OHM SpaceX launch vehicles and Dragon

T.Neo

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I don't think they will succeed in recovering of second stage in a condition that allows reusage. I think that it would be a better idea to destroy a second stage during reentry (if it had speed close to orbital).

We don't know if the second stage reuse plans are viable yet. Of course there is good reason to be skeptical.

That said, it'd be awesome to be able to simulate it in the manner advertised.
 

N_Molson

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Please, also try new modules from the attachment. Do this two problems still exist ?

Yes, no improvement. I still get this after a variable amount of time (that the rocket has lifted off or not doesn't matter) :

Edit : the blinkering problem with the Falcon Heavy pad seems to be fixed.



We don't know if the second stage reuse plans are viable yet. Of course there is good reason to be skeptical.

That would mean a strong heat shield, and a lot of empty mass, which is the worst enemy in rocket design.
 
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Grover

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best for the second stage to burn up. ideally, the MECO should kick in before PeA gets above 50-60Km, to ensure that the second stage re-enters and burns
 

n122vu

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Does it happen only with Dragons or with any payload ?

I actually saw this, but only once. It was the cylinder payload that dropped on the launch pad, right at the beginning of the scenario, D3D9 client. Hasn't happened since, inline or D3D9.
 

N_Molson

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Does it happen only with Dragons or with any payload ?

With any payload and any LV.

Also got a blinking launchpad again with the Falcon XX.
 

francisdrake

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I like this addon! Has a lot of detail in it, see also in the documentation.
Thank you Glider for putting so much work into it!

Tried it on a clean Orbiter install (with Vistaboost), ran right away (original Orbithangar download, not the modified dll's). Did a milk run to the ISS.

After some time the frame rate dropped to 6-10, but was still flyable.
Maybe the background processes to determine energy, oxygen, temperature, etc. could be run only once every few seconds, not once per frame?

The manned Dragons left-right translation thrusters seem to be wrong wired, making docking somewhat tricky.
 

Grover

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The manned Dragons left-right translation thrusters seem to be wrong wired, making docking somewhat tricky.

i noticed that as well, but its not tricky, you just need to adapt to it

probably worth a swap round though, to keep it with the norm
 

Glider

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Yes, no improvement. I still get this after a variable amount of time (that the rocket has lifted off or not doesn't matter) :
Then, try to launch F9 with the attached dll, wait untill payload is separated, quit from Orbiter and post Orbiter.log (I've put oapiWriteLog() in every function that works with attachments, so it should be clear what function causes a payload to fall)
 

Attachments

  • Falcon_9.zip
    28.8 KB · Views: 22
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Grover

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two more bugs:

pressing CTRL-G to turn off controls also seems to turn off the "turn controls on" control, so you end up with a useless hunk of dragon stuck in orbit

second, the automatic temperature regulator goes mad at x100 time accel, the cabin temperature goes critical, and you end up with dead crew (or you can wait 20 orbits at x10 for your orbital sync)

good luck polishing this project off!
 

Scav

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pressing CTRL-G to turn off controls also seems to turn off the "turn controls on" control, so you end up with a useless hunk of dragon stuck in orbit

I second that. Only in my particular case, I had allowed the on-board battery to deplete. Automatically shut everything down once in a zero-energy state; was impossible to re-start anything.
 

boogabooga

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good luck polishing this project off!

Wow, the feedback has been kinda harsh.

Well, Glider, I think you did a WONDERFUL job. Loads of detail and the payload placement system is very creative.

Out of curiosity, does crewed Dragon really launch sideways?
 

Wishbone

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Babelonia, I recommend you learn more about testing before commenting on it. Testing by definition is stochastic, and there are billions of permutations of computer configurations and sequences of user actions that can each potentially give rise to a software defect. Yes it is a delicate balance between spending your own limited time on testing and switching to collecting bugreps from users, but that's the decision that has to be made. I have tested only one of Glider's launchers (F-XX), and have not run into any CTDs. YMMV.
 

