OHM Falcon9 for Orbiter2016

BrianJ

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OK, I can't see anything obvious in the orbiter.log, although...

1) You're using a different D3D9 Graphics client to mine.
I'm using D3D9Client2016-R2-1, without any CTD problem.

Does the CTD happen if you use the regular Orbiter2016 graphics?

2) You have quite a few add-on MFD modules enabled. Try disabling all except TransX, InterMFD, OrbiterSound, ScenarioEditor.
 

Marijn

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1) You're using a different D3D9 Graphics client to mine.
2) You have quite a few add-on MFD modules enabled.

Ok, I created a new Orbiter installation and the CTD problem when changing ships has disappeared. I tried both the R1 en R2-1 D3D9 clients to recreate the problem, but I wasn't able to. So I am not sure what caused this.

I do have a new little problem though. The timer is not displayed. It becomes a solid yellow box. There seems to be a problem with rendering the font.

Any idea? And do you know why these warnings obsolete API function calls are showing up?

**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 3.94757e-007 sec
000000.000: Found 0 joystick(s)
000000.000: Module AtlantisConfig.dll .... [Build 160828, API 160828]
000000.000: Module AtmConfig.dll ......... [Build 160828, API 160828]
000000.000: Module DGConfigurator.dll .... [Build 160828, API 160828]
000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830]
000000.000: Module D3D9Client.dll ........ [Build 170705, API 160828]
000000.000: Module ModuleMessagingExtMFD.dll [Build 180401, API 160828]
000000.000: >>> MMExtMFD module initialized: version 1.0a, compile date Apr 1 2018
000000.000: Module ExtMFD.dll ............ [Build 160828, API 160828]
000000.000: Module ScnEditor.dll ......... [Build 160828, API 160828]
000000.000:
000000.000: **** Creating simulation session
000000.000: D3D9: [DirectX 9 Initialized]
000000.000: D3D9: 3D-Adapter = Intel(R) HD Graphics 4600
000000.000: D3D9: MaxTextureWidth........: 8192
000000.000: D3D9: MaxTextureHeight.......: 8192
000000.000: D3D9: MaxTextureRepeat.......: 8192
000000.000: D3D9: VolTexAddressCaps......: 0x3F
000000.000: D3D9: NumSimultaneousRTs.....: 4
000000.000: D3D9: VertexDeclCaps.........: 0x37F
000000.000: D3D9: XNA Math Support.......: Yes
000000.000: D3D9: Vertex Texture.........: Yes
000000.000: D3D9: Shadow Mapping.........: Yes
000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes
000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes
000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: No
000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes
000000.000: D3D9: D3DDTCAPS_DEC3N........: No
000000.000: D3D9: D3DDTCAPS_FLOAT16_2....: Yes
000000.000: D3D9: D3DDTCAPS_FLOAT16_4....: Yes
000000.000: D3D9: Runs under WINE........: No
000000.000: D3D9: Available Texture Memory = 1774 MB
000000.000: D3D9: [3DDevice Initialized]
000000.000: D3D9: [Loading Constellations]
000000.000: D3D9: [D3D9Client Initialized]
000000.000: Module Sun.dll ............... [Build 160828, API 160828]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 160828, API 160828]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 160828, API 160828]
000000.000: Module VenusAtm2006.dll ...... [Build 160828, API 160828]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 160828, API 160828]
000000.000: Module EarthAtmJ71G.dll ...... [Build 160828, API 160828]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 160828, API 160828]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 160828, API 160828]
000000.000: Module MarsAtm2006.dll ....... [Build 160828, API 160828]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 160828, API 160828]
000000.000: Module Jupiter.dll ........... [Build 160828, API 160828]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 160828, API 160828]
000000.000: Module Europa.dll ............ [Build 160828, API 160828]
000000.000: Module Ganymede.dll .......... [Build 160828, API 160828]
000000.000: Module Callisto.dll .......... [Build 160828, API 160828]
000000.000: Module Satsat.dll ............ [Build 160828, API 160828]
000000.000: Module Saturn.dll ............ [Build 160828, API 160828]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 160828, API 160828]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 160828, API 160828]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 160828, API 160828]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 160828, API 160828]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 160828, API 160828]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 160828, API 160828]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 160828, API 160828]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 160828, API 160828]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 160828, API 160828]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module slc40r.dll ............ [Build 180120, API 160828]
000000.000: Module tess.dll .............. [Build 180328, API 160828]
000000.000: Module f9_v12.dll ............ [Build 180320, API 160828]
000000.000: Module barge.dll ............. [Build 170811, API 160828]
000000.000: Module frv.dll ............... [Build 180321, API 160828]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: D3D9: [Scene Initialized]
000000.000: >>> MMExtMFD module sim start
000000.000: Finished initialising panels
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: VESSEL::GetHorizonAirspeedVector
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
000000.010: ---------------------------------------------------------------
000000.010: >>> WARNING: Obsolete API function used: VESSEL::GetShipAirspeedVector
000000.010: At least one active module is accessing an obsolete interface function.
000000.010: Addons which rely on obsolete functions may not be compatible with
000000.010: future versions of Orbiter.
000000.010: ---------------------------------------------------------------
D3D9: ERROR: ^^ Font is too large for pre-rendering
000026.354: D3D9: [Session Closed. Scene deleted.]
000026.354: D3D9: [Destroy Render Window Called]
000026.354: >>> MMExtMFD module sim end
000026.354: **** Closing simulation session
D3D9: ERROR: Invalid Window !! RenderWndProc() called after calling clbkDestroyRenderWindow() uMsg=0x4A62A0
000026.354: >>> MMExtMFD module exited

