Project Enhanced Orion 20m (Update 3 - Feb 15)

atomicdryad

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I finally remembered SetVisibilityLimit:
attachment.php

If people can test and let me know if there are any issues, that would be great.
To do so, get http://orbiterfixes.googlecode.com/files/orion-2011-2.0.zip, then apply http://orbiterfixes.googlecode.com/files/orion-2011-test1.zip ontop of it. You can adjust the values in config/vessels/orion20m.cfg:
FlashSize = 8000.0
VisLimit = 0.00005

Setting VisLimit -smaller- makes things visible from further away. 0.001 is default for most orbiter ships. Flash size is the width of the explosion, the old setting was 800. At 8000 it's rather overwhelming in normal outside view. From what I've seen, FlashSize 8000 makes the flash appear within 4600 km, regardless of VisLimit (unless it's too low).

I'm hoping to figure out a nice default for VisLimit / FlashSize. 0.00005 / 8000.0 works for me, but apparently my old system is a beast >.>
 

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Mandella

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On my system, the default cuts the flash off at about 1400 kilometers, while setting the VisLimit to .000005 (added another zero), stretches it out to 4800.

And yes, the blast is a bit overwhelming, but it *should* be.

Any interest in working on some of the other more advanced Orion spacecraft? The twenty meter is nice and all, but I'd hate to be cooped up in it for the months it would take to Jupiter and the years to Saturn (one month to Mars? that'd be all right).

If you are not familiar with them I'll post some links tomorrow.
 

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Interesting link! I did not know that such a small amount of antimatter would be so efficient at triggering an additional nuclear reaction, and the proposed ships look good too.

But this is the Orion I was thinking of:


And, of course, there is always the Michael from Footfall, with the bonus of an actual ad featuring a futuristic design from [FONT=Arial, Helvetica, sans-serif]American Bosch Arma (a defense contractor).[/FONT]

http://www.technovelgy.com/ct/content.asp?Bnum=977
 

T.Neo

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The brightness of the nuclear explosion might be extrapolated from the visual effects of the [ame="http://en.wikipedia.org/wiki/Starfish_Prime"]Starfish Prime[/ame] test, which was 1.4 megatons.

It obviously looked very impressive, even when seen through thin cloud:
Starfish5.JPG
 

sputnik

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Hey wow, this is awesome!

Sorry I'm coming to this late, and sorry the updates have been late. Real life intervened, and yes, CVEL stopped working. I've compiled a new working CVEL library under 2010, got the Orions working (it was the most straightforward job), and now I find you've already improved on them!

I do wish you'd have let me know what you were up to, as you'd have been welcome to use my .3ds models (such as they are) for your improvements. I'd always meant to do that. Terrific work!

I'd consciously avoided adding dial-a-yield because the interface would be challenging and all it would really accomplish is to trash your Isp. In the case of the 10m, it's really not practical to make much lower yield at all. Still, now that I see it, I like it!

I intentionally built the code to be adaptable to other Orion-type vessels; adding a .cfg file reader was an obvious next step. Awesome!

I built the Orion meshes in 3 parts to facilitate launching them in 3 parts and assembling them on-orbit. Unfortunately, I never found the time to write the code that "glues" the 3 parts into one usable whole. Ideally, it could be adaptable as to modules, so that lunar freighters and the like could be assembled.

Well. I have the Aeroneutronic lander working again. Do you want it?
 

n72.75

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I'm getting a CTD on load.

This is my log:

Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 6.98413e-008 sec
Found 1 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (ATI Mobility Radeon HD 3870)
==> Direct3D T&L HAL (ATI Mobility Radeon HD 3870)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module EnergyConfigurator.dll  [Build ******, API 060425]
Module OrbiterSound.dll ...... [Build ******, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module ExtMFD.dll ............ [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module ScriptMFD.dll ......... [Build 100830, API 100830]
Module LuaConsole.dll ........ [Build 100830, API 100830]
Module transx.dll ............ [Build 100824, API 100823]
Module LuaMFD.dll ............ [Build 100830, API 100830]
Module CustomMFD.dll ......... [Build 100830, API 100830]
Module AttitudeMFD.dll ....... [Build ******, API 060425]
Module BTC2.0.dll ............ [Build ******, API 060425]
Module LaunchMFD.dll ......... [Build 100919, API 100830]
Module AeroBrakeMFD.dll ...... [Build ******, API 100830]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module RendezvousMFD.dll ..... [Build ******, API 050206]
Module FlightData.dll ........ [Build 100830, API 100830]
Module Framerate.dll ......... [Build 100830, API 100830]
Module FlatControl.dll ....... [Build ******, API 060425]
Module TrackIR.dll ........... [Build 100830, API 100830]
TrackIR module found: C:\Program Files (x86)\NaturalPoint\TrackIR5\
TrackIR initialisation failed
Module PrecessionMFD.dll ..... [Build 101213, API 100830]
190 stars read into catalogue
Module InterMFD55.dll ........ [Build 100826, API 100704]
Module BaseSyncMFD.dll ....... [Build 100616, API 100603]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 1434 x 875 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Joystick throttle: Z-AXIS
Joystick throttle control detected
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 DeltaGlider.dll ....... [Build 100607, API 100606]
Module LuaInline.dll ......... [Build 100830, API 100830]
orion -- 0.0000000000 -- 20 23 56 0896 -- ORION: start. loadmesh: P...
orion -- 0.0000000000 -- 20 23 56 0989 -- ORION: loadmesh: M...
orion -- 0.0000000000 -- 20 23 57 0027 -- ORION: loadmesh: H...
orion -- 0.0000000000 -- 20 23 57 0155 -- ORION: loadmesh: done. RegisterExhaustTexture...
orion -- 0.0000000000 -- 20 23 57 0163 -- ORION: RegisterExhaustTexture: done.
orion -- 0.0000000000 -- 20 23 57 0168 -- ORION: cvel...
orion -- 0.0000000000 -- 20 23 57 0182 -- ORION: done
orion -- 0.0000000000 -- 20 23 57 0223 -- clbkSetClassCaps: start
orion -- 0.0000000000 -- 20 23 57 0228 -- SetUpOrion: start
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
orion -- 0.0000000000 -- 20 23 57 0267 -- PlaceComponents: start
orion -- 0.0000000000 -- 20 23 57 0271 -- PlaceComponents: done
orion -- 0.0000000000 -- 20 23 57 0276 -- SetOrionStage: start
orion -- 0.0000000000 -- 20 23 57 0284 -- SetOrionStage: SetAttControlsOrion
orion -- 0.0000000000 -- 20 23 57 0288 -- SetAttControlsOrion
orion -- 0.0000000000 -- 20 23 57 0293 -- SetOrionStage: done
orion -- 0.0000000000 -- 20 23 57 0317 -- SetUpOrion: done. em=580000.000000
orion -- 0.0000000000 -- 20 23 57 0322 -- clbkSetClassCaps_UMMu: start
orion -- 0.0000000000 -- 20 23 57 0330 -- clbkSetClassCaps_UMMu: done
orion -- 0.0000000000 -- 20 23 57 0335 -- clbkSetClassCaps: done
orion -- 0.0000000000 -- 20 23 57 0340 -- clbkLoadStateEx: start
orion -- 0.0000000000 -- 20 23 57 0345 -- got HUDMODE: 1
orion -- 0.0000000000 -- 20 23 57 0354 -- got EVASEL: 0
orion -- 0.0000000000 -- 20 23 57 0358 -- got DOCKSEL: 0
orion -- 0.0000000000 -- 20 23 57 0363 -- got DOCKLIGHT: 0
orion -- 0.0000000000 -- 20 23 57 0368 -- got COG_COMP: 0
orion -- 0.0000000000 -- 20 23 57 0372 -- got NUKEYIELD: 1.000000
orion -- 0.0000000000 -- 20 23 57 0377 -- got NUKEARMED: 1
orion -- 0.0000000000 -- 20 23 57 0396 -- got NUKESAFE: 0 0 0
orion -- 0.0000000000 -- 20 23 57 0400 -- clbkLoadStateEx: done
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
 

atomicdryad

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It would be very cool to see a scaled-up Orion like the original 4000-ton payload design.

I'd have to pick find the book Project Orion – The Atomic Spaceship to know how it looks like, unless there are images online.

---------- Post added at 02:36 AM ---------- Previous post was at 02:25 AM ----------

I'd consciously avoided adding dial-a-yield because the interface would be challenging and all it would really accomplish is to trash your Isp. In the case of the 10m, it's really not practical to make much lower yield at all. Still, now that I see it, I like it!
Unfortunately dial-a-yield (as implemented) only downthrottles. I've been meaning to change that, and infact have been exploring the notion of tossing isp out the window; The engines would have 10e30 ISP. Once per slamcycle, 1*BombWeight would be subtracted from fuel mass (regardless of dial-a-yield setting). Fuel would be displayed as '1881 / 3000 bomblets', etc.

As is, the 1*n thrust Whatever*ISP system screws with IMFD and the like anyway.
I built the Orion meshes in 3 parts to facilitate launching them in 3 parts and assembling them on-orbit. Unfortunately, I never found the time to write the code that "glues" the 3 parts into one usable whole. Ideally, it could be adaptable as to modules, so that lunar freighters and the like could be assembled.
Yeah I noticed the split and have kept it. I'm thinking of splitting Orion20mM as well, so that each cylindrical magazine can be taken out or exchanged with one of a different size (like in volume 1 of GD report).
Well. I have the Aeroneutronic lander working again. Do you want it?
Sure! The DG is rather large, even for the 20m, and the ares isn't quite the same either.

---------- Post added at 02:39 AM ---------- Previous post was at 02:36 AM ----------

I'm getting a CTD on load.
(snip)
Module LuaInline.dll ......... [Build 100830, API 100830]
orion -- 0.0000000000 -- 20 23 56 0896 -- ORION: start. loadmesh: P...
(snip)
orion -- 0.0000000000 -- 20 23 57 0400 -- clbkLoadStateEx: done
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
[/code]

I've never seen a crash with orion (except when nuking a ship in helocentric orbit) and am scratching my head on what could do so on startup. Does it crash if you start a normal-no-orion-scenario, then add it via the scenario manager? Did my previous release crash?
 

n72.75

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I've never seen a crash with orion (except when nuking a ship in helocentric orbit) and am scratching my head on what could do so on startup. Does it crash if you start a normal-no-orion-scenario, then add it via the scenario manager? Did my previous release crash?


