OHM SpaceX launch vehicles and Dragon

OrbitHangar

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Author: glider

    This addon adds Falcon 1, 1e, 9, Heavy launch vehicles and Dragon spacecraft (cargo and two different manned versions) . Each launch vehicle can carry any vessel as a payload. All LV have autopilot that requires only input of equatorial inclination and apogee. All LV have 7 types of failures that can happen during a launch.(can be turned off)
    All versions of Dragon are able to transport UCGO cargo. Two manned versions also can transport 7 or 4 UMMUs. All Dragons have realistic features like limited energy or oxygen. (They can be easily turned off) and realistic reentry (also can be turned off).Manned Dragons can use fuel or oxygen from UCGO cargo to replenish their own fuel or the resource of lifesupport. Also, manned versions have a simple VC. (design is temporary) and LES that can be used for launch abort or propulsive landing on solid surfaces.
    Also, this addon adds 3 other launch vehicles: Falcon X, X heavy, XX with max payload masses 63, 125 and 140 tons to 28.5 LEO. 
    Everything, except transparent fairing, Dragon's VC and solar panels before deployment, should work with D3D9Client.

This addon require VC++ 2010 Redistributable package.

DOWNLOAD
 

Moach

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having problems...
orbiter will hang after it's done loading up.... no messages, no nothing... simply goes "not responding" and i'm forced to close - it gets stuck in the loading screen just short of starting up... :shifty:

are there any other dependencies than UMMU and UCGO? - this is happening with Orbiter2010-P1 (not beta) and D3D9 RC34 graphics (but inline graphics will do the same)

do i need MSVC2010 redistributables or debug libraries for this? :huh:
 

Orbinaut Pete

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I too am having troubles - vessels not visible when scenarios load.

However, if your previous Falcon/Dragon add-on is anything to go by, then this will be AWESOME! :thumbup:
 
Last edited:

Glider

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having problems...
orbiter will hang after it's done loading up.... no messages, no nothing... simply goes "not responding" and i'm forced to close - it gets stuck in the loading screen just short of starting up... :shifty:

are there any other dependencies than UMMU and UCGO? - this is happening with Orbiter2010-P1 (not beta) and D3D9 RC34 graphics (but inline graphics will do the same)
All scenarios ? Is there something unusual in Orbiter.log ?

do i need MSVC2010 redistributables or debug libraries for this? :huh:
Yes, you need redistributables for VS2010. http://www.microsoft.com/download/en/details.aspx?id=5555
 

astrosammy

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Great addon, but still some minor issues. The on-screen annotations showing the key commands kill the framerate. The atmospheric model is better, but still doesn't allow a precise landing. Also I think that such a great launch vehicle deserves a more stable AP.

But again, great job, now it is playable for me. :thumbup:
 

Glider

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Great addon, but still some minor issues. The on-screen annotations showing the key commands kill the framerate.
It is not because the addon, it is because the default graphic client is very old and sloooowww. D3D9Client works with ~120 fps for Falcon Heavy(and ~180-200 fps without annotations).

I too am having troubles - vessels not visible when scenarios load.
Do you have VS2010 Redistributable Package installed ?
 

IronRain

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The payload drops automatically after I start a scenario. It doesn't matter which scenario.
 

T.Neo

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I have a bit of a problem, the LRBs in the manned Falcon Heavy scenarios do not show up. I have installed (or at least I think I have installed) the VC 2010 Redistributable Package.

In the previous release, the cone section of Dragon would also go transparent during reentry.

But otherwise, awesome addon. :cheers:
 

astrosammy

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It is not because the addon, it is because the default graphic client is very old and sloooowww. D3D9Client works with ~120 fps for Falcon Heavy(and ~180-200 fps without annotations).

Well, I use the D3D9 Client with all add-ons that allow it.
I've seen add-ons with perfectly working annotations, it looks like the way the annotations are created causes the FPS drop.

BTW, on the manned Dragon with D3D9, the parts of the solar panels just move around the capsule in a very strange way.

The payload drops automatically after I start a scenario. It doesn't matter which scenario.

Are you using StateSaver? Disabling it made it work for me.
 

PhantomCruiser

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Echo of T.Neo's invisible LRBs for the manned Dragon launch scenario, but they are visible on the Falcon Heavy scenario.
Also I can't seem to get the fairing to separate for the manned Dragon (manual say's [SHIFT][Y], but it's no-go). I tried again when I did a launch abort (cool BTW), it worked then, but I don't know if it was me that did it or not).
All in all, very sweet job. In the Firefly 'verse, it's be shiny!
 