Thanks.
 

BrianJ

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I do have a new little problem though. The timer is not displayed. It becomes a solid yellow box. There seems to be a problem with rendering the font.

Any idea? And do you know why these warnings obsolete API function calls are showing up?
No idea about the "solid yellow box" - maybe try updating your graphic card drivers? Sorry I can't be more help with that.

Obsolete API calls probably originate from the Falcon9 1st stage code - some old functions that slipped through the update net. Should be cleaned up but they shouldn't cause CTD with current Orbiter2016.

Cheers,
BrianJ
 

Marijn

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After some troubleshooting, I found that when I change the screen resolution in Windows from 1920x1200 to 1920x1080 and change the video settings to this resolution in Orbiter as well, the problem is no longer there.

So with 1920x1200 there is a problem with the timer on my system. 1920x1080 is just fine.

Weird..
 

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Hello Brian, I am having an issue with the autopilot. No matter what scenario I load the autopilot tilts the vehicle into the ground upon launch, the autopilot parameters seem fine and I don't know what's wrong.
 

Kyle

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First decent image of the Block V:

index.php
 

BrianJ

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Update v.180509 on OH:
Interstage and landing gear re-paint for Block5
(no change to performance yet).
 

BrianJ

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Are you modeling the Block 5 separately?
No, it's enough work trying to keep up with one version :)
If anyone has any figures on performance upgrades for Block5, do let me know, I can't find anything.


Cheers,
BrianJ
 

IronRain

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Not much on performance, but I saw this on Twitter today:

[ame="https://twitter.com/Sonikku_a/status/992283248444125185"]Robert A. Petersen on Twitter: "Falcon 9 Block 5 rolling out to the launch pad.

What’s New (because rockets have Change Logs).

#SpaceX #NASA #Falcon9 #Block5… https://t.co/TIEWTkWQdN"[/ame]
 

BrianJ

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Weird, I can't see the link in your post, but can see it in the quote.
Anyway, thanks for that - "roughly 10% extra thrust on the Merlin1D".
Wikipedia says 7-8%.
That will require a few changes in my add-on control algorithms, which desperately need overhauling anyway :)
 

Kyle

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Elon Musk said today the Block 5 has an 8% thrust increase over the Block 4.
 

