Idea Shuttle Fleet recompile for Orbiter 2016

gattispilot

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I went as far as to make "cyberfaces" for EVA, because texture contains a face. Looks not so bad... D. Griggs, J. van Hoften, etc. all are surprisingly easily recognizable...

So how are you doing eva?

I will update the dll for eva version and non eva version. The non eva just has the default guy in mmu.

While the eva version has the fully bendable guys. But not sure about all the functions they can do,..........

Going to update the inner side of the hatch
 

Marg

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I am doing nothing special, using pylon MFD, I detach vehicle "EVA-Akers" (for example), and just float out... of middeck, quite primitive (using vessel translational "thrust").
 

Donamy

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Much more controllable when he's tethered.
 

gattispilot

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yes tether is easier to move
new interior airlock
srBubtO.jpg

yes with bendable guy and tether you can move a lot.
w567lH0.jpg


Thoughts on using the bendable guy and not using the mmu guy. So you get 4 bendable guys

But not sure how to detach from the tether and mount the pfr, mfr,.. and retether?
using the code for hstex
 

Donamy

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Shots from Orbiter 2006, SSU 2009.
 

Attachments

  • EVA2.jpg
    EVA2.jpg
    132.1 KB · Views: 13
  • FSGreplace.jpg
    FSGreplace.jpg
    77.6 KB · Views: 13
  • EVA2b.jpg
    EVA2b.jpg
    119.6 KB · Views: 12
  • STS-125SSU3.jpg
    STS-125SSU3.jpg
    70.6 KB · Views: 16

gattispilot

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Great. What are you using the eva? Tether? I think the guys need to detach from tether and mount the mfr,... and then re-tether.

So can the guys in this this add on do those things:
[ame="https://www.orbithangar.com/searchid.php?ID=7233"]Just a moment...[/ame]

I guess we need to make scn for sts125
 
Last edited:

Donamy

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They are first version of the EVA guy. It didn't do much, but it had tether made by BrianJ. They were attached to the foot restraints. Had to use a lot of Attachment Manager, that didn't work well with SSU sometimes.
 

gattispilot

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Oh. It looks like the HST_Ex just had an attachment in the right hand. But the eva guy have a belt, right hand, left hand, feet. So I guess it is possible to move close to the mfr and detach tether and attach to mfr,.....

Then show attachment point and then get close and attach?

Maybe a beacon to show where the point is?

---------- Post added 11-09-19 at 06:45 AM ---------- Previous post was 11-08-19 at 11:16 AM ----------

So making the tether guys is not an issue. What is an issue with out attachment manger and maybe it needs to be that way. Is un-tethering. The parent attachment for tether is the shuttle. So with out attachment manager you can't detach from the tether from the view point of the eva guy. Sure I can add a detach/attach in the shuttle.

Any thoughts?

---------- Post added at 06:25 PM ---------- Previous post was at 06:45 AM ----------

So using attachment manager you can attach the eva guy to the different devices. And then reattach to the the tether.
NoZWyaC.jpg

s5joUEa.jpg


---------- Post added 11-10-19 at 08:38 AM ---------- Previous post was 11-09-19 at 06:25 PM ----------

I am having an issue with the rms. MAybe operator error though
So I get close to HSt attachment
ks2brLq.jpg

and press grapple
and it graps the other point:
c2B1Qsr.jpg


Tried to get the mfr also
SRw5LU7.jpg

and it graps the OBSS
zTr7GKX.jpg
 

Donamy

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Maybe need to ID the attachments.
 

pappy2

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"Gattispilot" your mailbox is full !!!! :hmm:

So to answer your question:


OK I found.
In your HST scenario is not in the right position with the keys "N" and "M" it must be turned.
Then if you capture it with the SRMS it is released, if you release the SRMS then it is recaptured by the shuttle.
everything is OK for me, below the scenario.

Code:
BEGIN_DESC
Orbiter saved state at T = 19719
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 54919.5705786502
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship STS-125
END_FOCUS

BEGIN_CAMERA
  TARGET STS-125
  MODE Extern
  POS 1.411663 -27.957282 -131.987062
  TRACKMODE GlobalFrame
  FOV 18.56
END_CAMERA

BEGIN_HUD
  TYPE Orbit
  REF AUTO
END_HUD

BEGIN_MFD Left
  TYPE Map
  REF Earth
  POS 0.00 0.00
END_MFD

BEGIN_MFD Right
  TYPE Orbit
  PROJ Ship
  FRAME Equator
  ALT
  REF Earth
END_MFD

