New Release Crew Dragon DM2

BrianJ

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The SpaceX "Crew Dragon" capsule and scenarios for the 2020 "DM2" crewed mission to the ISS.
https://www.orbithangar.com/showAddon.php?id=06e64e6a-53e0-45ba-8aa4-2adf6a7fa792

Inc.VC control panel with 7 MFDs, optional crew member models, cabin lighting,
extendable docking assembly, abort function, recovery vessel "GoSearcher", etc.
Scenarios in "DM2" folder. Installation and operation notes in /Doc/DM2 folder.
Compatible with D3D9 Graphics Client and Orbitersound.

Launch scenario requires "Falcon9 for Orbiter2016" add-on:
[ame]https://www.orbithangar.com/searchid.php?ID=7091[/ame]

Recommended: D3D9 Graphics Client
http://users.kymp.net/~p501474a/D3D9Client/


"Crew Dragon DM2" add-on for Orbiter2016 by:
Donamy
Felix24
BrianJ
 

CTarana45

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It Works Beautifully! Got a little help from the scenario editor for docking!
The screenshot is on my desktop! :thumbup::thumbup::thumbup::thumbup::thumbup:

Thanks, Guys!

Christopher Tarana
 

francisdrake

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This addon sets new standards for space capsules in Orbiter! The exterior with the reflections on the trunk and windows and the high-class textures, the functionality of extending and retracting the docking ring and the virtual cockpit full of features is a great immersive experience. Thank you, guys!
 

Kyle

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Brian, Don, Felix, you're amazing. Downloading now!
 

Nikogori

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One of the most beautiful orbiter addon I have ever seen. Thank you, this is amazing!

I did a little test run including launch, docking, reentry and capture. Everything works great.
 

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Not sure if I pressed A or something but somehow i got in this situation :rofl:
 

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vchamp

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High quality addon! Thanks for making it! I almost feel like I am in a real Dragon when in the virtual cockpit. And 3d models are absolutely beautiful. The attention to small details is impressive, e.g. I like how windows are highly reflective but at the same time you can see through them.

What I miss the most at the moment is the ability to move to other positions in the cockpit, to other seats and to the windows. Working panel buttons that are below MFDs would be nice too, but I understand it will require spacecraft systems simulation and is hard to do.
 

BrianJ

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Hi,
thanks to all for the kind words, I hope it's fun to fly and dock with the ISS.

Not sure if I pressed A or something but somehow i got in this situation :rofl:
The Abort function is disabled when Dragon is not attached to a launcher or pad - must have been something else! SuperDracos are defined as the "Hover" engine, the "Main" engine (retro nose Dracos) is disabled when the nose-cone is closed. Beware engaging MFD autopilots without opening the nose-cone - MFD might select "Hover" engine as default.


...What I miss the most at the moment is the ability to move to other positions in the cockpit, to other seats and to the windows. Working panel buttons that are below MFDs would be nice too, but I understand it will require spacecraft systems simulation and is hard to do.
You do have a choice of cockpit positions - press N or Ctrl+N to cycle through them. As for the buttons - that's down to me being fairly hopeless at VC stuff, and it is a fair bit of work to implement. I hope to at least make an MFD for spacecraft functions and maybe autopilots for deorbit and reentry, at some point soon.
All the best,
Brian
 

francisdrake

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the "Main" engine (retro nose Dracos) is disabled when the nose-cone is closed

Please pardon my nitpicking. :rolleyes:
There are 2 situations where the nose Dracos can fire through the nose cone:
After separation from the launcher, before the nose cone is opened for the first time, the nose Dracos are not inhibited. This happens also if the Orbiter simulation is interrupted and re-started from a save.

Later on, if the nose Dracos are fired at full thrust, Numpad [+] Cntrl, they keep firing, even when the nose cone is closed with . Interestingly the sound cuts out, but the flame and neg acceleration are still there.
 

BrianJ

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Please pardon my nitpicking. :rolleyes:
There are 2 situations where the nose Dracos can fire through the nose cone:
After separation from the launcher, before the nose cone is opened for the first time, the nose Dracos are not inhibited. This happens also if the Orbiter simulation is interrupted and re-started from a save.