Yes, it crashes when adding it with the scenario editor.


The previous release didn't crash.
 

Urwumpe

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Luckily, Orion never came past Phase A studies, that leaves a lot of artistic freedom on how it must look like. ;)
 

atomicdryad

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Yes, it crashes when adding it with the scenario editor.


The previous release didn't crash.

wtf...I just tested this with a fresh orbiter install, inside a fresh vmware snapshot. It doesn't crash, even with no orbitersound or transx, so I didn't forget something in the .zip...though that would make this easier to figure out -.-

Orion has no critical deps other than orbiter2010. Can you send me your orbiter.cfg, and config/vessels/orion10m.cfg? Maybe my code clashes with something.

Are you using orion-2011-2.0.zip alone, or did you add orion-2010-test1.zip as well?

---------- Post added at 07:04 PM ---------- Previous post was at 06:55 PM ----------

Luckily, Orion never came past Phase A studies, that leaves a lot of artistic freedom on how it must look like. ;)

AndyMC's orion looked great, but progress seems to be kaput. Eventually I may get to that level of modeling skill, and will probably do so by spewing artistic freedom onto this addon's mesh. :p

Though I would like to see what Dyson's 4000 ton design looked like. Perhaps I should look at those links >.>


Sputnik: If you've not gotten my reply to your PM let me know. 'Sent Items' remains blank.
 
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Linguofreak

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wtf...I just tested this with a fresh orbiter install, inside a fresh vmware snapshot. It doesn't crash, even with no orbitersound or transx, so I didn't forget something in the .zip...though that would make this easier to figure out -.-

Orion has no critical deps other than orbiter2010. Can you send me your orbiter.cfg, and config/vessels/orion10m.cfg? Maybe my code clashes with something.

Are you using orion-2011-2.0.zip alone, or did you add orion-2010-test1.zip as well?

Brainstorming:

Could be a bug exposed by different hardware or software on the host system. What versions of Windows are being by you and n72.75? Hardware stats? Orbiter2010 P0 or P1?
 

atomicdryad

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Izack

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How exactly do you use the telescopes? It doesn't seem to be in the documentation.

By the way, I forgot to say earlier excellent work on all this. It's a real blast flying this thing. :thumbup:

PS. Pun intended. Feel free to strike me with an object of your choice. (Perhaps an atomic dryad? :lol:)
 

atomicdryad

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How exactly do you use the telescopes? It doesn't seem to be in the documentation.

By the way, I forgot to say earlier excellent work on all this. It's a real blast flying this thing. :thumbup:

PS. Pun intended. Feel free to strike me with an object of your choice. (Perhaps an atomic dryad? :lol:)


You should see
(name of menu) (next menu) -- [Ins/Del] Camera
at the very top/left of the screen...if you don't there's a bug.
Hitting Delete will take you to camera #1...whenever a camera is in use, there's a line showing the camera key commands, right below the standard fuel/thrust/rcs box. If not that's a bug too -.-

The cameras are controlled via arrow keys, pageup/pagedown for zoom, home to exit camera mode, and end to reset the camera to it's default direction.

Hitting cycles through a number of HUD overlay menus that provide key help and more functionality.

Please let me know if that stuff isn't showing up. If it is, I should probably consider improving the UI of the HUD menus, since they're supposed to be inbuilt documentation.
 

Izack

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Ah, sorry; I hadn't actually tried it yet, just browsed the documentation. The menus work normally; will test the rest at some point tonight.

EDIT: Telescopes are great. One image says it all:

11_02_15_21-23-02_Orion.jpg


Edit again: The status messages eat up screen pretty quickly, especially when using the telescopes, and it's pretty annoying to have to clear it off every 10 seconds when operating the systems or even just changing the camera. Is most of that information really necessary?
 
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atomicdryad

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Beta2:
* Made camera stop spamming syslog, added silly zooming sound.
http://orbiterfixes.googlecode.com/files/orion-2011-2.1beta2.1.zip

[
Edit again: The status messages eat up screen pretty quickly, especially when using the telescopes, and it's pretty annoying to have to clear it off every 10 seconds when operating the systems or even just changing the camera. Is most of that information really necessary?
...lol, I got annoyed at the syslog spam, and updated the beta before I even saw your message XD. No more spam, but let me know if that zoom sound is annoying.
I'll probably add runtime configuration for verbosity levels and facilities...just because it's neat.

(Update) I have smitten the UMMU selection messages and uploaded beta 2.1. If you miss them, add
Verbose 1
to config/Orion/orion20m.cfg

BTW, I'm considering chunking the RCS menu and replacing it with a dedicated log viewer - after I code a ringbuffer that's not pathetic. Does anyone even use the RCS display?
 
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