BEGIN_SHIPS
STS-125:Shuttle2016B
  STATUS Orbiting Earth
  RPOS 1716098.777 -3196411.023 -5660797.576
  RVEL 6364.2199 -2643.6734 3421.7933
  AROT 132.307 0.536 155.251
  PRPLEVEL 0:0.869344
  NAVFREQ 0 0
  CONFIGURATION 3
  GEAR 0 0.0000
  HATCH 0 0.0000
  EXTTANKHATCH 0 0.0000
  Armtilt 1 1.0000 1 1.0000
  OV 104 
  RMSARM  
  OBSS  
  ARM_STATUS 0.5809 0.4162 0.3670 0.5035 0.6178 0.6637
  PL1_OFS 0.0000 0.0000 0.0000
  PL1_DIR 0.0000 1.0000 0.0000
  PL1_ROT 0.0000 0.0000 1.0000
  PL2_OFS 0.0000 0.0000 0.0000
  PL2_DIR 0.0000 1.0000 0.0000
  PL2_ROT 1.0000 0.0000 0.0000
  PL3_OFS -1.8500 1.8000 11.7500
  PL3_DIR 0.0000 1.0000 0.0000
  PL3_ROT 0.0000 0.0000 1.0000
  PL4_OFS -2.2000 1.8000 -6.2500
  PL4_DIR 0.0000 1.0000 0.0000
  PL4_ROT 0.0000 0.0000 1.0000
  PL5_OFS 2.2000 1.8000 -6.2500
  PL5_DIR 0.0000 1.0000 0.0000
  PL5_ROT 0.0000 0.0000 1.0000
  PL6_OFS 1.8500 1.8000 11.7500
  PL6_DIR 0.0000 1.0000 0.0000
  PL6_ROT 0.0000 0.0000 1.0000
  PL7_OFS 0.0000 6.2200 -7.7950
  PL7_DIR 0.0000 1.0000 0.0000
  PL7_ROT 0.0000 0.0000 1.0000
  PL8_OFS 0.0000 6.2200 -7.7950
  PL8_DIR 0.0000 1.0000 0.0000
  PL8_ROT 0.0000 0.0000 1.0000
  PL9_OFS 0.0000 0.0000 0.0000
  PL9_DIR 0.0000 1.0000 0.0000
  PL9_ROT 0.0000 0.0000 1.0000
  pl01_OFS 0.0000 0.0000 0.0000
  pl01_DIR 0.0000 1.0000 0.0000
  pl01_ROT 0.0000 0.0000 1.0000
  KEEL_CAM 0.1452 -1.5000 -1.3560
  FLOOD1 1 
  FLOOD2 1 
  FLOOD3 1 
  FLOOD4 1 
  FLOOD5 1 
  FLOOD6 1 
  DOCK_LIGHT 1 
  AFT_LIGHT 1 
  RMSLIGHT 1 
  CARGODOOR 1 1.0000
  KUBAND 1 1.0000
END
HST:HST_EX/hst_ex
  STATUS Orbiting Earth
  RPOS 1716102.298 -3196407.832 -5660790.223
  RVEL 6364.2199 -2643.6734 3421.7933
  AROT 42.554 -24.748 179.724
  ATTACHED 1:0,STSPAYLOAD
  AFCMODE 7
  NAVFREQ 0 0
  SNSH 0 0.0000
  SP1P 0 0 2 0.0000 0.0000 0.5000
  SP1S 0 0 2 0.0000 0.0000 1.0000
  SAC 0 0 0
  HGAD 0 0.0000
  HGAR 0.0000 0.0000 0.0000 0.0000
  FG2 0 0.0000 0 0.0000
  FG1 0 0.0000 0 0.0000
  STR 0 0.0000 0 0.0000
  PV2 0 0.0000 0 0.0000
  NV2 0 0.0000 0 0.0000
  INM GHRS FOS FOC HSP
  TGN Moon
  AUTP 1 0
  MSHS 0 0 0 0 0 0 0
  MMSH 0 0 0
  RADC 0.000000 0.000000 0 0 0 0 0 0
END
STSPAYLOAD:125payload
  IRN 0 0.4991
  ORN 2 1.0000
  CLAMP 0 0.0000
  STATUS Orbiting Earth
  RPOS 1716098.777 -3196411.023 -5660797.576
  RVEL 6364.2199 -2643.6734 3421.7933
  AROT 132.307 0.536 155.251
  ATTACHED 0:0,STS-125
  AFCMODE 7
  NAVFREQ 0 0
  XPDR 0
END
scm:spacecraft\spacecraft3
  STATUS Orbiting Earth
  RPOS 1716099.794 -3196411.590 -5660794.149
  RVEL 6364.2199 -2643.6734 3421.7933
  AROT -137.446 24.748 -179.724
  ATTACHED 0:1,STSPAYLOAD
  AFCMODE 7
  NAVFREQ 0 0
  RCS 1
  CTRL_SURFACE 1
  CONFIGURATION 1
  CURRENT_PAYLOAD 0
END
END_SHIPS

