OHM HST-Ex

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Author: brianj

Another Hubble Space Telescope! feat. zoom FOV down to 0.2deg, "GoTo" by target name or RA / Dec, sun-tracking arrays, etc.

Also features removable science modules (4 axial modules, 3 radial modules, 3 RSU) and solar arrays.

Add-on includes replacement modules, solar arrays and associated shuttle cargo-bay carrier and EVA astronauts for the first HST Servicing Mission (STS-61)

Scenarios included (for default Orbiter "Atlantis" or "ShuttleFleet4.7")
STS-31 - HST launch.
STS-61 - Servicing Mission 1 launch.
STS-61 - On Orbit, approaching HST

REQUIREMENTS
ShuttleFleet scenarios require ShuttleFleet4.7
http://simviation.com/1/browse-Orbiter+Addons-142-1

Updated: 09 Nov 11 - modules recompiled, HST attachment point to Shuttle now compatible with SSU, HST mesh tweaked.

Updated: 05 Dec 11 - added scenarios for ShuttleFleet4.7

Big thanks to Donamy for letting me at his HST meshes....


DOWNLOAD
 

BrianJ

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Great add-on, thanks!
You're welcome :)

Blimey!..straight in at No.4 on the OH Top 10 Downloads for the week...with 0 downloads :lol: ....new add-ons must be pretty thin on the ground at the moment!?!

Anyhow, here's another Orbiter project that snowballed out of control. Started with just a HST with zoomable view and Goto pointing function, then I thought it might be fun to be able to do some of the Hubble Servicing missions - and that needed some EVA astronauts, and all the replacement units - and the carriers for the shuttle cargo bay, etc.etc.

I may make all the other HST servicng missions (SM2,3a,3b,4) in due course - but I've been messing around with this for a while and need a break or some inspiration!

I'm no Shuttle buff - so suggestions welcome. If anyone wants to make launch scenarios for use with "Shuttle Fleet" or "SSU" that would be cool.

Once again, thanks to Donamy for donating his HST mesh (and associated bits and pieces) :thumbup:

Cheers,
Brian
 

Grover

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how about something along the lines of the Soyuz

or in fact, how about the Progress, since NMolson is working on a Soyuz...

i just got into the ISS v3.2 by thornton, and its incredible! see if you can draw some inspiration from there ;)

good work man!
 

Voyager_VI

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I'm hoping you have something atop an Atlas waiting in the wings Brian :)
 

n122vu

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You're welcome :)

Blimey!..straight in at No.4 on the OH Top 10 Downloads for the week...with 0 downloads :lol: ....new add-ons must be pretty thin on the ground at the moment!?!



Cheers,
Brian
I count 9 in the last 13 days, 2 of which were mine. I think I hit the ground at #6 or #7 when I released the Cortez.

Either way, this looks like an awesome addon. Can't wait to rendezvous and have a closer look!
 

BrianJ

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I'm hoping you have something atop an Atlas waiting in the wings Brian :)
Sorry to disappoint, but I got hung up on making HST stuff. Maybe by the time MOI happens...unless someone else wants to sling together a quick rover/skycrane/heatshield/backshell/cruisemodule combo before then!!

So many spacecraft - so little time.

Cheers all,
Brian

P.S. I wonder if the Hubble Servicing Mission 1 (STS-61) would be a good mission for Orbiter Multi-Player users? Never used OMP myself, but it might be fun to have a Pilot/RMS operator + EV1 + EV2 working together.
 

Donamy

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P.S. I wonder if the Hubble Servicing Mission 1 (STS-61) would be a good mission for Orbiter Multi-Player users? Never used OMP myself, but it might be fun to have a Pilot/RMS operator + EV1 + EV2 working together.
Is that even possible ??
 

BrianJ

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Is that even possible ??
Hi Don,
I just looked at a couple of posts on the OMP forum - sounds like OMP can't handle docking/attachments - so I guess it's "no go". Shame.

Someone who uses OMP could probably say for sure.

BTW do you still need that "EVA astronaut" with all the animations, that you sent me for coding a while back? If yes, email it over to me again(I lost it) and I'll try and get around to it. Or maybe the EV1 from HST-Ex would suffice for your needs?

