Space Shuttle Ultra development thread

Getting these errors when I try to complie the Atlantis sources:

Code:
[SIZE=1]
.\Atlantis.cpp(4718) : error C2065: 'arm_ee_rot' : undeclared identifier
.\Atlantis.cpp(4719) : error C2228: left of '.z' must have class/struct/union
 type is ''unknown-type''
.\Atlantis.cpp(4719) : error C2228: left of '.x' must have class/struct/union
 type is ''unknown-type''
.\Atlantis.cpp(4719) : error C2228: left of '.y' must have class/struct/union
2> type is ''unknown-type''
[/SIZE]
 
Fixed. As usual, I forgot to upload a file.
Works now. Now someone has to restore functionability to R2 so that a launch and orbit insertion is possible again.
 
Here's two STS-109 scenarios, one that is at L-9:30 and one that is post-ET sep. These scenarios require this HST add-on to be installed: [ame="http://www.orbithangar.com/searchid.php?ID=2982"]Hubble Space Telescope v2.0 (servicable)[/ame]
 

Attachments

Here's an updated post-MECO and ET-sep scenario which has the OMS-2 burn occur at the roughly(+- 2 minutes) correct time.

Target DV is 134 fps which should result in an orbit 195 kmx574 kmx28.6°.
 

Attachments

I've already fixed the grapple point. Before we add OBSS support, I think it might be a good idea to create a PayloadBaySubsystem class to handle the payload bay stuff (the RMS would be separate from this). I'd also like to implement rotational IK for the RMS soon.

SC,

Could you make the IK animations move to the endeffectors vectors, instead of the Shuttle bay vectors ?
 
Maybe C3PO could donate his excellent EMU meshes for use during the EVAs?

No offense to C3PO, but what's wrong with these EMU meshes ??

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XYfM6FasS9RUAOnADwnQYrw0MXi5_UMHJ2BzsnM0Ta2qXM22yKoI6FUl1_R5QQSCl3m4kRz-rcfpEjbd_v0fvpjcPkE-VhkpxmnGyTkwXSQ
 
No offense to C3PO, but what's wrong with these EMU meshes ??
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Nothing! I forgot that you have made your own EMU+SAFER meshes.

BTW, could you make me a gold foil texture like the one shown on the photo below? It's the HST FSS when it was still the Vertical Processing Facility prior to the STS-109 FRR. Don't include the white boxes or anything else, jus the gold foil.

FSSinVPF.jpg
 
Works now. Now someone has to restore functionability to R2 so that a launch and orbit insertion is possible again.

I will do this.
 
Nothing! I forgot that you have made your own EMU+SAFER meshes.

I think C3POs also contained provisions for the Display unit, which could be nice for AMSO like implementations of the EVAs (remaining oxygen).
 
SC,

Could you make the IK animations move to the endeffectors vectors, instead of the Shuttle bay vectors ?
In real life, there are a number of ways to translate the RMS, including based on the end effector position and the Shuttle bay. Once we have the RMS controls simulated, I'll try to add some of the other modes.
 
No offense to C3PO, but what's wrong with these EMU meshes ??

.
XYfM6FasS9RUAOnADwnQYrw0MXi5_UMHJ2BzsnM0Ta2qXM22yKoI6FUl1_R5QQSCl3m4kRz-rcfpEjbd_v0fvpjcPkE-VhkpxmnGyTkwXSQ

Wow! Isn't that DEXTRE? Don't tell me it's going to be functional.:cheers:
 
It is very much funtional, of course it would be more so if I could code.:(
 
I've updated the PlBayOp switch positions. Again, the SetClickmode_Quadrilateral still needs updating.
 
Checked in a minor update to the RMS animation code. It now includes the meshgroups for the elbow camera.
 
Does it still work ?
 
Does it still work ?
The RMS? Yes. I just added to the main RMS animation so when you moved the RMS, the elbow camera moved with it instead of being left hanging.
 
I finally finished the first Panel Locator graphic, based on a NASA document with very bad graphic quality.

Flightdeck%20Panel%20Locator.png


The graphic is in SVG format, can be included without loss of quality in PDF files.
 
I finally finished the first Panel Locator graphic, based on a NASA document with very bad graphic quality.
Good job! Looks A-OK to me.
 
I partially fixed the mouse area for the R2 panel and added the first files for the new VC code (ISubsystem.h). ISubsystem is a pure virtual interface definition and does not need a CPP. I defined it that way for making sure that VC parts like switches, while handled outside the subsystem simulation code, still use the same interface and can use smaller parts designed for normal subsystems as components. Short: This means the VC can use objects, which we can also use for simulating the subsystems, like for example the components related to simulate discrete lines.
 
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