Mid-Deck development

On the mid deck: Have it now included in the modules, you can switch to it by going to the Port flight deck station and press "ARROW DOWN". It needs some tweaking, the mesh groups are still shaded.

When an external airlock is installed, pressing "ARROW DOWN" again will bring you to the external airlock in the current version.
 
I've just uploaded a seat to the my gallery. Don's seat is probably the better choice, two reasons; low polygon count and don is a a better modeller than me ;)
 
Donamy: BTW, if I make you a quick anim8or model of the lockable switches, could you replace the standard switches in the VC with their lockable equivalent for these kind of switches in the real shuttle?

This kind of switches usually really has real effects (for example OMS ARM/PRESS or the FC OVERRIDE switches) and should require you drag the switches with the mouse then just flipping it quickly.
 
How do you enable the orbiter to use the External Airlock?
 
How do you enable the orbiter to use the External Airlock?

Give me a few hours to finish the code, then you could use the scenario line "ODS" for adding it. I need to restructure the visual management code of Atlantis a bit to make it useful.

Final solution would be using the mission definition file, but we don't have it yet.
 
I see the photo's that are being posted on the main, It looks great so far.
 
Do you want me to make all the locker meshes have a doors on them, i.e, to open them the user has to clicks on them, a bit like the switches on the flight deck?
 
Do you want me to make all the locker meshes have a doors on them, i.e, to open them the user has to clicks on them, a bit like the switches on the flight deck?

Can we do something with them?
 
I don't think they are opened, I believe they are missing from the get go.
 
Yes, I also think they are like that during launch and entry, but might be closed and stuffed with stuff during orbit.

I am not sure if it has an effect though. If you want, you can make the stowage boxes openable, it wouldn't change the numbers of triangles per scene anyway. But I don't know if this would get used for anything special. Maybe we only change the box status during the transition from ascent to orbit or orbit to entry. And this transition would IMHO better take place automatically in the background, as the player will have enough trouble preparing the flight deck for orbit operations.
 
I don't know if you're going to place models of astronauts in 'actual' flight configuration as per flight. If you're not doing exact position then it not worth the hassle ;)

Where do they stow the launch/re-entry suits whilst in orbit? under the mid deck or in a locker?
 
I don't know if you're going to place models of astronauts in 'actual' flight configuration as per flight. If you're not doing exact position then it not worth the hassle ;)

Where do they stow the launch/re-entry suits whilst in orbit? under the mid deck or in a locker?

From the post insertion checklist, I conclude that the flight deck crew stores their mess on the flight deck and the mid deck crew theirs on the mid deck.

FDF CONFIG
Stow in Helmet Bag: ASCENT Cue Cards, ASC, ASC PKT, SYS AOA
Unstow Jettison Stowage Bag, mark "Return to Houston".
Place Helmet Bag in Return to Houston Bag
 
Wasn't a while ago, someone was working on in the VC, adding Astronauts in there, Like SSM07
 
I've just uploaded a seat to the my gallery. Don's seat is probably the better choice, two reasons; low polygon count and don is a a better modeller than me ;)

No I'm not. The credit actually goes to Michael "michael_GR" Grossberg, I just changed the base of his seat.
 
Wow... looks like I should really remember to create a small credits file after the quarter final to track the contributions to the project.

I have just returned a printed version of the Orbit Operations Checklist from the data processing center, a really interesting reading if you need inspiration about what can be done in space. For example it contains drawings of the stowed and deployed shape of the ergometer.

The two things I don't want to see in the mid-deck for the moment:
- Failed lighting. Please bring me to light.
- The internal airlock. No MEDS-orbiter has it, and if we would implement it, it would become an optional part like the ODS.

Better put more detail on the other major components. I have some ideas left for improving the visual handling, too much detail would not be the problem... but keep it as low poly as possible anyway.
 
- The internal airlock. No MEDS-orbiter has it, and if we would implement it, it would become an optional part like the ODS.
Half-right. Columbia did have it and she was a MEDS-orbiter. In fact she was the second orbiter to get equipped with MEDS. Discovery didn't get it until her pre-RTF OMM at KSC.

Endeavour was the last orbiter to be equipped with MEDS.
 
If you repeat the joke enough, it will either a) become funny, or b) the author meet a tragic end ;)

Noooo.

It is rather that you bring me in the grave with this joke. I might feel urged to write the EPS simulation earlier than actually needed, using bad ideas forcing a rewrite later. That will be why the remaining developers will eventually hire a hitman to solve the code problems. :(

(Actually, I already think about a limited EPS simulation for the ODS implementation, but it is rather experimental and I still analyze the NASSP code to learn how they solved the same problems - the Shuttle electrical power system and the Apollo EPS are pretty similar, with only differences in the details.)
 
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