Space Shuttle Ultra development thread

Yes, but when I see the logic diagrams correctly, that trick is part of the GPC software (DAP Jet selection).

So, it is suitable for us to use them all for testing until we can implement the DAP. But as we can't have the DAP without the real RCS, I thought it's a good idea to accelerate this task item a bit.
Isn't the DAP semi-implemented into CRTMFD right now? OPS 201 SPEC 0 UNIV PTG and SPEC 20 DAP CONFIG?
 
Dennis,

To get the Elevons to work as they do in real life, it has to be done with a .dll I believe, I can't get them to work properly with the default joystick animations in the Spacecraft3 mod. Could you take a look please when you have time? Thanks !!

Don
 
Isn't the DAP semi-implemented into CRTMFD right now? OPS 201 SPEC 0 UNIV PTG and SPEC 20 DAP CONFIG?

At least UNIV PTG is current inside the Atlantis class, in form of many functions spread over it. CRTMFD is currently a pretty inconsequent mix - it does some guidance but leaves some stuff to the shuttle.

Donamy: I can give it a try, do they do something else than just keeping the gap closed? If no, it should be a fairly simple thing.
 
The problem is, in real life, the elevons rotate up 40deg from nuetral and 25deg down from nuetral. The Flipper doors fill the gaps at those angles. I cannot get the elevons to work that way with Spacecraft3 mod.
 
The problem is, in real life, the elevons rotate up 40deg from nuetral and 25deg down from nuetral. The Flipper doors fill the gaps at those angles. I cannot get the elevons to work that way with Spacecraft3 mod.

I can try, but I am not sure if I can implement the asymmetric animation in Orbiter directly.

EDIT: As my new RCS code crashes outside the DLL, I do some work on the VC - fixed most texture problems and defined the textures as constants in "meshres_vc_additions.h"

HUD is still pitch black and opaque
MFD labels are not drawn.

Maybe I can fix the missing second line in the menu for each MDU in that pass.

Does somebody want to take a look why the Forward RCS code fails? It only defines thrusters, no thruster groups. I think I missed one occurance of the old RCS thruster handles somewhere, but can't find it. The code really needs to be cleaned.
 
question about Space Shuttle Ultra 1.06

Where can I get the Space Shuttle Ultra 1.06 addon? I've searched high and low for it.... even looked on google and MSN search for it and can't find it
 
Where can I get the Space Shuttle Ultra 1.06 addon? I've searched high and low for it.... even looked on google and MSN search for it and can't find it

Try OrbitHangar:

[ame="http://www.orbithangar.com/searchid.php?ID=3169"]Space Shuttle Ultra V1.06[/ame]

EDIT: Now something from my research phase.... I assume the HAL/S documents are already known?

http://www.brouhaha.com/~eric/nasa/hal-s/

Instead of finding data about the MDMs, I have found a IBM System 360 emulator, you don't seem to know who to ask for HALSFCL/PASS/BFS tape images?

http://www.hercules-390.org/

I doubt we can get original software or develop a AP-101S emulator like VirtualAGC, but connecting the available information gives a good image of the internals of the DPS. Especially the functions of the FCOS task scheduler in each GPC.

The preemptive multitasking in FCOS consists of minor cycles (30 ms / 33 cps) and major cycles (960 ms / 1 cps), with the minor cycles being capable of blocking major cycles. processes have priorities defined in HAL/S. Every 160 ms a 64 bit sumword gets exchanged between all GPCs for synchronizing I/O (common set sync).

redundant set sync gets triggered by program instructions - only 4 ms delay allowed between all GPCs. Sync points are process switches and I/O.

The bus system inside the shuttle is nearly equal to MIL-STD-1553C. It does not have all extensions for direct I/O between bus terminals. The IOP of each GPC is a computer of its own, with its own assembly language and memory.

If we can manage to split the software we have into blocks and have the SVI (sync) instructions simulated at the end of each block, as well as terminating blocks at the 30 ms intervals, the software could get close in its behavior to the real thing.
 
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How the hell did you find that so easily? lol I spent 2 bloody hours on that site looking for it. Even spent a good hour on Avsim.com

Thank you for your help :)
 
How the hell did you find that so easily? lol I spent 2 bloody hours on that site looking for it. Even spent a good hour on Avsim.com

Thank you for your help :)


Maybe because Urwumpe is part of the team developing it ;)
 
I can try, but I am not sure if I can implement the asymmetric animation in Orbiter directly.

