New Release Project Mercury X for Orbiter 2016

asbjos

tuanibrO
Addon Developer
Joined
Jun 22, 2011
Messages
618
Reaction score
44
Points
28
Location
This place called "home".
Happy Tuesday!

Here is the release of Project Mercury for Orbiter 2016!
Get your copy here, version 2.1.1: https://www.orbithangar.com/showAddon.php?id=aa76f625-781d-4194-b153-16b81c9ae3e0.
When you click the download button, you also get the option to download a Orbiter 2010 version.

This addon simulates the first manned space program of NASA, Project Mercury, which launched six astronauts into space between 1961 and 1963.

The addon mainly uses the meshes from the legacy Project Mercury addon by Rob Conley/'estar', but with completely new code. With a new basic 2D cockpit, and with improved flight models, autopilots, and of course the benefit of the upgrade in Orbiter visuals made since 2005, when the original addon was last updated.

All original meshes by the original addon team, highres textures and new meshes by '4th rock', and high poly launch complexes 5 and 14 + carrier by 'kev shanow' are included with their permissions. A huge thank you to them!
Therefore, this addon has no requirements to run (and will generally not be compatible with any old textures, meshes, configurations, scenarios, etc.).

Addon by me ('asbjos') and Ricardo Nunes ('4th rock').



Update log:
March 10, 2020: initial release. (1.0)
March 12, 2020: small update. Forgot to add Launch Complex textures, and a bug with meshes at abort. (1.1)
March 15, 2020: includes all previous patches, more bugfixes, Launch Complexes improved, and surface tiles for both LC5 and LC14. (1.2)
March 17, 2020: fixes bug with touchdown. No update for Orbiter2010 version, as it has touchdown points defined differently, and thus no bug in 1.2 version. (1.2.1)
March 30, 2020: Little Joe, boilerplates, periscope features, +++++. (1.3)
April 11, 2020: Mercury-Scout, skinning feature, bug fixes. (1.4)
May 14, 2020: 2D cockpit panel, maneuvering concept adapter for Atlas stage, bug fixes. (2.0)
June 8, 2020: slightly improved 2D panel, alternate history launchers, Beach Abort scenario, bug fixes. (2.1)
June 10, 2020: fix Atlas mesh not disappearing after capsule separation. (2.1.1)

Known bugs:
  • Parachute and landing bag meshes disappear after going into periscope view (F8). Press Ctrl+R to reload when this happens.
  • Periscope view and panel don't work in Orbiter 2010. It is disabled in O2010 for now.

Please use this thread for help, bugs, and general feedback!
 
Last edited:

Kyle

Armchair Astronaut
Addon Developer
Joined
Mar 17, 2008
Messages
3,683
Reaction score
28
Points
88
Website
orbithangar.com
Awesome! The Mercury program has been neglected for years by Orbiter, glad to see it again.
 

4throck

Enthusiast !
Joined
Jun 19, 2008
Messages
2,987
Reaction score
102
Points
63
Location
Lisbon
Website
orbiterspaceport.blogspot.com
Not an update of the old 2005 Mercury add-on, this is a new one!

Rocket and capsule guidance are fun to watch and quite realistic.
Random failures make it interesting to fly.

Great work! :cheers:
 

moonheart

Member
Joined
Jul 12, 2015
Messages
44
Reaction score
0
Points
6
For some reason the dropbox link doesn't show anything for me - it's just blank - is it possible to post elsewhere?

Great work - look forward to trying - Many thanks!
 

asbjos

tuanibrO
Addon Developer
Joined
Jun 22, 2011
Messages
618
Reaction score
44
Points
28
Location
This place called "home".
For some reason the dropbox link doesn't show anything for me - it's just blank - is it possible to post elsewhere?

Great work - look forward to trying - Many thanks!
Strange, works for me. :shrug:
But here, try this for now: http://folk.ntnu.no/asbjortk/ProjectMercuryX-v1.0.zip

---------- Post added at 21:20 ---------- Previous post was at 21:10 ----------

Hadn't considered that. And thought that the argument there was more about terrain and flying with compatible vessels, which is not a big problem for something that landed in the ocean and with no rendezvous capability.

But sure, can look into it. Give me some days. Should hopefully only be to redo touchdown points and the click-to-change-periscope-filter. And the scenario descriptions will probably be broken, together with the surface bases contaminating every other Orbiter simulation.

But just to brag a bit, as it's one of the main complaints in the thread you linked to: the entire source code is included in this addon. :)

---------- Post added 12th Mar 2020 at 00:28 ---------- Previous post was 11th Mar 2020 at 21:20 ----------

OK, that was not super fun, but now it's done. Orbiter 2010 version available in top post, or here: https://www.dropbox.com/s/8r8e8xffv67sg7v/ProjectMercuryX-v1.1-Orbiter2010.zip?dl=0

I discovered that I had forgotten to include launch complex textures, and there was also a bug with meshes during abort.
Fixed both problems now, and thus bumped up to version 1.1. Download in top post, or here: https://www.dropbox.com/s/uqsbg8036rfhuwv/ProjectMercuryX-v1.1.zip?dl=0. Mirror: https://folk.ntnu.no/asbjortk/ProjectMercuryX-v1.1.zip
 

pappy2

Member
Joined
May 3, 2012
Messages
379
Reaction score
9
Points
18
Good morning all,

SUPER WORK with these beautiful MERCURY using D3D9.

