Space Shuttle Ultra development thread

Can you make a Ini file of the animations and process them until I am available as coder again?
 
Can you make a Ini file of the animations and process them until I am available as coder again?
I'll try but the RMS code is totally greek to me. I can however transform the payload bay door, radiator, KU band antenna, ET door, aerosurface and landing gear animation data.

Edit:
How much has the mesh been scaled down?
 
2.75%, i think.
Thanks. Almost done transforming the animation data to Spacecraft3.dll format. Should be done in about 10-20 minutes.
 
Thank you!

OK, now the only question is: Will it blend?
 
Well, here's the result:

Code:
[ANIM_COMP_0] ; payload bay door right
ROT_PNT=(2.8008,1.26425,0)
 
[ANIM_COMP_1] ; payload bay door left
ROT_PNT=(-2.8008,1.26425,0)
 
[ANIM_COMP_2] ; right radiator
ROT_PNT=(2.8008,1.26425,0)
ROT_AXIS=(0,1,0)
 
[ANIM_COMP_3] ; left radiator 
ROT_PNT=(-2.8008,1.26425,0)
 
[ANIM_COMP_4] ; elevons
ROT_PNT=(0,-2.1132425,-8.5969)
 
[ANIM_COMP_5] ;body flap
ROT_PNT=(0,-2.8986335,-12.302125)
 
[ANIM_COMP_6] ;Rudder
ROT_PNT=(0,5.611325,-11.835325)
 
[ANIM_COMP_7] ;Speedbrake 1
ROT_PNT=(0.3112,5.611325,-11.835325)
 
[ANIM_COMP_7] ;Speedbrake 2
ROT_PNT=(-0.3112,5.611325,-11.835325)
 
[ANIM_COMP_8] ;RMS rollout
ROT_PNT=(-2.616025,1.137825,0)
 
[ANIM_COMP_9] ;RMS shoulder yaw
ROT_PNT=(-2.713275,1.73105,8.96645)
 
[ANIM_COMP_10] ;RMS shoulder pitch
ROT_PNT=(-2.791075,1.974175,8.9732575)
 
[ANIM_COMP_11] ;RMS elbow pitch
ROT_PNT=(-2.732725,1.80885,2.6841)
 
[ANIM_COMP_12] ;RMS wrist pitch
ROT_PNT=(-2.791075,1.974175,-4.249825)
 
[ANIM_COMP_13] ;RMS wrist yaw
ROT_PNT=(-2.791075,1.974175,-4.7458)
 
[ANIM_COMP_14] ;RMS end effector 
ROT_PNT=(-2.7932193625,1.9756483375,-5.1401283275)
ROT_PNT=(-2.791075,1.974175,-6.097575)
 
;;;; payload bay camers. offsets do not include main orbiter_ofs in Atlantis.h
 
[ANIM_COMP_15] ;payload bay camera FL yaw
ROT_PNT=(-1.7505,1.585175,11.815875)
 
[ANIM_COMP_16] ;payload bay camera FL picth
ROT_PNT=(-1.7505,1.585175,11.815875)
 
[ANIM_COMP_17] ;payload bay camera FR yaw
ROT_PNT=(1.7505,1.585175,11.815875)
 
[ANIM_COMP_18] ;payload bay camera FR pitch
ROT_PNT=(1.7505,1.585175,11.815875)
 
[ANIM_COMP_19] ;payload bay camera BL yaw
ROT_PNT=(-2.265925,1.701875,-6.467125)
 
[ANIM_COMP_20] ;payload bay camera BL pitch
ROT_PNT=(-2.265925,1.701875,-6.467125)
 
[ANIM_COMP_21] ;payload bay camera BR yaw
ROT_PNT=(2.265925,1.701875,-6.467125)
 
[ANIM_COMP_22] ;payload bay camera BR pitch
ROT_PNT=(2.265925,1.701875,-6.467125)
 