Grover

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the idea of this release IS to test it. and i may have appeared to be a little critical, because now Glider knows about the bugs, and has the choice to fix them. rather that than we be nice and not tell him about them
 

PhantomCruiser

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Agreed, I've got a project that I thought was 99% ready for release. Then I gave it a whirl on my daughters computer... Fail. Not an Epic Fail, but what works flawlessly on my rig is problematic on hers.

I haven't had time to properly test the Dragon/Falcon all that much, but after the initial invisible LRBs were rectified, I haven't had any trouble out of it. The autopilot is a bit funky, but it's a game of getting the numbers right.

It's still a pretty excellent release.
 
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Scav

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Exactly! My intent, myself, was not to be harsh either. I think this is a great add-on that I've already spent a great deal of my time playing with. I don't think this is garbage in any way; just that there are, like any project, some bugs to work out.

Glider, this is some great work here - please keep it up! :tiphat:
 

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I had the same problem others here have complained about. I get a ctd upon loading with an error message about vc++ or something. Any solution? When is the prime release of this planned, Tuesday?
 

Wishbone

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Here's my wishlist after successful orbit insertion of the NTR stage (with manual throttling down and very late second stage ignition):

1. Ability to specify in launch parameters the dynamic pressure or heat flux after which fairing will be auto-jettisoned. This would make launches repeatable.

2. Larger fairings! (In fact, I do have a set of fairings in the NTR package, but I haven't been able to configure other launchers to use them - would gladly donate them to this project).

3. It may make sense to cut off individual engines while throttling (as others have said, this would add realism). Not a top priority item, though.
 

Chub777

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I seem to get a CTD with a Dragon (cargo version) docked to my station. The .log:

Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 3.80208e-007 sec
Found 0 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (ATI Radeon HD 5400 Series   )
==> Direct3D T&L HAL (ATI Radeon HD 5400 Series   )
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module AeroBrakeMFD.dll ...... [Build ******, API 100830]
---------------------------------------------------------------
>>> 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 BaseSyncMFD.dll ....... [Build 100616, API 100603]
Module ScreenCapture.dll ..... [Build ******, API 060425]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module LaunchMFD.dll ......... [Build 101127, API 100830]
Module GPCMFD.dll ............ [Build 110114, API 100830]
Module ReFuelMFD.dll ......... [Build ******, API 060425]
Module ExtMFD.dll ............ [Build 100830, API 100830]
Module UMMUFA.dll ............ [Build ******, API 060425]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module FlightData.dll ........ [Build 100830, API 100830]
Module OrbiterSound.dll ...... [Build ******, API 060425]
Module Load.dll .............. [Build 110906, API 100830]
Module transx.dll ............ [Build 100824, API 100823]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 1434 x 872 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
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 1
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
Module Zvezda.dll ............ [Build 100904, API 100830]
Module Spacecraft3.dll ....... [Build ******, API 050206]
---------------------------------------------------------------
>>> ERROR: Missing texture: exhaust_atsmb.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: Exhaust_atsmb.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
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 Mir2.dll .............. [Build ******, API 060425]
Module URMS.dll .............. [Build ******, API 060425]
Module mbr_its34.dll ......... [Build ******, API 060425]
Module mbr_its5.dll .......... [Build ******, API 060425]
---------------------------------------------------------------
>>> ERROR: Missing texture: extremite1.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: extremite1.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
Module HGATruss.dll .......... [Build 110509, API 100830]
Module ExcerciseRecreationModule.dll  [Build 110509, API 100830]
Module Progress_M1.dll ....... [Build 100902, API 100830]
Module mbr_its6.dll .......... [Build ******, API 060425]
Module SouyzTMA.dll .......... [Build 100902, API 100830]
Module LPad.dll .............. [Build 110911, API 100830]
Module DragonC.dll ........... [Build 110911, API 100830]
Module Trash.dll ............. [Build 110911, API 100830]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
[COLOR="Red"]**** WARNING: Mesh not found: .\Meshes\.msh
**** WARNING: Mesh not found: .\Meshes\.msh[/COLOR]

I think that I'm missing meshes (highlighted in red).
 
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