That's quite easy to do with spacecraft3.
You can split each direction into separate ANIM_COMP's, and use the RANGE parameter.

I've tweaked the SC3 Deltaglider to behave like that.

Code:
[ANIM_SEQ_7]
; elevator
INIT_POS=0.5
......
......
[ANIM_COMP_32]
;elevator up
SEQ=7
GROUPS=29,30,35,36,51,52,54,55
[B]RANGE=(0.5,1)
[/B]ROT_PNT=(0,-0.4,-6.0)
ROT_AXIS=(1,0,0)
ANGLE=40
[ANIM_COMP_33]
;elevator down
SEQ=7
GROUPS=29,30,35,36,51,52,54,55
[B]RANGE=(0,0.5)[/B]
ROT_PNT=(0,-0.4,-6.0)
ROT_AXIS=(1,0,0)
ANGLE=25

I can send you the ini file if you want.
 
Donamy: Can you ensure in your meshes, that you have no white space/" " character in the labels? Use "_" instead if you need to separate words, but avoid " " as it creates duplicates in the meshres.h files.

Also we have many duplicate labels in the mesh file, as far as I can tell. I recommend doing something against it.

Update: Panel C2 and Panel O3 are working again. No luck yet on the texture problems with L1, R1 and the mfds

For the wish list: Donamy, can you make the "bigger switches" in the panel like they are in the real shuttle. I plan to make a panel code rework, and I could include the behavior and animations of these switches (for example the OMS switches) like that:

- You press the left mouse button and hold it over the switch-> switch gets pulled and can be moved by dragging mouse
- You release the left mouse button-> switch snaps into the next good position.
 
I think I have managed to find a working solution to the elevon/flipper doors. Spacecraft3.dll code include below.

Many thanks to C3PO for his invaluable tip on having different animation components for the up and down motions.

Code:
[ANIM_COMP_4]
; elevators up
SEQ=2
GROUPS=4,5
RANGE=(0.5,1)
ROT_PNT=(-3.058,-2.137,-8.776)
ROT_AXIS=(1,0,0)
ANGLE=33
 
[ANIM_COMP_5]
; elevators down
SEQ=2
GROUPS=4,5
RANGE=(0,0.5)
ROT_PNT=(-3.058,-2.137,-8.776)
ROT_AXIS=(1,0,0)
ANGLE=18
 
[ANIM_COMP_6]
; elevator flipper doors up
SEQ=2
GROUPS=51,53
RANGE=(0.5,1)
ROT_PNT=(0,-1.798,-8.246)
ROT_AXIS=(1,0,0)
ANGLE=15
 
[ANIM_COMP_7]
; elevator flipper doors down
SEQ=2
GROUPS=51,53
RANGE=(0,0.5)
ROT_PNT=(0,-1.798,-8.246)
ROT_AXIS=(1,0,0)
ANGLE=2.5
 
*dance*

I have found the DEU Character set! It is hidden inside the "HAL/S-FC User's Manual".

*dance*

Now I just need to turn this into a bitmap for speeding up our text output...
 
Seems like the WING_NAME parameter has stopped working for some reason. The Atlantis.msh file is correct.

Here's the scenario file I'm noticed it in:

Code:
BEGIN_DESC
STS-115/12A: Sept. 19 2006, Flight Day 11: Flight Control System check-out. Time to check-out the aerosurfaces 
prior to the trip back home to KSC after an successful ISS assembly mission.
END_DESC
 
BEGIN_ENVIRONMENT
  System Sol
  Date MJD 53997.2227161308
END_ENVIRONMENT
 
BEGIN_FOCUS
  Ship STS-115
END_FOCUS
 
BEGIN_CAMERA
  TARGET STS-115
  MODE Extern
  POS 5.79 -91.64 -8.71
  TRACKMODE TargetRelative
  FOV 40.00
END_CAMERA
 