Later on, if the nose Dracos are fired at full thrust, Numpad [+] Cntrl, they keep firing, even when the nose cone is closed with . Interestingly the sound cuts out, but the flame and neg acceleration are still there.

Doh! Thanks for the heads-up. I'll take a look.
 

BrianJ

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Updated on OH: version 200722

Fixed the nose-dracos-not-disabled bug.

If you don't want to download the whole add-on, the .zip below contains just the new dm2_capsule.dll. Unzip into Orbiter root folder and overwrite old .dll .
View attachment dm2_200717_patch.zip

Cheers,
Brian
 

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Oh Boy !!! Super job you guys. Been at the ranch a few days so just looking at this and again super job !!
 

Buck Rogers

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Absolutely excellent! First class addon.
Docking ring is great, and I love the silver material; I haven't seen that colour since I painted my Apollo 11 plastic kit with enamels as a kid!

I've encountered only one minor glitch: In the VC the HUD is displayed over the left MFD, the middle one would be better as it's empty by default, possibly with an on/off.

Out of interest those anyone know the official crossrange for capsule reentry?
I take it that the reentry specifications are for an ISS altitude deorbit? (or should one decrease alt. before deorbit?).

And I'm curious (from an addon developement perspective) why the reentry bank angle of 45°? (AerobrakeMFD shows some strange data when rotating).
 

fatcat

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Hi Brian et all,

A few questions on flying the DM-2:

If the alignment with the ISS is off by as much as 1 degree or more, can I align using the Falcon Stage 2, or just the DM-2 capsule?

The hover thrust seems very large. I can lose all the main fuel very quickly.

What is the function of the RCS normal/reentry toggle?

Many thanks.
 
Last edited:

BrianJ

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Hi there,

I've encountered only one minor glitch: In the VC the HUD is displayed over the left MFD, the middle one would be better as it's empty by default, possibly with an on/off.
That's not a glitch, it's a feature ;-) I think Donamy wanted the HUD there for docking camera purposes. You can turn off HUD with Ctrl+H iirc.

Out of interest those anyone know the official crossrange for capsule reentry?
I take it that the reentry specifications are for an ISS altitude deorbit? (or should one decrease alt. before deorbit?).
I don't know of any cross-range data. Yes, from ISS orbit ~400km.

And I'm curious (from an addon developement perspective) why the reentry bank angle of 45°? (AerobrakeMFD shows some strange data when rotating).
Arbitrary angle to allow some room for maneuver. If I start making a custom deorbit/reentry targeting function, I'll probably use 45deg bank angle for my "reference" reentry. Capsule aerodynamics are very roughly Apollo-like (I hope) with L/D ~ 1/4.


Hi Brian et all,

I am doing something incorrectly with the DM-2 Dragon capsule?

I am only getting main engine retro firing. Are there forward main engines?

What is the function of the RCS normal/reentry toggle?

Many thanks.
Hi,
Main engine is only "retro" direction - "foward" thrust is limited to off-axis RCS.
The RCS "Reentry" mode links the Yaw RCS to the Roll RCS. If you fire the Roll RCS, the capsule should rotate about the velocity vector. I'm not sure if it works that well!


Cheers,
Brian

---------- Post added at 01:53 PM ---------- Previous post was at 01:42 PM ----------

Hi Brian et all,

A few questions on flying the DM-2:

If the alignment with the ISS is off by as much as 1 degree or more, can I align using the Falcon Stage 2, or just the DM-2 capsule?

The hover thrust seems very large. I can lose all the main fuel very quickly.
Hi again :)
Yes, use the Falcon9 upper stage to align planes after booster stage jettison (I just change the Inclination setting on the Falcon9 control panel "on the fly").
Although I believe the Dragon does have enough dV to align planes by itself on the first PeA-raise burn.

The Super-Dracos (abort engines) are defined as the Hover engine. Yes, they will drink the tanks dry pretty quickly! Might be useful if you have an MFD that uses Hover engine for landings - could try propulsive landings?
Cheers,
Brian
 
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