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I'd like to keep it as simple as possible. I'll think about it to see if there is a simple way to do it other than add fake boosters or something like that.1) I just thought about launch effects... " space shuttle" has two sources of steam/smoke clouds, when orbiter starts engines - 6 secs before liftoff - in the front direction, and 1 sec before liftoff - from SRB's - in the opposite deflecting direction. Maybe some option with "time shift" is possible?
2) MS_CAMERA exhibits Orbiter graphic client's problem - heavy flickering (z-buffer fight?), when zoomed in from a distance... not a multistage problem though...
noticed that too, but can't do much about it :shrug:
P.S. Also (but it also is not a direct multistage problem) I still think how to improve these launch smoke clouds, because they have blurry edges when grown up (because of "growth factor")... in real life they have sharper edges. One solution would be - not make this "growing up", but then they stay low above the ground, no high "clouds".
Another - another texture "contrailxx.dds" with very sharp edges, and after defining in pstream2, so when even after "growing up" it still has sharp edges?
proper combination of texture and parameters could be the solution, but I think this is totally up to the single users of Multistage
P.S. 2 - I noticed that after ~1 min after launch, clipping effect happens, ground is clipped - black (if <300 m above) , also launch smoke's underground part becomes visible as well. That is when I do not follow rocket in Orbiter's ground camera mode, but look at launch pad.
you're right about this. I think it's related to the camera position of the launchpad (which is right on the ground) for some reason that I cannot know because it's inside orbiter. I'll try to change this and see if we get rid of the effect.
I think point 5 should be skiped for the moment. You are probably very close to release and trying to fix point 5 could lead you to unexpected guidance errors.
Point is that the way heading is calculated is a bit of heavy math, but pure trigonometry and not vector calculation. If I can rework the equations with the vectors (especially with the cross product of velocity and position) then everything will be solved, but it's not easy so I'll see about this at the very end and if it becomes "dangerous" I'll leave it as it is.
Thanks for your feedbacks guys!

---------- Post added at 23:24 ---------- Previous post was at 21:52 ----------
I was building the GravTurn command and I realized that there is already the AOA command. Shouldn'it be fine?
---------- Post added at 23:32 ---------- Previous post was at 23:24 ----------
same link updated:
http://www.intech-srl.eu/MS2015WIP.zip
to sum, what should work here:
1) CTD on updating when in Hangar - SOLVED
2) Camera issues - Should be SOLVED
3) Check all the angles between reading and writing from and to the ini file - Should be OK
4) Add a GravTurn Call to the guidance program - to be started, should not be too difficult - NOT NEEDED; USE AOA CALL
5) Try to solve the orbit guidance program issue when the velocity passes from northward to southward or the opposite - WILL BE TRIED
6) having a pad blow up - Should be SOLVED
7) scenarios with pad issues - I don't know if there are issues with scenario setup, i don't have any