BrianJ

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So, a couple of figures garnered from comments here and there:
Merlin1D thrust SL: 190,000lbs
Merlin1D VAC thrust: 220,000lbs

Also mentioned was "chamber pressure on Merlin1D is reduced during ascent to maintain thrust" - how is that done? Is it simple throttle control or are they changing the efficiency(ISP) somehow?

Insight from anyone who knows how rocket engines work is welcome! :)

Cheers,
BrianJ
 

ale131296

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Elon also talked about a few seconds more of ISP in both first and second stage. MVac should be now more like 350s of ISP which is really good. Also, could you add more impulse on the RCS? The boosters can't rotate as fast as in reality and I don't know why, maybe making the RCS more powerful on the simulation it would be the easy solution?
 

BrianJ

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Elon also talked about a few seconds more of ISP in both first and second stage. MVac should be now more like 350s of ISP which is really good. Also, could you add more impulse on the RCS? The boosters can't rotate as fast as in reality and I don't know why, maybe making the RCS more powerful on the simulation it would be the easy solution?
I am working on this at the moment. Increasing the thrust exposed a bug in the re-entry guidance, so that's a bit more robust now. ISP of the MVac is already 361.8s, so that can stay as it is for the moment.


The booster rotation problem may be down to wrong moment of inertia and CoG - haven't paid much attention to that. Also, I wonder if the 2nd stage ignition gives a bit of a push to the 1st stage rotation. Also, firing up one engine early to increase torque helps a bit with the turn. So, I am looking at this :)


Cheers,
Brian
 

ale131296

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ISP of the MVac is already 361.8s, so that can stay as it is for the moment.

Now that explains a lot of things from different flights I have done with this addon. I thought that ISP on the addon was lower than that but now I'm seeing the PDF file with the specs and it's true what you say. It's a very high ISP compared to the true MVac engine ISP. Hey don't have to feel any pressure, you're doing a great job, take your time, I'm sure it will end up being really good!!
 

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Hi Brian! I'm very excited to see the Block 5 variant on the pad in Orbiter - but now all my scenarios from TESS on backwards look like Block 5. Help!

(I've been creating scenarios with your wonderful add-ons, currently from TESS on back through FORMOSAT-5, with the goal of simulating all Falcon 9 v1.2 flights as realistically as possible. With a quick check of the texture files, I'm not sure just a renaming of a file will work, or where in a .cfg file I could add a line. Thanks in advance for your help?)

Charlie
 

BrianJ

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Update v.180522 on OH

Now supports up to 20 payloads, attach points defined in .cfg file
Thrust upgraded to Block5 specs
2nd Stage ISP reduced to ~350s
1st Stage cold gas(N)RCS thrust increased 20%
1st Stage cold gas(N)RCS fuel mass reduced 100kg
1st Stage inert mass increased 100kg
Quicker 1st Stage "flip" and Boostback-burn ignition sequence
More stable Re-entry burn calculation
Some cosmetic changes to booster, fairings
Added GraceFO and Iridium6 launch scenario

You are advised to delete(or move to subfolder) previous version "Test" scenarios before installing update, to avoid confusion!

Still to do:
Better ASDS and FRV location prediction

---------- Post added at 11:48 PM ---------- Previous post was at 10:12 PM ----------

Hi Brian! I'm very excited to see the Block 5 variant on the pad in Orbiter - but now all my scenarios from TESS on backwards look like Block 5. Help!
Hi, sorry for the late reply - must have missed your post.
Due to my lack of foresight/time and laziness, I never bothered to make different versions of the Falcon9 compatible in the same Orbiter install.
(It's actually a bit of a pain to go through all the code/meshes/cfgs/scenarios/etc. and change the folder structure).

So, you can either install the relevant version each time you need to change it. Or keep separate Orbiter installations for each version.
Sorry about that.

If you're only concerned about the visual appearance, you could possibly swap the previous version meshes and textures for the 1st Stage and Interstage only.

I think the last version before the Block5 re-paint was v.180321, if you need it, PM me your email and I'll send it over.

Cheers,
Brian
 
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