Project Shuttle PB mark II

N_Molson

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Let's start a proper thread for this one (original post).
 
Since the aft part of the Shuttle was radically redesigned, now that it relies on the Astris upper stage for main propulsion, I had to also redesign the aft thruster pods. And the wings and the bodyflap, while I was there :D

Note that the thrusters are modeled after the small 25lbf thrusters (110N) that Gemini had. Well, extruded versions of these.

It works and the spacecraft is already controllable, pitch, yaw & roll. With a few more in the nose we should be fine (except for the retros, still have to figure out where to put these) :

1763755657806.png
 
Isn't 4 x 110 N + 4 x 1/2 x 110 N (all aft pitch thrusters at the same time) enough for retro burns?
 
Isn't 4 x 110 N + 4 x 1/2 x 110 N (all aft pitch thrusters at the same time) enough for retro burns?

Oh, you mean by turning the spacecraft around ? Sure, and I even have 4 thrusters on these pods dedicated to that use. So you have 440N.

My point was that retrograde-facing thrusters can be very handy for fine manoeuvering.
 
Ahhh retrograde thrusters, not retro burn thrusters.....
 
The MFDs work, with all the buttons. A small step for the man... What I don't manage to do is the dynamic labels. But you can press 'MNU' which display them on the MFD.

The central console is shaping up nicely. Again, making all the instruments functional is another thing. But the code is there in the DG samples.

What I would also like to have is a Dv counter. The engine instrumentation will integrate the Astris upper stage and provide an interface to control it. That's the plan.

1763842223238.png
 
Not exactly where I wanted to land, but I take it. Not like I need a huge runway, the SLF is a bit overkill. And you know what said Chuck Yeager...

Making an aerodynamic model that allows to land the thing has proven to be an interesting challenge. Problem is, you don't have the inertia from the massive Shuttle or even the DG, which is like a heavy fighter. So there's a 'ping pong ball' effect, the drag is a problem.

I urgently need the landing gear and the ejection seat working. I did similar things in the past, so it shouldn't be too hard to figure out.

1763955480309.png
 
Clip of the anim, to give it justice :


While we're at it let's go for a cockpit opening/closing animation. The code is piece of cake, after the parent-child anim showcased above.
 
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Here is the canopy. There are transparency issues, but I feel like the best thing to do is to adress these at the end of the project. Else it is Penelope's tapestry, as the transparency situation is getting complex and things are still in motion.

Also I'll need to disable the canopy visibility while in VC mode (and when the canopy is closed), because of the golden tint. Anyway that's polarized plexiglass, so from the inside there should be almost no tint.


1764094450135.png

1764094515194.png

Let's also optimize the space we have on the roof, to feature a solar panel (roughly 3m²) and radiators :

1764096289482.png
 
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@N_Molson, if your MFDs are displayed in external view, then could you please try to switch from VC to external view and then from generic glass cockpit to external view, and notice if you see any difference on your MFDs. Maybe you will get the same problem as me here:
 
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