[ANIM_COMP_23] ;dummy animation 
ROT_PNT=(0,-2.1132425,-8.5969)
 
[ANIM_COMP_24] ;ET Umb doorL
ROT_PNT=(-1.33427,-2.806635,-7.291805)
 
[ANIM_COMP_25] ;ET Umb doorR
ROT_PNT=(1.33427,-2.806635,-7.291805)
 
[ANIM_COMP_26] ;KU box 
ROT_PNT=(2.618088645,1.250337415,11.7555022)
 
[ANIM_COMP_27] ;KU gimbal
ROT_PNT=(2.5498570725,1.87804532,10.46925425)
 
[ANIM_COMP_28] ;KU dish 
ROT_PNT=(2.549593525,1.8740201425,10.28000575)
 
[ANIM_COMP_29] ;KU dish 
ROT_PNT=(2.549593525,1.8740201425,10.28000575)
 
Here's a couple of good screencaps of the pad lights on the FSS/RSS and MLP.
 

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Here's a couple of good screencaps of the pad lights on the FSS/RSS and MLP.

Many lights. :lol: Maybe it would be smarter to only make the more prominent lights as Beacons and make the rest together with a emissive night texture for the pad.
 
One problem I'd like to bring up, before we commit, to the scaled down version.

It will not be compatible, with any of the existing Fleet, or STS payloads addons.

Is this a good idea ?? Will Gazza rescale, or let someone else rescale his addons?

I just thought I needed to point it out.
 
I just thought I needed to point it out.

Good point, but I think it is also a known bug of the existing meshes and no desired feature.

If Gazza does not rescale the existing meshes, they will be incompatible. Now, the question is: What is the price for Gazza that we can provide, that he rescales the meshes, too? What can we offer, which makes the work worth it?

And I think we have a lot of features to offer soon, which Shuttle Fleet does not have. If we standardize the payload interfaces quickly, we might be able to offer something very important for him: Stability. We can insure that our add-on will be available and is not a one-person job which rises and falls with the person.

If we also ensure that the payload interfaces stay stable for at least the next 1.x versions, this might be an offer he can't refuse.
 
It may help if it lessens the use of pylon, for him also.
 
Any status updates on PDRS work? Also Urwumpe: have you gotten any chance testing the rescaled animation numbers yet? I'm just interested see if they're good or not.
 
Many lights. :lol: Maybe it would be smarter to only make the more prominent lights as Beacons and make the rest together with a emissive night texture for the pad.
If you say so. What about the Shuttle itself? Would look really odd seeing only the pad elements lit up, but the shuttle!
 
Can be done. But would be hard with all animations. But for example, we reduce this to only ET, SRBs and Shuttle hull. Minimum amount of animations.
 
Can be done. But would be hard with all animations. But for example, we reduce this to only ET, SRBs and Shuttle hull. Minimum amount of animations.
Isn't there a way from inside the code to set the material emmisive value, like the transparency value?
 
Isn't there a way from inside the code to set the material emmisive value, like the transparency value?

Yes, but looks not very natural as it reduces contrast on the shuttle - while in reality the Shuttle would get more contrast by the spot lights.
 
Yes, but looks not very natural as it reduces contrast on the shuttle - while in reality the Shuttle would get more contrast by the spot lights.
True, but with the correct settings you can dampen this side-effect alot. The attached screenshot show this. I believe I settled on a emmissive value of 0.2.
 

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Looks already much flatter as it should, doesn't it? ;)

Actually, the remaining shadows on the Shuttle should be much darker now, instead of completely missing. You can't just make it more emissive. its like painting a scale model -
if you don't paint some special shadows, they look less realistic.
 
Looks already much flatter as it should, doesn't it? ;)

Actually, the remaining shadows on the Shuttle should be much darker now, instead of completely missing. You can't just make it more emissive. its like painting a scale model -
if you don't paint some special shadows, they look less realistic.
You're right on that. But it's the best we can do for now.
 
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