static UINT DISH1BASESHOLUDER[1] = { GRP_DISH1ARM };//parent rotate 180
static UINT DISH1BASEELBOW[5] = { GRP_DISH1ARM2,GRP_DISH1BASE4,GRP_DISH1BASE1,GRP_DISH1BASE2,GRP_DISH1BASE };//elbow
static UINT DISH1BASEFOREARM[1] = { GRP_DISH1ARM1 };//
dish1_anim[0] = new MGROUP_ROTATE (0, DISH1BASESHOLUDER, 1, _V(0, 1.442391, -1.113871), _V(0, 0, 1), (float)(180 * RAD));//parent ROTATE WHOLE ASSEBLY 180
dish1_anim[1] = new MGROUP_ROTATE(0, DISH1BASEFOREARM, 1, _V(0, 1.442391, -1.064), _V(1, 0, 0), (float)(-90 * RAD));
dish1_anim[2] = new MGROUP_ROTATE(0, DISH1BASEELBOW, 5, _V(0, 1.442391, .16), _V(1, 0, 0), (float)(-90 * RAD));
PARENTDISH1 = AddAnimationComponent(anim_DISH, 0, .375, dish1_anim[0]);//rotate 180
PARENTDISH1A=AddAnimationComponent(anim_DISH, .375, .6, dish1_anim[2], PARENTDISH1);// rotate elbow 90
PARENTDISH1B = AddAnimationComponent(anim_DISH, .6, 1, dish1_anim[1], PARENTDISH1A);// rotate forearm and assembly 90
[ANIM_COMP_12]
SEQ=0
GROUPS=37,51,88,91,92,102,123,125,126
RANGE=(0.375,0.500)
ROT_PNT=(0.00,1.44,-1.14)
ROT_AXIS=(0,0,1)
ANGLE=180
[ANIM_COMP_13]
SEQ=0
GROUPS=37,51,88,91,92,102,123,125,126
RANGE=(0.500,0.625)
ROT_PNT=(0.03,1.44,-1.14)
ROT_AXIS=(1,0,0)
ANGLE=-90
[ANIM_COMP_14]
SEQ=0
GROUPS=37,51,88,92,102,123,125,126
RANGE=(0.625,0.750)
ROT_PNT=(0.03,2.46,-1.14)
ROT_AXIS=(1,0,0)
ANGLE=90
tatic UINT DISH1BASESHOLUDER[1] = { GRP_DISH1ARM };//parent rotate 180
dish1_anim[0] = new MGROUP_ROTATE(0, DISH1BASESHOLUDER, 1, _V(0.0, 1.443, -1.117), _V(0, 0, 1), (float)(180 * RAD));//parent ROTATE WHOLE ASSEBLY 180
PARENTDISH1 = AddAnimationComponent(anim_DISH, 0, .5, dish1_anim[0]);
static UINT DISH1FOREARM[1] = { GRP_DISH1ARM1 };//parent rotate 180
dish1_anim[1] = new MGROUP_ROTATE(0, DISH1FOREARM, 1, _V(0 , 1.454331, - 1.069098), _V(1, 0, 0), (float)(90 * RAD));//
PARENTDISH1 = AddAnimationComponent(anim_DISH, .6, 1, dish1_anim[1], PARENTDISH1);
static UINT DISH1BASEELBOW[5] = { GRP_DISH1ARM2,GRP_DISH1BASE4,GRP_DISH1BASE1,GRP_DISH1BASE2,GRP_DISH1BASE };//
dish1_anim[2] = new MGROUP_ROTATE(0, DISH1BASEELBOW, 5, _V(0 , 1.454331, .1725942), _V(1, 0, 0), (float)(-90 * RAD));
PARENTDISH1 = AddAnimationComponent(anim_DISH, .5, .6, dish1_anim[2], PARENTDISH1);
static UINT EGrp15dish[2] = { 0,2 };//folded dish
dish1_anim[3] = new MGROUP_ROTATE(2, EGrp15dish, 2, _V(0, 1.454331, .1725942), _V(1, 0, 0), (float)(-90 * RAD));
AddAnimationComponent(anim_DISH, .5, .6, dish1_anim[3], PARENTDISH1);
STS_PAYLOADS\IUS_2NDSTAGE_TDRS
TDRS should be STS_PAYLOADSNEW\TDRSNEW for 1st stage...I finally got the TDRS new to work. But have run into an issue on the IUS. The TDRS is not showing on it. The 2nd stage is. When I switch to the 2nd stage the TDRS shows up?
This is the payload for 1st stage ius:
[PAYLOAD_0]
MESHNAME=STS_PAYLOADS\IUS_2NDSTAGE_TDRS;STS_PAYLOADS\TDRS
OFF=(0.00,0.00,2.32);(0.00,0.00,6.31)
MODULE=Spacecraft\Spacecraft3
NAME=IUS_2ND_TDRS
MASS=6187
SPEED=(0,0,0.12)
ROT_SPEED=(0,0,0)
and payload for 2nd stage:
[PAYLOAD_0]
MESHNAME="STS_PAYLOADSNEW\TDRSNEW"
OFF=(-0.00,0.00,4.02)
MODULE=TDRSNEW
MASS=2268
SPEED=(0,0,0.1213)
ROT_SPEED=(0,0,0)
Not sure if there's a right answer to this, but I think personally the most preferred way in making orbit scenarios is that letting the shuttles launch first from the pad, and once it reaches/circularized its orbit, open up the payload bay and simply save the scenarioWhat is the best way to make orbit scenarios?
Thanks. How do you use that data?Alternatively, the TLE orbit data from every shuttle mission has been provided by Celestrak here
Copy and paste the desired TLE data in a txt file and use this to import it and apply it: https://www.orbithangar.com/showAddon.php?id=770915ee-ec27-4965-a1e2-b501d9ceadcbThanks. How do you use that data?