OHM SpaceX launch vehicles and Dragon

BusDriver

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yeah.... set up the reentry interface, started reentry then, THIS.

I had that happen to me on every single reentry with the cargo dragon... seems the texture for that phase is corrupt. After a few hours troubleshooting it, I found the problem:

Go to textures/spacex/, look for the "d_hull_cargo_burned.dds" and delete it. Then, make a copy of "d_hull_cargo.dds" in the same folder and rename it to the other one (d_hull_cargo_burned). If you only do the first step, your capsule textures would disappear as soon as you pass 70km on descent. By replacing the texture with the second one, the capsule will stay nicely painted all the way to the ocean.
 

River Crab

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Addon is broken for me, unfortunately, in all scenarios. :(
Scenarios start, but all SpaceX vessels are invisible and have no fuel or engines. It seems that Orbiter is failing to load the modules, even though they exist in modules/SpaceX. I reinstalled the VC redist, still nothing. :shrug: Here's the log of the manned Dragon-ISS scenario:
Code:
**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1366 x 768 x 32
Graphics: Hardware T&L capability: No
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: -1
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: SpaceX/LPad
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: SpaceX/DragonM
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: SpaceX/Falcon_9
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
ERROR: DDraw object is still referenced: 1236
---------------------------------------------------------------
>>> ERROR: Destroy framework objects failed
>>> [OrbiterGraphics::Exit3DEnvironment | .\OGraphics.cpp | 1034]
---------------------------------------------------------------
**** Closing simulation session
 

konstantin

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I have a small question. UMMUs configured to die above 15G deceleration upon reentry, but isn't it still true that such forces are survivable (albeit for really short periods)?
 

Scruce

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Here's the log of the manned Dragon-ISS scenario:
Code:
**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1366 x 768 x 32
Graphics: Hardware T&L capability: No
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: -1
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: SpaceX/LPad
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: SpaceX/DragonM
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Could not load vessel module: SpaceX/Falcon_9
>>> [Vessel::LoadModule | .\Vessel.cpp | 5442]
---------------------------------------------------------------
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
ERROR: DDraw object is still referenced: 1236
---------------------------------------------------------------
>>> ERROR: Destroy framework objects failed
>>> [OrbiterGraphics::Exit3DEnvironment | .\OGraphics.cpp | 1034]
---------------------------------------------------------------
**** Closing simulation session

It looks like there is something wrong with local light sources, try disabling it along with all the plugin modules and try again.

You have:
Code:
Graphics: Active lights supported: -1

It should look something like:
Code:
Graphics: Active lights supported: 8

I'm not sure if you are using the D3D9 client or not? If you are, try to run it without the D3D9 (remember some vessels (like DGIV) don't like the D3D9 client).
 

orb

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It looks like there is something wrong with local light sources, try disabling it along with all the plugin modules and try again.
My guess is that local light sources are already disabled, otherwise Orbiter would crash almost on every scenario with vessels using them, like DeltaGlider, XR series, etc.

Graphics cards with no hardware T&L don't support the hardware local light sources. The issue was fixed in Orbiter 100905. A workaround in Orbiter 100830 is to set "MaxLights = 8" in Orbiter.cfg.


I'm not sure if you are using the D3D9 client or not? If you are, try to run it without the D3D9 (remember some vessels (like DGIV) don't like the D3D9 client).
I'm sure that D3D9 client wasn't used in this case.
 

Glider

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Addon is broken for me, unfortunately, in all scenarios. :(
Scenarios start, but all SpaceX vessels are invisible and have no fuel or engines. It seems that Orbiter is failing to load the modules, even though they exist in modules/SpaceX. I reinstalled the VC redist, still nothing. :shrug: Here's the log of the manned Dragon-ISS scenario:
It looks like Orbiter can't load dlls... It usually can be fixed by redist, but may be it didn't work in your case. Try to replace dlls in Modules\SpaceX folder by the dlls from atatchment. They are statically linked, so any problem with wrong/not installed/not working redist should disappear.
 

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  • SpaceX_dlls_MT.zip
    1.1 MB · Views: 31

Cras

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I just gave this a try, and I cannot get the launch autopilot to work. The screen displays all the keys. I can get the service tower to retract, get the on screen confirmation of that and ready to launch. I press "A", and nothing happens. I can throttle the engines myself, but I can't seem to get the thing to do it on its own.
 

mojoey

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All three variables need to be entered, Inclination, Altitude, and fairing jettison pressure (you can leave that blank, since it defaults to 500KpA)
 

mojoey

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No prob. When launching (keeping it realistic) I usually will enter the relative flight AP info before gantry retraction. Also note, at least for me, the Falcon Heavy second stage (after booster jett and core jett) it no longer retains AP, so you'll control it, and fine tune it yourself. Hope this helped!
 

Cras

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That did it. Pressed the set parameters button a few more times, and I entered the target apogee and fairing setting. Pressed A and off she went. Very nice.

Did see crazy-ness with the solar panels prior to their deployment, but it appears everyone gets that running this vehicle in D3D9 client.
 

mojoey

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That did it. Pressed the set parameters button a few more times, and I entered the target apogee and fairing setting. Pressed A and off she went. Very nice.

Did see crazy-ness with the solar panels prior to their deployment, but it appears everyone gets that running this vehicle in D3D9 client.

I no longer run D3D9, it was too many problems for me. Glad you got it working!
 

Jarod

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With the last beta of Orbiter, it seems there is a problem, the second stage explodes just a few secs after the engine stops, every single time. I even tried "FMULT 0.0000" in the scenario file to deactivate failure, the last I tried was the falcon Heavy but other launchers were prone to automatic failure too.
 

Jarod

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Sure, less than a minute after the second stage shutdown, kaboom, lot of debris.

ibj1APXOVDCLqc.jpg

is44Mwd5M6uTz.jpg

ifYEzTymBfIVm.jpg

ibtPrqGRv3TlY8.jpg


As I understand, that's not even a failure that could happen and it doesn't respect FMULT 0.00 and like I said it happens every single time.
As you can see I use a dummy payload but it blows up whatever payload is installed, I don't even want to think about what would happen with a manned dragon. :cry:
 

MaverickSawyer

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:blink: Ouch! OK, that's a serious problem. Have you tried it on a vanilla install of the current version you're using?
 

mojoey

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that is, try it on a different install, with just orbiter sound and UMMU
 

Jarod

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I did, with the same results, just the beta and the SpaceX addon.
But ... I solved it, the culprit is "Atmospheric wind effects", if checked the 2nd stage blows up every time, unchecked there is no problem.
 

MaverickSawyer

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:hmm: Report this as a bug for the development team, so that it can get looked at. This could also be in the .dll for the second stage, though. Glider should debug this.
 

Jarod

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Given that the blowing up of the second stage is a feature of the addon, I think that the dll addon is the one needing debugging.
 
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