Project CST-100

Kyle

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They learned that lesson long ago, the shuttle had fire extinguishers from the get-go.
 

N_Molson

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Missing, at least for now, from the CST-100 mockup is the waste containment system, or toilet.

That's embarassing. A critical info that will miss for the developpement of this addon. :lol:
 

ky

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BPzJ8NZCMAEXXk-.jpg:large


From NASA:
2013-3070.jpg

2013-3071.jpg

2013-3072.jpg


---------- Post added at 07:33 PM ---------- Previous post was at 03:13 PM ----------

960x595.jpg

960x595.jpg

960x595.jpg

960x595.jpg


---------- Post added at 07:46 PM ---------- Previous post was at 07:33 PM ----------

cst-inside.jpg

cst-cockpit.jpg
 
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N_Molson

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I was expecting an almost fully digital interface, but it seems pretty classical, with rows of switches and dials. Nice. I guess there are nice MFDs on the central panel. I also can see the big red abort handle. :)

Of, course, with a crew of 7, things will still get a little cramped. And there is no BO like in the Soyuz there. I've read that the spacecraft has a very limited autonomy, like 72 hours on reserve batteries. No fuel cells nor solar panels, it is supposed to dock the ISS in 8 hours, and deorbit in even less. The advantage is simplicity and reliability, but I really hope that Boeing will NOT put 787s batteries :lol:

---------- Post added at 07:02 PM ---------- Previous post was at 02:25 AM ----------

Now with the landing bags :

KGzOlbS.jpg


jzDqhxG.jpg
 

ky

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Now with the landing bags :

KGzOlbS.jpg


jzDqhxG.jpg

The airbags seem a bit off the edge and small compared to some of the pics:
640_airbag.jpg


maxresdefault.jpg


---------- Post added at 03:15 PM ---------- Previous post was at 03:15 PM ----------

I'll work on them a bit more
 

N_Molson

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Yeah, I should reduce the "radius" a little bit. Which implies more vector calculations ;)
 

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New Release (alpha v0.44)

OK, here is an update focused on the CST-100. The vehicle is functionnal, you should be able to dock the ISS, deorbit and land somewhere in North America. Good luck and please report any bugs you find.

Don't forget that the capsule is a lifting body, and you should be able to keep the Gs around +3.

Hotkeys are in the Readme.txt (Doc folder)

LINK DELETED

Still to be done (and that's for the capsule alone) :
- Anything related to the crew (UmmU, ECLSS...)
- Cargo management
- Batteries and electrical consumption
- Heat shield thermodynamics (meaning you can burn)
- Particle thrusters exhausts
- Main thrusters dynamic setup (idea by Urwumpe)
- Custom sounds
- Various esthetical improvements (animations, textures...)
... :blahblah:
 
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ky

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Got this when running the "CST100 - SaveChk 06 - 20km.scn, does anyone else get this?
Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 2.79365e-007 sec
Found 2 joystick(s)
Devices enumerated: 2
Devices accepted: 2
==> RGB Emulation
==> Direct3D HAL
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module OrbiterSound.dll ...... [Build 121120, API 100830]
Module Meshdebug.dll ......... [Build 100830, API 100830]
Module TrackIR.dll ........... [Build 100830, API 100830]
TrackIR module not found.
Module CustomMFD.dll ......... [Build 100830, API 100830]
Module LuaMFD.dll ............ [Build 100830, API 100830]
Module transx.dll ............ [Build 100824, API 100823]
Module ScreenCapture.dll ..... [Build ******, API 060425]
Module LuaConsole.dll ........ [Build 100830, API 100830]
Module ScriptMFD.dll ......... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module Framerate.dll ......... [Build 100830, API 100830]
Module FlightData.dll ........ [Build 100830, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]
**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 994 x 721 x 32
Graphics: Hardware T&L capability: No
Graphics: Z-buffer depth: 32 bit
Graphics: Stencil buffer depth: 8 bit
Graphics: Active lights supported: -1
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Finished initialising status
Finished initialising camera
Finished initialising panels
---------------------------------------------------------------
>>> ERROR: Missing texture: AV_Centaur_RL10_Nozzle.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
Finished setting up render state
**** Closing simulation session
**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 994 x 721 x 32
Graphics: Hardware T&L capability: No
Graphics: Z-buffer depth: 32 bit
Graphics: Stencil buffer depth: 8 bit
Graphics: Active lights supported: -1
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world

