Space Shuttle Ultra development thread

And kudos for the aerodynamics! I can't say it often enough - it flies really realistically instable now.

These documents provide accurate information regarding the aerodynamic coefficients and derivatives, if they are useful for the Orbiter Model is something to be verified.



RAREFIED-FLOW SHUTTLE AERODYNAMICS FLIGHT MODEL:

http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19930010787_1993010787.pdf



SUMMARY OF LONGITUDINAL STABILITY AND CONTROL PARAMETERS AS DETERMINED FROM SPACE SHUTTLE COLUMBIA FLIGHT TEST DATA:

http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19870000668_1987000668.pdf



SHUTTLE AERODYNAMIC STATIC STABILITY AND CONTROL EFFECTIVENESS OF A PARAMETRIC SHUTTLE LAUNCH CONFIGURATION:

http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19730005183_1973005183.pdf



SHUTTLE AERODYNAMIC STABILITY,CONTROL EFFECTIVENESS AND DRAG CHARACTERISTICS OF A SHUTTLE ORBITER CONFIGURATION AT MACH NUMBERS FROM0.6 TO 4.96:

http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19730004196_1973004196.pdf



And here is a search for documents related to the Aerodynamic Characteristics of the Space Shuttle, some are free, some are not.
There may be something useful in there.

http://search.nasa.gov/search/advSearch.jsp?start=20&filter=null&spell=&nasaInclude=Shuttle+Aerodynamics&qx=&qt=all&qm=anywhere&dt=at&recPerPg=10&dtype=on&dn1=&dn=nasa.gov&displayFormat=detail

Hope it can be of some help to turn the Shuttle Ultra into a Victorious Add-on, one that Orbinauts can rely upon for a long time

:)
 
Yes, this really was team effort. So what's next? I really think that some attention should be paid to the PDRS panels, so that the OBSS can be integrated with the Shuttle without the need of Spacecraft3.dll.
 
Yes, this really was team effort. So what's next? I really think that some attention should be paid to the PDRS panels, so that the OBSS can be integrated with the Shuttle without the need of Spacecraft3.dll.


You guys are the most admirable bunch of “nuts”! :crazy:

Keep up this astonishing team work!! :)
 
Yes, this really was team effort. So what's next? I really think that some attention should be paid to the PDRS panels, so that the OBSS can be integrated with the Shuttle without the need of
Spacecraft3.dll.

Well, I still have the SSME gimbal bug open to solve. When this is done, I still have the panel animations open for O3 and A4.

------------------------------------

I think we could need a special grappling mode first in the RMS, which just locks the movement of the RMS, but keeps the target attached to its parent until you release its latches - in that case it switches simply the attachment to the parent.

Would be something which should get tested first...

Also, I personally would like to change the cargo handling a bit - allow three rows of attachment points (center line, left wall, right wall) with a number of attachment points, which can be configured in the scenario file. This way, we could allow multiple payloads in the cargo bay without having to use dirty tricks. Also, we could link some of the attachment points to the payload latch switches, making it possible to release it once all "latches" assigned to that attachment point are opened.
 
Have a special payload folder, that would place the payloads by mission.
 
Quick question, the new and much improved aerodynamic model Urwumpe is speaking of above, has this been already incorporated in SS Ultra 1.06?
 
Quick question, the new and much improved aerodynamic model Urwumpe is speaking of above, has this been already incorporated in SS Ultra 1.06?
Yes. As far as I know, the aerodynamics code haven't been changed.

And now that Atlantis has launched successfuly, I'll resume work the MLP.
 
I think we could need a special grappling mode first in the RMS, which just locks the movement of the RMS, but keeps the target attached to its parent until you release its latches - in that case it switches simply the attachment to the parent.

Would be something which should get tested first...

Also, I personally would like to change the cargo handling a bit - allow three rows of attachment points (center line, left wall, right wall) with a number of attachment points, which can be configured in the scenario file. This way, we could allow multiple payloads in the cargo bay without having to use dirty tricks. Also, we could link some of the attachment points to the payload latch switches, making it possible to release it once all "latches" assigned to that attachment point are opened.
Well, that is PDRS work and it's sounds like great ideas. Seems like we could need meshes of the payload rentention latch panels.
 
Have a special payload folder, that would place the payloads by mission.

Would be harder as making scenario files for each historically mission. The payloads are attached vessels, which would require much work to do automatically.
 
Well, that is PDRS work and it's sounds like great ideas. Seems like we could need meshes of the payload retention latch panels.

Yes, or support the actions with the CRT MFD.

But I think, first, we should implement the RMS panels and make them functional.
 
Any panels you want to utilize, I'll make.
 
Any panels you want to utilize, I'll make.

The forward panels around the HUDs? I already get the urge to clean my glasses when I see it so blurry compared to the rest. :cheers:

Also we currently not have the C/W matrix in a sharp state.

But I have enough work with O1 - O3 currently before I can look for new panels. When you make modifications, can you ensure, that the textures I paint on are kept dynamic? When I forget editing the texture blocks, I get 3 fps instead of 105 after SRB separation...

Currently it should look like that, when a new texture appears, where I should paint on, it should get a "D" for avoiding that loss in performance.

Code:
TEXTURES 24
Atlantis/R1L1.dds
Atlantis/C3.dds
Atlantis/A8top.dds
Atlantis/R2.dds D
Atlantis/talkback.dds D
Atlantis/C2.dds
Atlantis/label.dds D
Atlantis/clocknums.dds D
Atlantis/A8bottom.dds
Atlantis/stsvc01.dds
Atlantis/stsvc02.dds
Atlantis/stsvc03.dds
Atlantis/STSinstruments.dds
Atlantis/gpc.dds
Atlantis/r13l.dds
Atlantis/COAS.dds
Atlantis/panelF6.dds
Atlantis/panelF8.dds
Atlantis/digits.dds
Atlantis/timer.dds
Atlantis/AftTimer.dds
Atlantis/digitPOS.dds D
Atlantis/O1.dds
Atlantis/O3.dds
 
Too avoid alot of work, I try to add new panels and textures onto the end of the mesh files to keep everything in order.
 
Too avoid alot of work, I try to add new panels and textures onto the end of the mesh files to keep everything in order.

Not needed. I just need to run meshc. If something gets broken during the way, I can fix it using meshres_vc_additions.h until the labels are back home.
 
MLP update: Side 1 decks, handrails and stairs completed. Just need to add the the stairs that leads from Side 1 to the Level 0 deck. This should be done quickly.

Then I plan to work on the Side 4 texture, currently it is nothing more than a blank grey texture.
 
I thought maybe you would get some sleep. ;) Seriously, I don't know how you guys find the time.

I do applied quantum physics. Until you ask me, I can't tell if I sleep or I am awake. ;) So, until you ask me, I work on SSU and sleep at the same time. :rofl:

That also explains the amount of missing files and bugs in my code. I must have been sleeping at that time. :dry:

But joke aside - you can do a lot of work when you just do 1.5 hours of work on SSU every night. It just have to be each night.
 
Current state of the Side 1 decks and stairs:

 
The MLP Side 1 decks, stairs and handrails are finally complete!

 
MLP now has a basic Side 4 texture:
 
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