ok, news!
still no further work on the CSM, need to work around the CTD first, but ive not had the time (mostly just little bits at a time), but i HAVE had time for Launcher modelling:
before i show you, here are some of the nitty-gritty bits:
first, it has 3 stages and two boosters, designed to make LEO and TLI burn, with a little leftover. ill also try to code in a few interesting failures (governed by probability) such as premature SRB sep, engine ignition failire etc, so that you will actually have use of the Launch escape system.
in terms of coding, here's the general outline (if you're already familiar with the stock atlantis, this code will be strangely deja-vu):
one vessel is defined, and the meshes of 3 stages, boosters, fairing and LES are added. engines are taken as the boosters and first stage mains
after boosters have 3% fuel remaining, they are removed from the vessel entirely, and a new vessel class is called to replace the visuals (so you see them fall away)
as each stage is emptied and jettisoned, they are removed from the vessel, and new engine definitions replace the old ones. and on top of this, the CoG is also shifted along the Z axis to show the craft falling away
the LES is released similarly to the boosters, simply dropped from the code and a new vessel replaces it visually to show it blast away
once the last stage is emptied, the CSM (visible as soon as the fairings are removed) is removed from the vessel, and focus is shifted to that. (at this stage, you will be on your way to the moon). you will still be able to control the third stage, if you want to go to the lengths of crashing it into the moon or shooting it off into the sun.
in future versions, i will also add a lunar lander mesh to the mix, remaining as part of the launcher untill the CSM is released, at which point its mesh and mass is removed and replaced with a new vessel entirely, attached to an attachment point probably, which you need to release via the launcher before you can pull the lander out of the final stage.
thats the behind-the-scenes version: now, i present to you, Stages 2 and 3, with the CSM for comparison!
all the stages shown, separated by 5m from their "mated" position
the two stages shown in their "mated" position
you cant see very well, but stage 2 has four engines, and stage 3 has two of the same engines (though thrust levels generated wont actually be reflected like this). in the end, i scrapped the old method for CSM attachment, and added an "arresting ring" split into four parts (to allow room for the SM rear RCS nozzles), with just enough room for the SM engines behind it.
if i do go for a lander, ill remake the third stage, to be much larger, to accomodate the lander, and provide the extra fuel needed to take it up there.
from now, the second stage only needs a little more detail adding, then i do the first stage, then boosters then work on some textures!
later guys!
---------- Post added at 10:36 PM ---------- Previous post was at 08:59 PM ----------
in toehr news:
at the end of this shift, ive managed the following:
began modelling stage 1
fully modelled both fairings and the LES
stripped the CM model of its interior; in my first release, im going to get around the CTD error by not having any transparency at all, and ill increase the texture size whilst im at it, so i can have a very detailed CM (which TBH, is what you'll spend your time looking at)
also, with some priceless guidance from Urwumpe, i now know roughly how i'll code the launcher, and the CSM coding shouldnt be too complex to start with
should have some more done soon!
laters!