BUT I have a problem, WITHOUT D3D9 no scenarios work, I have an immediate CTD.

Code:
**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 1e-007 sec
000000.000: Found 0 joystick(s)
000000.000: Devices enumerated: 6
000000.000: Devices accepted: 5
000000.000: [ ] RGB Emulation (SW)
000000.000: [ ] Direct3D HAL (HW)
000000.000: [x] Direct3D T&L HAL (HW)
000000.000: [ ] Direct3D HAL (Intel(R) UHD Graphics 630) (HW)
000000.000: [x] Direct3D T&L HAL (Intel(R) UHD Graphics 630) (HW)
000000.000: Module AtlantisConfig.dll .... [Build 160828, API 160828]
000000.000: Module AtmConfig.dll ......... [Build 160828, API 160828]
000000.000: Module DGConfigurator.dll .... [Build 160828, API 160828]
000000.000: Module Meshdebug.dll ......... [Build 160828, API 160828]
000000.000: Module CustomMFD.dll ......... [Build 160828, API 160828]
000000.000: Module GenericCamera.dll ..... [Build 191213, API 160828]
000000.000: Module LuaMFD.dll ............ [Build 160828, API 160828]
000000.000: Module AttitudeMFD.dll ....... [Build ******, API 060425]
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: oapiRegisterMFDMode
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
============================ ERROR: ===========================
Failed loading module Modules\Plugin\BaseSyncMFD.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
000000.000: Module HUDdataMFD.dll ........ [Build ******, API 060425]
000000.000: Module InterMFD57.dll ........ [Build 161216, API 160910]
000000.000: Module LunarTransferMFD.dll .. [Build 160829, API 160815]
000000.000: Module Multistage2015_MFD.dll  [Build 170626, API 160828]
000000.000: Module ReFuelMFD.dll ......... [Build ******, API 060425]
000000.000: Module LuaConsole.dll ........ [Build 160828, API 160828]
============================ ERROR: ===========================
Failed loading module Modules\Plugin\TransX.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
000000.000: Module ScriptMFD.dll ......... [Build 160828, API 160828]
000000.000: Module OrbiterSound.dll ...... [Build 180310, API 160828]
000000.000: Module ExtMFD.dll ............ [Build 160828, API 160828]
000000.000: Module FlightData.dll ........ [Build 160828, API 160828]
000000.000: Module Framerate.dll ......... [Build 160828, API 160828]
000000.000: Module Rcontrol.dll .......... [Build 160828, API 160828]
000000.000: Module ScnEditor.dll ......... [Build 160828, API 160828]
000000.000: 
000000.000: **** Creating simulation session
000000.000: DirectDraw interface OK
000000.000: Direct3D interface OK
000000.000: Graphics: Viewport: Window 1380 x 741 x 32
000000.000: Graphics: Hardware T&L capability: Yes
000000.000: Graphics: Z-buffer depth: 32 bit
000000.000: Graphics: Active lights supported: 8
000000.000: Loading 15382 records from star database
000000.000: ---------------------------------------------------------------
000000.000: >>> ERROR: DDraw error DDERR_INVALIDRECT
000000.000: >>> [OrbiterGraphics::clbkBlt | .\OGraphics.cpp | 1633]
000000.000: ---------------------------------------------------------------
000000.000: Module Sun.dll ............... [Build 160828, API 160828]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 160828, API 160828]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 160828, API 160828]
000000.000: Module VenusAtm2006.dll ...... [Build 160828, API 160828]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 160828, API 160828]
000000.000: Module EarthAtmJ71G.dll ...... [Build 160828, API 160828]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 160828, API 160828]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 160828, API 160828]
000000.000: Module MarsAtm2006.dll ....... [Build 160828, API 160828]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 160828, API 160828]
000000.000: Module Jupiter.dll ........... [Build 160828, API 160828]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 160828, API 160828]
000000.000: Module Europa.dll ............ [Build 160828, API 160828]
000000.000: Module Ganymede.dll .......... [Build 160828, API 160828]
000000.000: Module Callisto.dll .......... [Build 160828, API 160828]
000000.000: Module Satsat.dll ............ [Build 160828, API 160828]
000000.000: Module Saturn.dll ............ [Build 160828, API 160828]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 160828, API 160828]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 160828, API 160828]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 160828, API 160828]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 160828, API 160828]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 160828, API 160828]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 160828, API 160828]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 160828, API 160828]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 160828, API 160828]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 160828, API 160828]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module ProjectMercuryRedstone.dll  [Build 200312, API 160828]
000000.000: ---------------------------------------------------------------
000000.000: >>> ERROR: DDraw error DDERR_INVALIDCAPS
000000.000: >>> [ReadDDSSurface | .\Texture.cpp | 292]
000000.000: ---------------------------------------------------------------
============================ ERROR: ===========================
ReadDDSSurface failed (code: -2005532572)
[TextureManager::LoadTexture | .\Texture.cpp | 1227]
===============================================================
--------------------------- WARNING: --------------------------
>>> Texture not found: ProjectMercury\Reticlecolour.dds
Skipping.
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 1040]
---------------------------------------------------------------
000000.000: Module Mercury_LC5.dll ....... [Build 200301, API 160828]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: Finished initialising panels
============================ ERROR: ===========================
Mesh not found: .\Meshes\.msh
[LoadMesh | .\Mesh.cpp | 1269]
===============================================================
An idea ??
 

