ===
ClassName = BlueStreak
Module = BlueStreak

The BlueStreak vessel shows up on another base, I don't think thats the problem.
This is the config file
BASE-V2.0
Name = Woomera6A
Location = +136.439393 -31.073950
Size = 2000
BEGIN_OBJECTLIST
LPAD2
POS 0 0 0
SCALE 0 0 0
TEX Lpad02
NAV 132.35
END
END_OBJECTLIST

and the scenario file
BEGIN_DESC
END_DESC
BEGIN_ENVIRONMENT
System MySol
Date MJD 52085.5090615740
END_ENVIRONMENT
BEGIN_FOCUS
Ship BlueStreak
END_FOCUS
BEGIN_CAMERA
TARGET BlueStreak
MODE Extern
POS 3.83 178.80 66.18
TRACKMODE TargetRelative
FOV 60.00
END_CAMERA
BEGIN_MFD Left
TYPE Surface
SPDMODE 1
END_MFD
BEGIN_MFD Right
TYPE Map
REF Earth
BTARGET Woomera6A
OTARGET ISS
TRACK ON
END_MFD
BEGIN_PANEL
END_PANEL

BEGIN_SHIPS
ISS:ProjectAlpha_ISS
STATUS Orbiting Earth
RPOS 1641683.15 -6378129.97 1474804.20
RVEL -7316.992 -1467.458 1831.327
AROT 110.00 -10.00 80.00
PRPLEVEL 0:1.000
IDS 0:588 100 1:586 100 2:584 100 3:582 100 4:580 100
NAVFREQ 0 0
XPDR 466
END
Mir
STATUS Orbiting Earth
RPOS 5534386.85 -222985.52 -3649813.63
RVEL 4272.151 397.749 6458.534
AROT 0.00 -45.00 90.00
IDS 0:540 100 1:542 100 2:544 100
XPDR 482
END
Luna-OB1:Wheel
STATUS Orbiting Moon
RPOS -1388632.07 2074172.44 -12746.07
RVEL -1165.742 -777.290 -3.967
AROT 0.00 0.00 -87.19
VROT 0.00 0.00 10.00
IDS 0:560 100 1:564 100
XPDR 494
END
BlueStreak:BlueStreak
STATUS Landed Earth
BASE Woomera6A:1
POS -1.6983370 55.0385240
HEADING 210
PRPLEVEL 0:1.000
NAVFREQ 402 94
END
END_SHIPS

It CTD with "Critical error, see Orbiter Log" message. Haven't seen that one before!

All help appreciated, N.
 
Putting some pipework onto 6A:-
General view
http://i89.photobucket.com/albums/k207/Notebook_04/09080611-16-08GL-01.jpg

http://i89.photobucket.com/albums/k207/Notebook_04/09080611-06-27GL-01.jpg

As soon as I add the next 45 degree bend to the shorter pipe above, I get a CTD, nothing in the log, just a quick flash of the exterior scene, and its gone.

There are about 30 pipes, and about 6 versions of bends, nothing very large in the way of meshes, and only two textures.
Have I hit a limit in my graphics memory?

I don't think its the mesh, its used several times before.

This box is an Intel Q6600 2.4GHz 2GB ram with GForce 88 GTS
Using gmax with mindblasts max2msh 1.29b.

All help appreciated.

N.
 
I can't help you with your CTD, but it does look nice. Some minor nits:

1. From the photos in our other discussion, I think they had two parallel pipes, one each trench (flow and return? Not sure why the would need a return since LOX is not hard to vent...).
2. The pipes look a little big compared to the photos.

Very nice, though.
 
I could make ssumeshc do a small sanity check on the mesh files, aside of extracting group labels and textures...
 
Hi,
I saw an interesting TV program last night about Blue Streak "Engineering Britains Superweapons - Episode 3", I think it's on again late tonight on More4 channel (UK), or watch online here :
http://www.channel4.com/programmes/engineering-britains-superweapons/4od#2930984

Worth a watch if you haven't already seen it.

Re: CTD problem above
Have you checked for/removed any "isolated vertices" in Gmax? How big is the .msh? I'd be happy to check the .msh if you're still stuck.


Cheers,
Brian
 
I could make ssumeshc do a small sanity check on the mesh files, aside of extracting group labels and textures...


Yes please, if you tell me how!

---------- Post added at 19:03 ---------- Previous post was at 19:01 ----------

Hi,
I saw an interesting TV program last night about Blue Streak "Engineering Britains Superweapons - Episode 3", I think it's on again late tonight on More4 channel (UK), or watch online here :
http://www.channel4.com/programmes/engineering-britains-superweapons/4od#2930984

Worth a watch if you haven't already seen it.

Re: CTD problem above
Have you checked for/removed any "isolated vertices" in Gmax? How big is the .msh? I'd be happy to check the .msh if you're still stuck.


Cheers,
Brian

I watched that last night, a sadly unique tribute and accurate program.

N.

---------- Post added at 20:06 ---------- Previous post was at 19:03 ----------

I could make ssumeshc do a small sanity check on the mesh files, aside of extracting group labels and textures...

Gone through each mesh with the utils/Shipedit.exe, and they come out "No problems found"?

As each is introduced it does slow down, and I did have a rather bizzare state when lots of grey triangles appeared at certain views.

N.

---------- Post added at 20:53 ---------- Previous post was at 20:06 ----------

I can't help you with your CTD, but it does look nice. Some minor nits:

1. From the photos in our other discussion, I think they had two parallel pipes, one each trench (flow and return? Not sure why the would need a return since LOX is not hard to vent...).
2. The pipes look a little big compared to the photos.

Very nice, though.

Your'e quite right, it looks like two pipes in the real world. Don't know why they would do that, twice the cost, and twice the chance of leaks?
I went for a single pipe of 1m diameter, saves me a lot of work. It does look out of scale, so I may reduce it, and double it up.
Considering the trouble I'm having with the meshes, I don't know if its worth it.

N.
 
Yes please, if you tell me how!

Currently, I would first have to extend the ssumeshc code, that it can do syntax checks, instead of just ignoring everything it does not know.

Then, you would just have to call it over the command line, specifying a option (no idea how to call it yet) to produce warnings and errors if the mesh file is not according to Orbiters standard.
 
Currently, I would first have to extend the ssumeshc code, that it can do syntax checks, instead of just ignoring everything it does not know.

Then, you would just have to call it over the command line, specifying a option (no idea how to call it yet) to produce warnings and errors if the mesh file is not according to Orbiters standard.

That would be a very usefull tool, I'm guessing this is something you use on SSU?

To Brianj:
Re: CTD problem above
Have you checked for/removed any "isolated vertices" in Gmax? How big is the .msh? I'd be happy to check the .msh if you're still stuck.
How do I check for isolated vertices in gmax?
I've just looked at the .msh files, and they are about 20K. This seems a bit large considering they are only 2m tubes with a 45 or 90 degree bend modifier? I'll change the pipe diameters to 1m.

To tb:
Got my dimensions wrong for the pipes, read it as diameter, not radius in gmax. Explains why the zig-zag run is so large. 2m diameter running 800m times two. Wonder how much lox that contains...

Guess I'll start again, and try to get the meshes smaller.

Edit: found this on colour coding pipes:
http://www.qp.com.qa/raslaffan/rlc.nsf/web/downloads/$File/Regulations_for_color_code_Ids.pdf

Page 11 shows kerosene as Dark Brown/Orange, must have been after 1964, most of the films/photos I've seen have all the pipe-work in white or bare metal. The water suppresion system is in red though. Not needed in Woomera.

Thanks to all, N.
 
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