Space Shuttle Ultra development thread

Just asking, because I believe myself and Siamese Cat are on hold until it is finalized.
You can check for yourself: Simply open the new correctly scaled Atlantis_VC.msh in NotePad and do a search for MSHX1 and GROUPS. If you find more than one instance of each, delete the second instances.

Edit:
Donamy: Could you send me the correctly scaled files? I'll try to correct the animation offsets myself since I understand the code.
 
You should have mail.
 
Should I do new animations for the Startrackers and data probes ?
 
Should I do new animations for the Startrackers and data probes ?
No, not needed. Generated my own correct numbers a few days ago. And so far they're working nicely. Got the payload bay doors and radiators corrected now.
 
I think Donamy means the deployment of the Air data probes - they currently translate, but in reality, they both rotate by 180°.

Also the star trackers are currently one group, but should be 2 groups for the accurate animation.
 
I think Donamy means the deployment of the Air data probes - they currently translate, but in reality, they both rotate by 180°.

Also the star trackers are currently one group, but should be 2 groups for the accurate animation.
OK.

Donamy: the external meshes(VC, RMS and KU band antenna) needs to be moved to fit flush with the new rescaled orbiter mesh.
 
Now I have a question for those who know:I see that the physical thrusters have a different POS than the RCS exhaust definitions.

Should I bother to alter the RCS thruster definitions or should I just focus on the RCS exhaust definitions?
 
For the moment, I think you should leave the offset between the exhaust definitions and the thrusters themselves. The reason they exist in the first place is to prevent rotational thrust from creating a translation force, and vice versa. At some point I'd like to have a realistic thruster model, but for the moment we should probably leave things the way they are.
 
For the moment, I think you should leave the offset between the exhaust definitions and the thrusters themselves. The reason they exist in the first place is to prevent rotational thrust from creating a translation force, and vice versa. At some point I'd like to have a realistic thruster model, but for the moment we should probably leave things the way they are.
OK. thanks! That's what I thought.
 
Status report:

I have just about finished re-aligning the RCS exhausts(just the yaw/translate left/right jets and the forward/backward jets to go).

I have also re-aligned the OMS exhausts and all non-external animations(payload bay doors and radiators, landing gear and star tracker doors).

So Donamy: In order to realign the RMS, KU band antenna and VC animations, I really need you to move those meshes and send me the updated meshes.

Currently the VC, RMS and KU band antenna sticks out of the main orbiter mesh.

Without these changes, I can't line up the animations correctly! Oh and the VC complains about a missing "Fpanel.dds" texture.
 
OK, all the re-alignments I can do are now complete. I still need those meshes to update their animations.

Maybe, someone who's familiar with the VC could update the switches?
 
I'll start on the VC stuff once I get the arm working. Is the resized mesh on sourceforge yet?
 
I'll start on the VC stuff once I get the arm working. Is the resized mesh on sourceforge yet?
No, but'll check in the new stuff right away.
 
OK, the new files have been checked in.
 
I'll get those rescaled and mailed to you tonight, have to go out today.
 
I'll get those rescaled and mailed to you tonight, have to go out today.
OK. Here's an example of how the RMS isn't lining up anymore with the brackets in the payload bay:
 

Attachments

  • RMS_scaleddown_notaligned.jpg
    RMS_scaleddown_notaligned.jpg
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That's easy, just have to rescale 2.75% smaller.
 
There's something weird going on with the RMS wrist roll animation. Rotating the wrist by 45 degrees causes the attchment point to rotate 90 degrees. If I comment out the code to add the actual animation, this problem goes away. Does having two animation components, both going from 0 to 1, for the same animation, cause errors?
 
Do they have different rotation points ?
 
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