moonheart

Member
Joined
Jul 12, 2015
Messages
44
Reaction score
0
Points
6
I found I could not run project mercury without D3d9 as well - same as Pappy2.

Looks great in D3d9 but very slow on my machine.

Many thanks
 

jacquesmomo

Addon Developer
Addon Developer
Joined
Jun 14, 2008
Messages
378
Reaction score
18
Points
18
Location
FRANCE
Website
francophone.dansteph.com
I found I could not run project mercury without D3d9 as well - same as Pappy2.

Same for me...
May be the cause is this :


========= ERROR: =================
ReadDDSSurface failed (code: -2005532572)
[TextureManager::LoadTexture | .\Texture.cpp | 1227]
===================================


but not very important.
I'm happy to have mercury again for Orbiter 2016.


:tiphat::cheers:
 

Voyager_VI

Sailor Tim
Joined
May 25, 2008
Messages
53
Reaction score
0
Points
6
Location
Suffolk
Same here as well on a clean install. D3D9 only, ctd in regular orbiter.
 

asbjos

tuanibrO
Addon Developer
Joined
Jun 22, 2011
Messages
618
Reaction score
44
Points
28
Location
This place called "home".
Thanks for letting me know! Turns out it was linked to the abort mesh problem from earlier.
The log entry about textures was due to me screwing up when saving dds files.

Here's a patch that should fix these problems: https://www.dropbox.com/s/bvw1enykofthw5n/ProjectMercuryX-v.1.1Patch.zip?dl=0
Mirror: https://folk.ntnu.no/asbjortk/ProjectMercuryX-v.1.1Patch.zip


The same problem will probably turn up in the 2010 version, but I will not fix it now. There's a small update coming within a few days, so an updated 2010 version will hopefully come with that.
 

moonheart

Member
Joined
Jul 12, 2015
Messages
44
Reaction score
0
Points
6
Works in normal mode now!

I'm finding that the launches tend to abort though unless I remain in cockpit view till orbit - anyone else find this happening?

Great work though - will be a nice addition to orbiter.:thumbup:
 

asbjos

tuanibrO
Addon Developer
Joined
Jun 22, 2011
Messages
618
Reaction score
44
Points
28
Location
This place called "home".
Works in normal mode now!

I'm finding that the launches tend to abort though unless I remain in cockpit view till orbit - anyone else find this happening?

Great work though - will be a nice addition to orbiter.:thumbup:
Great to hear that it's working!

The autopilot needs a good framerate to operate correctly.
I would recommend a framerate of at least 20 fps, but preferably above 30 fps.
Especially during the roll program the first 15 seconds of an Atlas launch is it crucial with high framerate.

So how to get high framerate?
- Remove the launch complex from the scenario (either in the scn file or in scenario editor after simulation start). It's very taxing to render.
- Disable particle streams in Orbiter Launchpad (Visual effects -> Uncheck particle streams).
- Disable local lights (Visual effects -> Uncheck local light sources).
- Zoom far out, so that Orbiter doesn't render the scene. As long as your computer is decent, you in worst case should only need to do this during the roll program.

Additionally, attached is another patch. It fixes a small inconsistency, so now you can disable abort in Orbiter Launchpad (Parameteres -> Uncheck damage and failure simulation).
So the full installation procedure is now: install the v1.1 in the original post, then the patch in comment 14 ( https://www.orbiter-forum.com/showthread.php?p=603401&postcount=14 ), then this patch2.

Sorry for making you all beta testers, but thanks a lot for all the reports and feedback!



You can see the reason for an abort in the Orbiter.log, by the way, with a line saying e.g. "Abort due to error in pitch rate at T+.... It was ... deg/s".
 

Attachments

asbjos

tuanibrO
Addon Developer
Joined
Jun 22, 2011
Messages
618
Reaction score
44
Points
28
Location
This place called "home".
New day, new release. ;)

Now up to version 1.2. See main post for download link ( https://www.orbiter-forum.com/showthread.php?t=41363 )
This is a full download, both for Orbiter2016 and Orbiter2010, and therefore I have removed all previous downloads, to avoid confusion.

Includes bug fixes, and launch complex improvements, mainly surface tiles for LC5 (used for Redstone launches).

These tiles are made by 4throck entirely, so a large thank you to him as usual!
 
Top