Also, in the launch scenario, the capsule is not visible.
 

N_Molson

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I forgot to include this texture file, put it in the "Textures" Orbiter directory. It's the texture for the Centaur stage engines nozzles.

http://www.mediafire.com/download/xrylyrc1i41yw02/AV_Centaur_RL10_Nozzle.dds

About the invisible capsule on the pad :

- Are you using an old scenario from a previous release ? The class of the capsule has been changed, so they are incompatible. But it should cause a CTD.
- Can you post the log ?
- Weird it doesn't happens in other scenarios

Edit : confirmed on a fresh install. The capsule is there, but buried under the launchpad. The adapter is also missing.

OK, seems I managed to fix it
 
Last edited:

ky

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Still CTD's:
Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 2.79365e-007 sec
Found 2 joystick(s)
Devices enumerated: 2
Devices accepted: 2
==> RGB Emulation
==> Direct3D HAL
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module OrbiterSound.dll ...... [Build 121120, API 100830]
Module Meshdebug.dll ......... [Build 100830, API 100830]
Module TrackIR.dll ........... [Build 100830, API 100830]
TrackIR module not found.
Module CustomMFD.dll ......... [Build 100830, API 100830]
Module LuaMFD.dll ............ [Build 100830, API 100830]
Module transx.dll ............ [Build 100824, API 100823]
Module ScreenCapture.dll ..... [Build ******, API 060425]
Module LuaConsole.dll ........ [Build 100830, API 100830]
Module ScriptMFD.dll ......... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module Framerate.dll ......... [Build 100830, API 100830]
Module FlightData.dll ........ [Build 100830, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 994 x 721 x 32
Graphics: Hardware T&L capability: No
Graphics: Z-buffer depth: 32 bit
Graphics: Stencil buffer depth: 8 bit
Graphics: Active lights supported: -1
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module CST100_Nosecap.dll .... [Build 130724, API 100830]
Module CST100_SM.dll ......... [Build 130724, API 100830]
For some reason, none of the reentry scenarios are working. It might have to do with a dll since it stops loading there.

---------- Post added at 11:23 AM ---------- Previous post was at 11:14 AM ----------

Actually, none of the scenarios after the launch work, the loading always ends on the .dll's.
 
Last edited:

N_Molson

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New Release (alpha v0.45)

Right, this time it should give better results. I updated most of the .dll's, some were a bit "old" and required a good cleaning.

Note that the scenario #1 (not #0) doesn't work right now, it's a "known bug".

Atlas V EELV - CST-100 alpha v0.45

I hope everything will go well this time. Tell me if it isn't the case.

Tested on a fresh install with D3D9 Client R12, works as it should. I have serious problems with the D3D7 inline client when not running in debugging mode, but that's not related to the addon.
 
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ky

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I also might be able to rebuild the CST if Capt_Hensley doesn't have time to do it, but I would build it around the pressure hull that I already have for the VC. I used the last mesh that he sent to build it. When I get home I'll post pics.

---------- Post added 07-25-13 at 09:18 AM ---------- Previous post was 07-24-13 at 06:41 PM ----------

Alright, to make the pressure hull, I took a side view photo of a cutaway of the CST from a pdf, then imported it into sketchup. I then used the diameter of 179.5 inches from the same pdf and scaled the image accordingly. I then used the photo to make further measurements of the pressure hull and capsule, which helped to determine the dimensions. So the capsule and pressure hull should be pretty accurate.