Glider

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I have a bit of a problem, the LRBs in the manned Falcon Heavy scenarios do not show up.
Corrected.

Well, I use the D3D9 Client with all add-ons that allow it.
I've seen add-ons with perfectly working annotations, it looks like the way the annotations are created causes the FPS drop.
How big was these perfectly working annotations ? (fps drop depends on how many symbols are shown.)

Also I can't seem to get the fairing to separate for the manned Dragon (manual say's [SHIFT][Y], but it's no-go).
Corrected. (it is Shift+N now)
 
Last edited:

Kyle

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having problems...
orbiter will hang after it's done loading up.... no messages, no nothing... simply goes "not responding" and i'm forced to close - it gets stuck in the loading screen just short of starting up... :shifty:

are there any other dependencies than UMMU and UCGO? - this is happening with Orbiter2010-P1 (not beta) and D3D9 RC34 graphics (but inline graphics will do the same)

do i need MSVC2010 redistributables or debug libraries for this? :huh:

I can report the same problem here.

EDIT - here's my log.
Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 3.7753e-007 sec
Found 1 joystick(s)
Devices enumerated: 3
Devices accepted: 3
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module Framerate.dll ......... [Build 100830, API 100830]
Module FlightData.dll ........ [Build 100830, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]
Module OrbiterSound.dll ...... [Build ******, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module RPOP.dll .............. [Build 100620, API 100606]
Module AutoFCS.dll ........... [Build ******, API 050206]
Module LunarTransferMFD.dll .. [Build 100621, API 100603]
Module CamShake.dll .......... [Build ******, API 050206]
Module CamControl.dll ........ [Build ******, API 050206]
Module Glideslope.dll ........ [Build ******, API 060425]
Module LolaMFD.dll ........... [Build 101108, API 100830]
Module thrusterlights.dll .... [Build 100815, API 100812]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1440 x 900 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Joystick throttle: Z-AXIS
Joystick throttle control detected
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
BaseObject: Parse error
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
**** WARNING: Mesh not found: .\Meshes\NanediVallis.msh
BaseObject: Parse error 1
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
Module LPad.dll .............. [Build 110911, API 100830]
Module Payload.dll ........... [Build 110911, API 100830]
Module Falcon_1.dll .......... [Build 110911, API 100830]
---------------------------------------------------------------
>>> ERROR: Missing texture: metal_bz.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: metal_cu.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: nozzle_outer.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: metal_0.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: wire_0.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: metal_plate.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: silver_foil.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: hull_spacex.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
 
Last edited:

Alexander SPB

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That's Good!!!
But the Falcon-1 launch scenarios have wrong launch positions - the Omelek island has coordinates 9°2.890′N 167°44.585′E, - not in Western Hemisphere. In orbithangar.com there is nice mesh of Omelek base in BrianJ's A.R.T. add-on.
 

N_Molson

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Excellent add-on, some bugs as stated above but I can't wait to get some time for in-depht testing. :thumbup:
 

T.Neo

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I found a bug, apparently I can spawn first stages after first stage seperation (and I can do so multiple times);

attachment.php


I guess that is an interesting unintentional interpretation of Tsiolkovsky's Cosmic Train. :p
 
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astrosammy

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How big was these perfectly working annotations ? (fps drop depends on how many symbols are shown.)

Well, I just found out that I made the mistake of using ClearType. Without it, there's no FPS drop at all.



This is happening with the manned Dragon with D3D9:

20110911204127000.jpg
 

Moach

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well, having the msvc2010 redistributables installed (again) did little to nothing for me... still hangs and crashes (log says absolutely nothing relevant)


could you verify that the module was compiled in "release" mode, rather than "debug"? - i often tend to make that same mistake, since it's so easy to forget changing this....

if that were the case, then the problems i've been having would be explained, since i've stuck with VS2008 when 2010 had pretty much nothing major to offer that would justify the hassle of upgrading (laziness spoke louder) :hmm:
 

Glider

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This is happening with the manned Dragon with D3D9:
I don't know why this is happening. It can be because of D3D9Client, that is in development and may/does have some bugs too.

could you verify that the module was compiled in "release" mode, rather than "debug"? - i often tend to make that same mistake, since it's so easy to forget changing this....
Yes, it is Release mode for all 16 dlls.

Update: Bug with first stage separation and wrong F1/F1e coordinates are corrected + added missed particle stream to separated boosters of FH and FXH.
 
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