Thanks and regards,
Brian
 

Grover

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OMP can handle docking, but it has its restrictions (especially on vessels that have working nosecones, sometimes you have to switch to someone elses vessel to open their nosecone before you can dock (even though THEY opened it)
 

DaveS

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Here's my report so far.

Blue rectangle: The HST is situated halfway below the PLB.

Red circles: The grapple fixtures have the texture of Power/Data Grapple Fixtures(PDGFs), when they should have the texture of Flight Releasable Grapple Fixtures(FRGFs).

Green ellipses: These EVA handrails should be removed as they do not exist on the real HST.

I will report more as I continue the testing.

 

BrianJ

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OMP can handle docking, but it has its restrictions (especially on vessels that have working nosecones, sometimes you have to switch to someone elses vessel to open their nosecone before you can dock (even though THEY opened it)
Maybe it would be suitable then. Thanks. If anyone manages to get it working in OMP, let us know!



Here's my report so far.
Blue rectangle: The HST is situated halfway below the PLB.
Hi Dave
thanks for the report. Are you using the SSU? (doesn't look like the default Atlantis). If so, is there a way of setting the shuttle cargo-bay attachment point? (possibly via a scenario line, like the default Atlantis?)

Red circles: The grapple fixtures have the texture of Power/Data Grapple Fixtures(PDGFs), when they should have the texture of Flight Releasable Grapple Fixtures(FRGFs).
Ah. Donamy probably had the right textures before I mucked them up.
PDGF's look more aesthetically interesting - but I'll change them if I can find an image of a FRGF ;)

Green ellipses: These EVA handrails should be removed as they do not exist on the real HST.
No problems - the less mesh, the better my old graphics card likes it.

Cheers,
Brian
 

DaveS

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Hi Dave
thanks for the report. Are you using the SSU? (doesn't look like the default Atlantis). If so, is there a way of setting the shuttle cargo-bay attachment point? (possibly via a scenario line, like the default Atlantis?)
Yes, SSU and no, no way of setting the PL position in the vertical and lateral(Y/X) axes.

Ah. Donamy probably had the right textures before I mucked them up.
PDGF's look more aesthetically interesting - but I'll change them if I can find an image of a FRGF ;)
Here's some photos of the HST being processed at the KSC Vertical Processing Facility(VPF):

http://www-pao.ksc.nasa.gov/kscpao/images/large/89pc0954.jpg
http://www-pao.ksc.nasa.gov/kscpao/images/large/89pc1006.jpg
http://www-pao.ksc.nasa.gov/kscpao/images/large/89PC-1007.jpg
http://www-pao.ksc.nasa.gov/kscpao/images/large/89pc0949.jpg
http://www-pao.ksc.nasa.gov/kscpao/images/large/89PC-0947.jpg

And here's some photos of it being loaded into Discovery's PLB:
http://www-pao.ksc.nasa.gov/kscpao/images/large/90PC-0488.jpg
http://www-pao.ksc.nasa.gov/kscpao/images/large/90pc0487.jpg
http://www-pao.ksc.nasa.gov/kscpao/images/large/90pc0503.jpg
 
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Urwumpe

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Yes, SSU and no, no way of setting the PL position in the vertical and longitudinal(Y/X) axes.
http://www-pao.ksc.nasa.gov/kscpao/images/large/90pc0503.jpg
More precisely: You can manipulate Z for the main attachments (controlled by switches), but not X/Y. This is only possible by changing the payload attachment point. This had been done because of pure laziness - it is simpler to calculate most actions if the payload knows how to align itself. Otherwise we would need to adapt to every new payload along a mission - eg storing one satellite where another was released, etc.
 

barrygolden

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new ideas

Great work on the HST missions. The STS Payloads have always been one of my favorite addons, really would like to see more of the payloads and be able to fly those missions.

