Space Shuttle Ultra development thread

Anything on the Endeffector bug ?
 
You do realize the doors are shaped differently forward and aft ? Otherwise, I'm not getting what you mean.
It seems you're right, the doors are shaped differently. It was me who was mistaken. I now done several comparisions in GMAX with several photos and they're matching each other.

So what about a higher res radiator texture?
 
It seems you're right, the doors are shaped differently. It was me who was mistaken. I now done several comparisions in GMAX with several photos and they're matching each other.

So what about a higher res radiator texture?

I have no objections, it is a static texture currently and does not consume precious GPU memory bandwidth (but GPU memory...a bit)

I started making a reference implementation of the IDP, it would be good if somebody could give me a tiny peer review on my assumptions:

- The IDP does only do the DPS screens.
- The IDP handles keyboard inputs
- The MDU does all screen formats, but displays the DPS screen data from the IDP with minimal interaction.
- The MDU does not know the major function of the IDP and its related GPC.
- The IDP is not processing the data from the ADCs (Analog-Digital-Converters).
- A IDP can handle up to 31 - 2 = 29 MDUs in theory, we can limit it to 7 (5 according to the diagram, plus two spare for unknown behavior).

my goal is to make the CRT MFD more stupid and move more of the intelligence back into the MGAtlantis.DLL. The MFD should do all the painting, the objects inside the Atlantis all processing.
 
Sometimes, less is more.:)
 
my goal is to make the CRT MFD more stupid and move more of the intelligence back into the MGAtlantis.DLL.

ROFL! :rofl: Loved how this was said! You rock!
 
Sometimes, less is more.:)
So have you made a decision re: the radiator texture yet? I just want to know before I start making them myself as it will require some mesh texture remapping, at least of the radiator meshes.
 
New to the Doors will be, added ribbing when visible, while the radiator is deployed, shortened and correct hinge position for radiators, 3D hinges on exterior of doors, 16 centerline latching latches, slotted end of starboard radiator plus other tweaks, and yes a new radiator texture.
 
Sounds very interesting. :)
 
New to the Doors will be, added ribbing when visible, while the radiator is deployed, shortened and correct hinge position for radiators, 3D hinges on exterior of doors, 16 centerline latching latches, slotted end of starboard radiator plus other tweaks, and yes a new radiator texture.
Thank you! And happy modelling and good luck!
 
Hmm, just tried to compile the latest sources. Seems like VC\Indicator7seg.cpp is missing. Along with the header file with the same name.
 
Hmm, just tried to compile the latest sources. Seems like VC\Indicator7seg.cpp is missing. Along with the header file with the same name.

It's possible that the files are already obsolete. The timer displays will be special classes, it just makes no sense to make each digit of the seven segment indicators a separate object.
 
It's possible that the files are already obsolete. The timer displays will be special classes, it just makes no sense to make each digit of the seven segment indicators a separate object.
Compiled fine when I removed those two files from the project settings.
 
Hey guys, i know i'm really know allowed to post in this thread but i just wanted to know how the SSU is going, are we any more closer to releasing a release date?
 
Hi guys! I have small question. Is it possible to play APU sound when I start APU's in CRT MFD? I made sound of APU, so I can give it to you.
 
Hi guys! I have small question. Is it possible to play APU sound when I start APU's in CRT MFD? I made sound of APU, so I can give it to you.
The APUs isn't really audible in the orbiter crew module as they're located in the aft engine compartment of the orbiter which is some ~20 m awy from the CM.

The reason why they're so audible on NASA TV is because they have microphones on the pad near the vehicle that pick it up.

Edit: To asnwer your question, yes it is possible but I don't know if it is realistic or not.
 
I know that crew can't hear the APU's sound, but It is nice sound and this will add some realism :)

EDIT: If it must be implemented in source code, I'll try to make it.
 
Just noticed a VC bug that makes the flight deck mesh visible from the aft payload bay cameras.
 

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Anything on the Endeffector bug ?
This is confirmed. Seems to be nothing other than the end effector meshgroup that has changed name in RMS.msh file.
 
The updated starboard radiator panel with working centerline hooks and latches is finished. I've asked C3PO to look at the animations for the push-pull hinges.
 
Hi! I attached sound of APU to CRT MFD for a while, but I can't compile it. I have syntax error, but I don't know the reason. There is a code:

Code:
//Loading APU sound 
static bool ApuSoundLoaded=FALSE;
int SoundID;

if(ApuSoundLoaded==FALSE)
{
    SoundID=ConnectMFDToOrbiterSound("APU_CRT_MFD");
    LoadMFDWave(SoundID,0,"Sound/Endeavour/apu.wav");
    ApuSoundLoaded=TRUE;
}
//===============================================
And there are errors:
Code:
1>d:\gry\orbiter060929_base\orbitersdk\space shuttle ultra\crt.cpp(484) : error C2059: syntax error : 'if'

1>d:\gry\orbiter060929_base\orbitersdk\space shuttle ultra\crt.cpp(485) : error C2143: syntax error : missing ';' before '{'

1>d:\gry\orbiter060929_base\orbitersdk\space shuttle ultra\crt.cpp(485) : error C2447: '{' : missing function header (old-style formal list?)
Playing of this sound is implemented in next few lines.

Anybody know what's wrong?
 
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