Space Shuttle Ultra development thread

Latest work on the FSS:
-Addition of the Orbiter Access Arm rotary joints
-Addition of the RSS hinge column
-Remake of the FSS Elevator Equipment Room
 

Attachments

  • SSU_FSS_6A.jpg
    SSU_FSS_6A.jpg
    82.8 KB · Views: 507
  • SSU_FSS_6B.jpg
    SSU_FSS_6B.jpg
    97.9 KB · Views: 530
Beautiful job on the tower so far David! Are you going to texture it as well?
 
Beautiful job on the tower so far David! Are you going to texture it as well?
Yes. If you take a close look, you can see the texturing on the GOX Vent Arm vent pipes and on on FSS Elevator Equipment Room.

In time there will be more textured elements on the FSS(and RSS once I start on that one!), like the FSS Orbiter Weather Protection system panels.
 
How's the orbiter re-scaling work coming along? Donamy and I was talking about this by e-mail yesterday.
 
How's the orbiter re-scaling work coming along? Donamy and I was talking about this by e-mail yesterday.

Well, I would like to wait for what the other developers say, before starting this. It would be a major change and delay any development for some time until all animations are fixed again.

Also, its currently not possible to use Mesh Wizard for the VC, so the reference coordinates for all switches can't be measured with it, we would need some sort of master switch table maybe.

Maybe it would even more make sense to let the mesh developers document the reference positions for all animations in a excel file. So the developers could look into the spreadsheet for locating information about the switch they animate.
 
Well, I would like to wait for what the other developers say, before starting this. It would be a major change and delay any development for some time until all animations are fixed again.
OK. Since I now have gotten some alot of helpful photos over the cryo pipes on the MLP, I will restart work on it, so the FSS/RSS will have to wait until the MLP is completed.
 
Who made mesh wiz ? Wouldn't it be better to see why it won't load ? Alot easier than going over every switch again.
 
Who made mesh wiz ? Wouldn't it be better to see why it won't load ? Alot easier than going over every switch again.

ar81. And the bug is caused by a fixed array size limit. We had exceeded 500 mesh groups in the update which made it crash.
 
I think 500 mesh groups makes rescaling without it prohibitive.
 
I think 500 mesh groups makes rescaling without it prohibitive.

We can't do with much less, when each switch has to be a group of its own.

The only alternative I would see is recording the reference coordinates when the meshes are made or writing an alternative application.

But I think the bug is no justification to reserve a developer. It would already be fixed for a while if ar81 would just resize the array.
 
Then I think we should forget about rescaling for a tank that does absolutly nothing. Let's just move forward instead of going backward.
 
Then I think we should forget about rescaling for a tank that does absolutly nothing. Let's just move forward instead of going backward.

Well, if you say so. The more switches we implement, the harder such a move will get later.
 
Ok then it's settled, I don't think it's that big of a turnoff to the project anyway. We'll keep the scale as is.

edit;

Now let's fix the bugs !!!
 
Don, here's my first result for an improved shape of the forward section of the Shuttle to match closer the real thing. I very slightly messed up the nose gear doors and the overhead windows. I may try it all over again and then be really careful displacing the vertices. Here a closeup sideview


Did you already find the time to look into this?
 
I'm not sure if I've missed something here, but why would we need to re-size the mesh?
 
To FordPrefect,

Already did it !!
 
I'm not sure if I've missed something here, but why would we need to re-size the mesh?

I guess the Shuttle is slightly larger to scale in Orbiter since the beginning, but then so is everything else, that has to do with the Shuttle, so it makes no sense to rescale everything to fit DaveS's ET when it really doesn't do much, for the amount of work that would be involved. It is about 2.75% bigger to scale.
 
Is there a new way to launch the SSU now ?

I press the '+' and the engines ignite, but it doesn't launch, just all engines and SRB's blazing.
 
Back
Top