Update Multistage2015 Update to OpenOrbiter2024

So is there a way to link to meshes,.... used in 2016 to 2024. That way you have 2 copies of meshes,.....

I am thinking of sts2016 and sls. I have SLS in both but to run STS2016 Do I need to load it all in 2024? I know textures and can do that?
 
So by adding the amount of the 2 SRB to the main thrust she lifts off. BUT no exhaust from them and they do not separate

[STAGE_1]
Height=63.720
Diameter=8.400
EmptyMass=85275.392
FuelMass=979452.000
Thrust=41843261.655
 

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So the default SLS has 1 booster:
[BOOSTER_1]
N=2
MeshName=SLS\LRB1

but 2 meshs are seen. But because they are mirrored logos and things may be wrong. That is way my SLS has 2 boosters with thrust and rest are dummy for effects.
 
Hi Mathias

I'm thinking about updating my Ariane 6 rocket designed for Orbiter 2016 and therefore Multistage 2015 for Orbiter 2016.

So I installed this rocket on my Orbiter 2024, and here are my conclusions:
everything seems to be working perfectly with the Multistage modules you updated.

Only one issue I've observed:
Boosters do not automatically separate when their fuel supply is finished.

With Orbiter 2016, when the booster fuel tanks run out, they jettison automatically.

However, manual separation ( J key) works perfectly.

So, all that remains is to fix this last issue (which isn't a major one). ;)

Thanks again for all your work. :hailprobe:
 
Hi Mathias

I'm thinking about updating my Ariane 6 rocket designed for Orbiter 2016 and therefore Multistage 2015 for Orbiter 2016.

So I installed this rocket on my Orbiter 2024, and here are my conclusions:
everything seems to be working perfectly with the Multistage modules you updated.

Only one issue I've observed:
Boosters do not automatically separate when their fuel supply is finished.

With Orbiter 2016, when the booster fuel tanks run out, they jettison automatically.

However, manual separation ( J key) works perfectly.

So, all that remains is to fix this last issue (which isn't a major one). ;)

Thanks again for all your work. :hailprobe:
Hi @jacquesmomo,
Thanks for your report and your kind words. I confess I haven't been working on the Multistage update because I've been very busy in real life.
I'll get back to the project as soon as I can.

Best regards.
 
Hi again Mathias

It’s me again… 😅
I'm sorry, but I think I found another issue... (also not really important!)

Let me explain :
If we create several booster groups in the ini file, only the last one is functional !!!

Example:
In my Ariane 6 rocket, I created 3 booster groups :

[BOOSTER_1] ;Déluge
N=1
Meshname="Kourou_Rockets\Ariane6\Ariane6_invisible"
Off=(0,0,0)
Thrust=0.001
Emptymass=1
Fuelmass=1
Burndelay=0
Burntime=2
Eng_1=(0,0,12)
Eng_diameter=0.001
Eng_pstream1=water
Eng_pstream2=water
Module=Kourou\Ariane6_Invisible

[BOOSTER_2] ;Givre (ice)
N=1
meshname="Kourou_Rockets\Ariane6\Ariane6_invisible"
off=(0,0,62)
thrust=0.001
emptymass=1
fuelmass=1
Burndelay=2
Burntime=60
Eng_1=(0,0,-6)
Eng_diameter=0.001
Eng_pstream1=Ice
module=Kourou\Ariane6_Invisible

[BOOSTER_3] ; 2 Boosters (ESSR PC120C)
N=2
MeshName="Kourou_Rockets\Ariane6\Ariane6_262_Booster"
off=(5.300,0.000,23.000)
angle=-45
Height=25.32
Diameter=5.16
EmptyMass=25000
FuelMass=111000
Thrust=3500000
Burndelay=0
BurnTime=137
Eng_1=(0,0,-19)
Eng_diameter=3.5
Eng_tex=Kourou_Rockets\Exaust\Exaustmomo_03
Eng_pstream1=booster
Eng_pstream2=diffuse
Speed=(3,0,4)
Rot_speed=(0,-0.1,0)
Expbolts_pos=(0,0,1)
Expbolts_pstream=Expbolts
Expbolts_anticipation=0.8

  • The first group is a "ghost" booster which simulates the flood at takeoff ("deluge") and should operates only for 2 seconds (but not here with Orbiter2024)
  • The second group is also a "ghost" booster which simulates frost during the first part of the flight ("Givre") and should operates for 60 seconds (same)
  • The third group is the two real boosters. This third group operates normally.

Here is what we can see on the multistage MFD:

01.jpg
before launch after few minutes of flight

Finally, I created (just to see) a new configuration with 4 boosters ( [BOOSTER_4] being simply a copy of [BOOSTER_3] )
and only the [BOOSTER_4] group works. So only the last one....

02.jpg
after few minutes of flight

In Fred's documentation page 3 we can read:
Description and Limitations
Number Limitations:
Boosters: 10
Engines for each Booster: 4

Sorry to have found this little issue, so now that makes 2 issues to solve.... o_O

Best regards

Jacques
 

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Last edited:
Instead of "cheating" this with the booster feature, maybe it would be a good idea to create special visual effects for launching rockets in MS2015, if development continues. Since Orbiter also allows particle streams without a thruster, this could even be a better implementation from a simulation POV.

Well, if development continues.
 