Just some thoughts would be to create the missions of 1986 with the centaur upper stage and other things that never flew from that year or an addon that that has the DOD payloads launching from the west coast, Teal Ruby, KH 11, lacross and Magnum would be fum to see. I think most of the stuff is out there or could be done pretty quickly such as the KH11 sat is close to HST, lacross ( see ssms 07 for a look at this sat) would look and work a lot like the power module from Skylab 1980 and Teal Ruby would be a lot like the ERBS sat from STS payloads. The launch pad could come from the Aircraft fleet and a centaur upper stage can be found in the Velcro stuff

If I could do this I would so good luck with these

Barry
 

BrianJ

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Yes, SSU and no, no way of setting the PL position in the vertical and lateral(Y/X) axes.
OK, no probs. Try adding the following attachment point to the hst_ex.cfg
file (located in Config/Vessels/HST_EX/ ) and see if it works for SSU. It puts the attachment in the HST +Y trunion pin. If it's OK, I can code it into the module.
Code:
; === Attachment specs ===
BEGIN_ATTACHMENT
P 0 2.36 -1.96  0 1 0  0 0 1  XS ;
END_ATTACHMENT
The index for this attachment point is 4, so you'll need to change the HST vessel attachment line in the scenario:
Code:
ATTACHED 4:0,STS-31*
(*or whatever the name of your SSU is)


Great work on the HST missions. The STS Payloads have always been one of my favorite addons, really would like to see more of the payloads and be able to fly those missions.
Thanks. Some interesting ideas there. My favourite Orbiter mission is Galileo - all the fun of a shuttle flight + an interplanetary mission :) I'd like to see an updated version of that.

Cheers,
Brian
 

missleman01

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I couldnt get the addon to run and was able to fix it by installing VC++ redistributable package. Might help others.

My support request post and resolution is here:

http://www.orbiter-forum.com/showthread.php?p=311749#post311749

Might be worth adding to requirements for the install. Luckily I was able to figure it out.

Thanks! Look forward to flying STS-61.
 

DaveS

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OK, no probs. Try adding the following attachment point to the hst_ex.cfg
file (located in Config/Vessels/HST_EX/ ) and see if it works for SSU. It puts the attachment in the HST +Y trunion pin. If it's OK, I can code it into the module.

The index for this attachment point is 4, so you'll need to change the HST vessel attachment line in the scenario:
Code:
ATTACHED 4:0,STS-31*
(*or whatever the name of your SSU is)
That worked fine. Tweaked the Y offset to 2.55 to make the trunnion pins to over the longerons. It seems to me that the HST is too small in diameter as the pins do not reach the actual longerons so that the latches can capture them.

Here's a photo looking directly into the payload bay after HST had been loaded. Note the tight fit of HST in the bay diameter-wise:

 

BrianJ

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I couldnt get the addon to run and was able to fix it by installing VC++ redistributable package. Might help others.

My support request post and resolution is here:

http://www.orbiter-forum.com/showthread.php?p=311749#post311749

Might be worth adding to requirements for the install. Luckily I was able to figure it out.

Thanks! Look forward to flying STS-61.
Hello missleman01 :hello: Thanks for the report (sorry I missed your original post) - I just switched over to VC++2010 Express compiler so I thought there might be dependency issues with the .dll . I wonder if I can change the compiler settings to avoid the problem?? I'm pretty clueless about these things so if anyone can help me out, please post here!
PS thanks again for GEP and especially Galileo :)


That worked fine. Tweaked the Y offset to 2.55 to make the trunnion pins to over the longerons. It seems to me that the HST is too small in diameter as the pins do not reach the actual longerons so that the latches can capture them.
Good, I'll put the attachment point at (0, 2.55, -1.963) for SSU compatibility :)
As for overall size - I'm afraid the short answer is "too much of a nightmare to rescale now!"
Longer answer - all the sources I can find say the HST tube max.diameter is 4.2m (mesh conforms to this). Also, all web sources give the Shuttle payload bay as 4.6m diameter - the HST-Ex mesh aft-trunion pins are 4.8m across, so should intersect the Shuttle mesh.

Of course, the web may be giving me wrong info!

Ah well, just hope it doesn't rattle around too much on the way up!

BTW thanks for the links to the images.

Thanks and regards,
BrianJ
 

orb

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I wonder if I can change the compiler settings to avoid the problem?? I'm pretty clueless about these things so if anyone can help me out, please post here!
Project Properties -> Configuration Properties -> C/C++ -> Code Generation -> Runtime Library -> Multi-threaded (/MT)
 
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