Space Shuttle Ultra development thread

Also, has anyone given any thought to the CCTV's ?
 
I've figured out what's causing the heading bug: one of the values was not converted into radians (it was in degrees instead). I haven't uploaded the fix yet; I'll do that once I deal with the RTHU bug.
EDIT: RTHU bug was caused by similar error. Fixes for both bugs have been uploaded.
 
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Also, has anyone given any thought to the CCTV's ?

I tried to contact Vanguard about CameraMFD, but no luck yet.

Maybe we really need to code our own.
 
Who did the camera pan and tilt ? Maybe we need him too.
 
Urwumpe, about the discsignals: are the bundles created inside the Atlantis class, and all the subsystem has to do is *populate* the ports in it's bundle???
 
Urwumpe, about the discsignals: are the bundles created inside the Atlantis class, and all the subsystem has to do is *populate* the ports in it's bundle???

No, you can also create them inside your subsystem, if you need them - I made the create function that way, that it returns the bundle of the given name, if it already exists, instead of creating a new one.

That way, the order how the subsystems are created is no longer important and we don't need to know about the internal structure of the subsystem.
 
OK, thanks!
Anyway I must use the BundleManager() funct, which is on the SubsystemDirector but not on AtlantisSubsystem... I've corrected it (will upload later) but please check it's missing because I don't like to mess with other people's code...
 
Is this just me, or have the switch animations on PanelC2 stopped working?
 
Is this just me, or have the switch animations on PanelC2 stopped working?

I did not mess with them lately, but I plan to do so one day. Did you update meshres_vc.h after a mesh update?
 
I think I found the problem; meshres_vc.h is updated, but the switch groups are also defined in meshres_vc_additions.h, which seems to be out of date.
 
I think I found the problem; meshres_vc.h is updated, but the switch groups are also defined in meshres_vc_additions.h, which seems to be out of date.

Possible. Meshres_vc_additions has all definitions, which meshres_vc does not have.

Some old might now be obsolete.
 
I suggest that when you get all these buttons down in SSU, that in the VC you make, between the two window's of the Pilot and the Commander, a Checklist that you click it and it turns the page, that has all what you need to do on it, just gotta zoom in to get a better view. This checklist is also on the shuttle.
 
We were talking about doing something like that over on M6 a while ago, and it'll probably be implemented eventually, but not particularly soon.
 
The ProjectApollo guys have Checklist MFD that you may be interested in. I haven't used it myself but you can read about it here.
 
I just downloaded SSU, and it is absolutely incredible! You folks have done an absolutely wonderful job.

The only little bug I've found so far is the CRT MFD display while in MM202. I use a screen resolution of 1024 X 768 and the digits in MM202 are a little too close together and some are difficult to read as a result. Going to a higher resolution puts the MM202 digits even close together, and a lower resolution makes the rest of orbiter display too poorly.

Is there a way to operate SSU at the max resolution of 1280 X 1024 and still have all the pages of the CRT MFD display correctly?

Kudos, and thanks again.
 
Try zooming in a little when viewing the displays. The basic problem is that the MFD screens in SSU are at a low resolution (256 pixels), causing thedigits to get squashed together. This is due the way Orbiter sizes the MFDs, so there's nothing we can do to fix this.
 
Try zooming in a little when viewing the displays. The basic problem is that the MFD screens in SSU are at a low resolution (256 pixels), causing thedigits to get squashed together. This is due the way Orbiter sizes the MFDs, so there's nothing we can do to fix this.

Wrong... technically. I have found a possible way this weekend, but I am not sure, how well this solution is for us and if it works at all. Basically, we could do the same as ExtMFD inside the VC. If this would work out, we could paint the MFDs on a 512x512 or 1024x1024 (for the insane) texture, keep the possibility to use other Orbiter MFDs, etc.

But we would have to do a large deal of the MFD stuff ourself. That is the risk.
 
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