Hi again Mathias

It’s me again… 😅
I'm sorry, but I think I found another issue... (also not really important!)

Let me explain :
If we create several booster groups in the ini file, only the last one is functional !!!

Example:
In my Ariane 6 rocket, I created 3 booster groups :



  • The first group is a "ghost" booster which simulates the flood at takeoff ("deluge") and should operates only for 2 seconds (but not here with Orbiter2024)
  • The second group is also a "ghost" booster which simulates frost during the first part of the flight ("Givre") and should operates for 60 seconds (same)
  • The third group is the two real boosters. This third group operates normally.

Here is what we can see on the multistage MFD:

View attachment 43378
before launch after few minutes of flight

Finally, I created (just to see) a new configuration with 4 boosters ( [BOOSTER_4] being simply a copy of [BOOSTER_3] )
and only the [BOOSTER_4] group works. So only the last one....

View attachment 43379
after few minutes of flight

In Fred's documentation page 3 we can read:
Description and Limitations
Number Limitations:
Boosters: 10
Engines for each Booster: 4

Sorry to have found this little issue, so now that makes 2 issues to solve.... o_O

Best regards

Jacques

It's just a good thing you mentioned that error because I'm on the trail of an overflow that I found in the Orbiter log after separating the rockets.

Instead of "cheating" this with the booster feature, maybe it would be a good idea to create special visual effects for launching rockets in MS2015, if development continues. Since Orbiter also allows particle streams without a thruster, this could even be a better implementation from a simulation POV.

Well, if development continues.
It's a good idea. I'll do my best. I've tried contacting @fred18 but haven't heard back. I asked him about permission to upload the code to GitHub to make development easier.
 
It's just a good thing you mentioned that error because I'm on the trail of an overflow that I found in the Orbiter log after separating the rockets.
:salute:

Instead of "cheating" this with the booster feature, maybe it would be a good idea to create special visual effects for launching rockets in MS2015
Yes, this could be a good idea... if it is not too difficult to implement... 🤔
 
Hi Matias :cheers::salute:

So regarding Multistage2015 (the last DLLs you created on 01/02/2025),
I found another bug, but don't worry, it's not really a big deal. ;)

This is the "Ignite_delay" parameter in the [STAGE_x] section (with x=2 for example)

See the Fred18's documentation at page 10 :

Multistage_01.jpg

If we write :
Ignite_delay=0
then the stage does not automatically ignite after the previous stage has been shut down and jetissoned
(I should point out that my tests were made with a guidance file, so the ignition of the stage following the stage N.1 should be automatic.)

On the other hand, if we set:
Ignite_delay=2
it works !
And this also works :
Ignite_delay=0.1
Ignite_delay=0.001

Conclusion:
The "Ignite_delay=" parameter must have a value other than zero. :geek:
 
So does this overcome the issue where only the last booster ignites on launch?
I didn't read close enough...need more coffee :-)
This is upstream for second stage and up.
 
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Hello Matias

Sorry, but I just found another bug... 🫤

Problem with the NumPad + key with the Ctrl key :

This bug occurs when piloting manually (without a guidance file controlling the thrust).
  • If you launch the rocket with the [NumPad +] key alone, and keep this key pressed, there's no problem.
  • If you launch the rocket with the [Ctrl] + [NumPad +] keys together (to keep the thrust at maximum without tiring yourself out by holding the key pressed), 😉
then, when separating (or jettison) stage 1, stage 2 doesn't ignite : we have to press [NumPad +] again (or [Ctrl] + [NumPad +]).

I checked: this phenomenon does not occur on Orbiter 2016: engine #2 ignites after separation from stage #1

Add it to the list of bugs and issues to check... 🥵
When you have time, of course !!🫡

Any news about Multistage ?
 
Hello Matias

Sorry, but I just found another bug... 🫤

Problem with the NumPad + key with the Ctrl key :

This bug occurs when piloting manually (without a guidance file controlling the thrust).
  • If you launch the rocket with the [NumPad +] key alone, and keep this key pressed, there's no problem.
  • If you launch the rocket with the [Ctrl] + [NumPad +] keys together (to keep the thrust at maximum without tiring yourself out by holding the key pressed), 😉
then, when separating (or jettison) stage 1, stage 2 doesn't ignite : we have to press [NumPad +] again (or [Ctrl] + [NumPad +]).

I checked: this phenomenon does not occur on Orbiter 2016: engine #2 ignites after separation from stage #1

Add it to the list of bugs and issues to check... 🥵
When you have time, of course !!🫡

Any news about Multistage ?
Thanks for continuing to try Multistage. I'm actually booting into Windows 11 right now and re-examining the code to see what I can do.

I can't promise much because I'm not a good programmer. But the LLMs have improved a lot. But I found an excellent site to improve my programming "skills"...
 
Hello friends and those interested in Multistage2015!

Here are the new .dll files, dated July 8, 2025.

My tests shows that the rocket now explodes correctly (if you activate Complex Flight and violently apply RCS, the SLS will explode without CTD).


I still need to resolve the LRB separation. But first, I need to fix a lot of uninitialized variables. For now, Cppcheck is a fundamental tool for me.
 

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Here are the new .dll files, dated July 8, 2025.
2 quick tests. I'm getting a ctd on (manual) jettison! The last .dll (feb25) had solved that issue!
Can confirm successful RUD (so it's at least up to Spacex standards:LOL:):)
 
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