Picture and dimensions used:
iIVgByR.png


Pressure Hull:
tnZBvJb.png


---------- Post added at 09:33 AM ---------- Previous post was at 09:18 AM ----------

Better comparison pic:
KgPZOz5.png
 

N_Molson

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Seems a good way to do it, using a reference image is also what I do to get the right proportions. Remember that Orbiter works in meter though, so it might be worthy to make the conversions and set Sketchup to use meters. That way, you'll be sure to have exact values and avoid small "gaps" or clipping that, even when millimetric, are quite noticeable.

My other advice : make sure that the faces match between your different solids. It really worths the effort. Like a cone with 24 faces should be put over a cylinder with 24 faces too, so the junction will be seamless if exact position values are used.

Another tip : don't be too shy on the number of faces for cylinders or cones. For the Atlas and the Centaur I used 60 faces. With a texture over it, it looks almost perfectly cylindrical. Remember that divisions multiply the number of polys. Like, on the rocket body, it was useless to add divisions, because the diameter stays the same. With 60 faces, if you add 1 division, you have 120 faces, 2 you have 180 etc... , it grows quickly.

Nice work ;)

Edit : since we speak of that, it might be cool to make a "simplified" mesh of the interior, so that it will be possible to look inside the capsule from the outside by the windows or the open hatch. Only the general layout, because seats, cargo and astronauts are things that we should manage dynamically : for example, we could set up a "no seats, full cargo / tanker" version, "3 seats, lot of cargo" version, "5 seats, some cargo" version, and "7 seats, mostly astronauts luggages" version, to reflect the polyvalence of the concept. Just an idea, of course this is not a priority :idea:
 
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ky

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My other advice : make sure that the faces match between your different solids. It really worths the effort. Like a cone with 24 faces should be put over a cylinder with 24 faces too, so the junction will be seamless if exact position values are used.

Nice work ;)

Edit : since we speak of that, it might be cool to make a "simplified" mesh of the interior, so that it will be possible to look inside the capsule from the outside by the windows or the open hatch. Only the general layout, because seats, cargo and astronauts are things that we should manage dynamically : for example, we could set up a "no seats, full cargo / tanker" version, "3 seats, lot of cargo" version, "5 seats, some cargo" version, and "7 seats, mostly astronauts luggages" version, to reflect the polyvalence of the concept. Just an idea, of course this is not a priority :idea:
Thanks, since starting work on the project I've progressed a lot in modeling. Comparing the CST mesh then to now its amazing how much its changed. As for the idea that you had, I was planning to do that after I had the exterior shell of the capsule completed. I saved a backup version to plan out the various combinations of crew and cargo, so it'll be easy to incorporate.
 

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Here again, don't be afraid to make a "cut" a complex object with several meshes, it can save you time and means a smaller addon disk size. Like you can make the capsule interior "full empty", really only the pressure shell, then you can add seats and save one as a separate mesh. Same for cargo racks. Then, with the code, I can rotate and translate the meshes as I want. And it is less "laggy" in Orbiter to load a seat mesh than to reload a complete capsule interior mesh with textures etc... Its a matter of memory space it takes.

Still, you can make a single "full" mesh, it will be useful to have a global sight and get the (x,y,z) reference points (in meters) for each objects. If you can tell me "set three seats at (x1,y1,z1), x2,y2,z2), (z3,y3,z3), it really saves me a loooot of time, because the other way to do it is 3D trial-and-error. ;)

So, basically, the idea is to avoid reloading the complex meshes as much as possible, and having much more freedom with smaller elements (seats, astronauts, cargo racks, cargo...)
 
Last edited:

Urwumpe

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You could always use simplified meshes for the external views... can mean you need to do some animations twice (for example seats or hatches), but still works with minimal infrastructure.
 
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