BEGIN_HUD
  TYPE Orbit
  REF AUTO
END_HUD
BEGIN_MFD Left
  TYPE Surface
  SPDMODE 1
END_MFD

BEGIN_SHIPS
STS-115:Atlantis
  STATUS Orbiting Earth
  RPOS -1801109.24 2519058.91 5889768.83
  RVEL -5193.667 4504.206 -3531.431
  AROT -51.68 -42.21 -21.76
  PRPLEVEL 0:0.980 1:0.994 2:0.954 3:0.954 4:0.954 5:0.992 6:0.992
  CONFIGURATION 3
  MET 291.264
  RMS
  ARM_STATUS 0.500000 0.013600 0.014688 0.500000 0.500000 0.500000
  WING_NAME Atlantis
  ROLLOUT 1 1.000000
  SHOULDER_BRACE 0.000
  SAT_OFS_X 0.000
  SAT_OFS_Y 0.000
  SAT_OFS_Z 0.000
  OPS 201
  TGT_ID 2
  BODY_VECT 1
  ROLL 0.000
  PITCH 0.000
  YAW 0.000
  P 0.000
  Y 0.000
  OM -1.000
  CARGODOOR 1 1.0000
  GEAR 0 0.0000
  STBD_RMS 1
  CRT_SEL 1 1
  LPROBEARM 1
  LPROBE 2
  RPROBEARM 1
  RPROBE 2
  LOMS 2
  ROMS 2
  AIR_DATA_PROBES 0.000000 0.000000
  BOILERN2SPLY0 1
  BOILERN2SPLY1 1
  BOILERN2SPLY2 1
  BOILERCNTLR0 1
  BOILERCNTLR1 1
  BOILERCNTLR2 1
  BOILERHTR0 1
  BOILERHTR1 1
  BOILERHTR2 1
  APUFUTKVLV0 1
  APUFUTKVLV1 1
  APUFUTKVLV2 1
  APUCNTLRPWR0 1
  APUCNTLRPWR1 1
  APUCNTLRPWR2 1
  HYDCIRCPUMP0 2
  HYDCIRCPUMP1 2
  HYDCIRCPUMP2 2
  APUAUTOSHTDN 0
  APUSPDSEL0 1
  APUSPDSEL1 1
  APUSPDSEL2 1
  APUCNTRL0 1
  APUCNTRL1 1
  APUCNTRL2 1
  HYDMNPMPPRESS0 0
  HYDMNPMPPRESS1 0
  HYDMNPMPPRESS2 0
  MPSENGPWR00 1
  MPSENGPWR01 1
  MPSENGPWR02 1
  MPSENGPWR10 1
  MPSENGPWR11 1
  MPSENGPWR12 1
  HEISOLA0 1
  HEISOLA1 1
  HEISOLA2 1
  HEISOLB0 1
  HEISOLB1 1
  HEISOLB2 1
  APU0 2
  APU1 2
  APU2 2
  HYDRAULIC_PRESS0 3044
  HYDRAULIC_PRESS1 3031
  HYDRAULIC_PRESS2 3042
  FUEL_PRESS0 1470
  FUEL_PRESS1 1443
  FUEL_PRESS2 1463
  MPS0 0
  MPS1 0
  MPS2 0
  L_ET_UMB_DOOR 0.000
  R_ET_UMB_DOOR 0.000
  ET_DOOR_LATCHES 1.000000 0.000000 0.000000
   EVENT_TIMER0 0.000000 DOWN STOPPED
   EVENT_TIMER1 0.000000 DOWN STOPPED
END
END_SHIPS
BEGIN_ExtMFD
END
 
Status update: The new elevon/flipper door animation has been 50% implemented, in the elevator function and is working great.

Now beginning work on aileron function of the elevons and then I should be able to check this in.
 
Finally done! After some battles with the aileron code, the elevon/flipper door animation is finally done!

Code going in now. Next for me on the list: fixing up the payload bay camera pitch animations.
 
Finally done! After some battles with the aileron code, the elevon/flipper door animation is finally done!

Code going in now. Next for me on the list: fixing up the payload bay camera pitch animations.

I currently tweak the Probe animations, so they are not deployed during launch and deploy realistically. (15 seconds with both motors per probe).

I will also fix the C3 panel animations for that.
 
I currently tweak the Probe animations, so they are not deployed during launch and deploy realistically. (15 seconds with both motors per probe).

I will also fix the C3 panel animations for that.
OK. Payload bay camera pitch animations fixed. They no longer become decoupled from their Pan/Tilt Assemblies.
 
Dave,

Thanks to C3PO, I also fixed the aileron ans flipper door animation this morning, but I had to go out before reporting it. I noticed you didn't use the correct angles, also by using the meshwiz's calculator, I get a more precise outside elevon rotation angle. I'll send you the animation .ini

BTW C3PO, How did you figure that out ? It isn't covered in the Spacecraft docs.
 
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