Space Shuttle Ultra 1.25 Revision B development

DaveS

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I look at the ODS ticket... do you know the steepness of the spiral rails for the ODS extension arms?
Measured it and it came out as 35.2°s.
 

Urwumpe

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OK, I estimated it to be 30°, so not far away.

I could maybe also look at the animation for rotating the extension tubes when correcting this
 

DaveS

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Is anyone looking at this ticket?

It is really starting to annoy me.
 

Donamy

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I used to get it with the D3D9 client every other load.
 

DaveS

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I used to get it with the D3D9 client every other load.
I'm getting it just about every time. It's very random and unpredictable.
 

Donamy

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Just SSU scenarios ? Mine were with all of them.
 

DaveS

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Just SSU scenarios ? Mine were with all of them.
I have only tried SSU scenarios and after testing some random non-SSU scenarios, I have found it's only the SSU scenarios that produces the problem.

Maybe it's something that SSU does that's the problem or it's due to the complexity of SSU.
 

Urwumpe

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Maybe it's something that SSU does that's the problem or it's due to the complexity of SSU.

It sounds like an uninitialized variable in one of our classes. Does it happen randomly, or can you repeat it with the same (Current State)?
 
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DaveS

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It sounds like an uninitialized variable in one of our classes. Does it happen randomly, or can you repeat it with the same (Current State)?
The interesting thing is that this is intermittent. Sometimes it happens and sometimes it doesn't. It's very random and there's no telling at all if it's going to happen. But it's always the same mesh/texture that it ends at.

But once it happens, it will repeat for some time. It's very much like the LH2 LLCO sensor failures that plagued the real program during 2005-2008.
 

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The interesting thing is that this is intermittent. Sometimes it happens and sometimes it doesn't. It's very random and there's no telling at all if it's going to happen. But it's always the same mesh/texture that it ends at.

But once it happens, it will repeat for some time. It's very much like the LH2 LLCO sensor failures that plagued the real program during 2005-2008.

Sounds very much like an uninitialized variable then. we should maybe try a standard pattern in our Orbiter callbacks: Catch all exceptions and handle them, before we leave them to Orbiter.
 

DaveS

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The last SSU logged event in the log is the creation of the various data buses.
 

Urwumpe

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The last SSU logged event in the log is the creation of the various data buses.

Can be a cause, but must not. There is a long chain of events happening unlogged afterwards. Also the databus system is pretty self-contained with only few variables that had to be initialized.
 

DaveS

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Can be a cause, but must not. There is a long chain of events happening unlogged afterwards. Also the databus system is pretty self-contained with only few variables that had to be initialized.
Let me know if you have anything that you want me run through.
 

Urwumpe

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Let me know if you have anything that you want me run through.

Let me get into the SSU mainline development first, I am still fighting against the negative results of having spent months without using the Orbiter API. :lol:

Wrapping the callbacks into try catch blocks should be easy enough though, I will let you know when I have committed something about it.
 

DaveS

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How are we doing at the proposed release date-7? Looking at the recorded tickets, the two biggest ones are tickets 20 and 22.
 

Urwumpe

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How are we doing at the proposed release date-7? Looking at the recorded tickets, the two biggest ones are tickets 20 and 22.

I won't be active this weekend, but then, thats not really a great change in activity.

But good news for Donamy... I have the adapter for reading my old HDD now. :lol:
 

SiameseCat

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How are we doing at the proposed release date-7? Looking at the recorded tickets, the two biggest ones are tickets 20 and 22.
I've been doing some work on both of these, but I haven't had much time for Orbiter stuff recently. For the CG issue, I've been trying to actually update the CG location during flight, and this seems to improve the performance, although the stack is still too low at staging.
 

DaveS

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I've been doing some work on both of these, but I haven't had much time for Orbiter stuff recently. For the CG issue, I've been trying to actually update the CG location during flight, and this seems to improve the performance, although the stack is still too low at staging.
How is this table looking compared to SSU?

Ascent_1st_stage_table.jpg
 

SiameseCat

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That's the same lookup table the SSU code is using for first stage guidance.
 
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