BEGIN_ExtMFD
END
 

gattispilot

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Thanks.
So how to fix this:
Mp8xaa4.jpg

mfr attached but at the wrong angle
but exit and then reload and it is correct
zLAr2Ut.jpg


I had to reduce the grapping distance

---------- Post added at 05:06 PM ---------- Previous post was at 01:20 PM ----------

I reduce the grapping distance. Aligned to the left point and when I grapple I get attached to the right one. Noticed the alignment is wrong.
luJV3Gr.jpg

exited and restarted and now it is right.
aWGBZ8X.jpg

near left attachment point
PJnQ921.jpg

then pressed grapple.
FakoHHr.jpg


Code:
grap1_attach = CreateAttachment (true, _V(-1.034, -1.4124, 0.99), _V(0,-1,0), _V(0,0,-1), "GS");
    grap2_attach = CreateAttachment (true, _V( 1.034, -1.4124, 0.99), _V(0,-1,0), _V(0,0,-1), "GS");


---------- Post added at 05:19 PM ---------- Previous post was at 05:06 PM ----------

Fixed the grappling the closest point. But why are they aligned only after reload. A Orbiter issue? is there a hack?
 

Donamy

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Orbiter issue !!!
 

gattispilot

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Orbiter issue !!!
I thought so. I wonder if there is a hack to get around it?



So I am working on a new dll which will be the base one. It will have eva using the bendable guy, and Camera id.



I think going to add Camera switch to pop up window.



As far as Sts125 I have updated the attachments and added the payload items. But not sure if will work on HST_ex?
 

Marg

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Maybe to change orbiter's 2 OMS exhausts to particles as well?
 

gattispilot

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Maybe to change orbiter's 2 OMS exhausts to particles as well?

No sure what you mean do you have an example of the settings for them

---------- Post added at 06:58 PM ---------- Previous post was at 11:45 AM ----------

Code:
void Atlantis::CreateOMS()
{
	th_oms[0] = CreateThruster (THRUSTREF_OMSL, THRUSTDIR_OMSL, ORBITER_OMS_THRUST, ph_oms, ORBITER_OMS_ISP0, ORBITER_OMS_ISP1);
	th_oms[1] = CreateThruster (THRUSTREF_OMSR, THRUSTDIR_OMSR, ORBITER_OMS_THRUST, ph_oms, ORBITER_OMS_ISP0, ORBITER_OMS_ISP1);
	// we don't yet define a thruster group for the OMS engines
	// They will be assigned to the MAIN group as soon as the ET is jettisoned
	for (int i = 0; i < 2; i++)
		AddExhaust (th_oms[i], 4.0, 0.5);
}

NOW 4 EVA BENDABLE GUYS.
nh8Vr46.jpg
 

Donamy

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No more than 2 EVA were used at a time, in the real STS-125. But heck, you could always do a 'what if ' mission.
 

Kyle

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No more than 2 EVA were used at a time, in the real STS-125. But heck, you could always do a 'what if ' mission.

Had STS-114 rescued STS-107 we'd have seen a 4 person EVA. Two astronauts from Atlantis and two astronauts transferring at a time from Columbia.
 

Gargantua2024

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Had STS-114 rescued STS-107 we'd have seen a 4 person EVA. Two astronauts from Atlantis and two astronauts transferring at a time from Columbia.
Speaking of this scenario, it is available as an Orbiter 2010 addon called [ame=https://www.orbithangar.com/searchid.php?ID=5826]STS-300 - Columbia Rescue Mission[/ame]
 

gattispilot

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Redoing the mfr, and pfr with dialogue boxes. The big advantage is you can be focused on one vessel and control the controls. Also since they are dll based they can be added in scn editor easier. I can make them so it should work in 2010 also?

W2Go0VP.jpg

6srbCNC.jpg
 
Last edited:

Marg

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My OMS particle stream has, it may be not 100% accurate, but looks better than static texture:


Code:
[PARTICLESTREAM_1]
NAME=OMSex
SRCSIZE=0.5
SRCRATE=1000
V0=5.0
SRCSPREAD=0.6
LIFETIME=0.10
GROWTHRATE=1.5
ATMSLOWDOWN=0
LTYPE=EMISSIVE
LEVELMAP=LVL_LIN
;LMIN=0
;LMAX=2
ATMSMAP=ATM_FLAT
AMIN=1
;AMAX=1


and, this line in [CONFIG] section, of course:



Code:
MAIN_PSTREAM1=OMSex


also:


Code:
[EX_MAIN_0]
OFF=(-2.7,3.50,-13.5)
DIR=(-0.03, 0.25885, -0.96545)
LENGTH=2.5
WIDTH=0.6

[EX_MAIN_1]
OFF=(2.7,3.50,-13.5)
DIR=(0.03, 0.25885, -0.96545)
LENGTH=2.5
WIDTH=0.6
 
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