OHM SR-71-R 1.2.1 (for Orbiter 2016)

OrbitHangar

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Author: blake

A fictional space plane based on the SR71 Blackbird featuring a detailed and functional virtual cockpit.

Changes:

- New cockpit graphics.

- Reworked autopilot integrated with flight computer.  This is done to enable further work on the flight computer procedures.

- Now fully open sourced:  https://github.com/BMCDad/orbiter-sr71r

- (1.2.1) fix animation issues, gauge issues with D3D9 client.



DOWNLOAD
 

4throck

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Great add-on. The working VC and system simulation is simple but effective.

Flight is perhaps a bit too stable at low speeds (~150knots) and controls are too precise for a big and heavy plane.
But that's a positive thing if you just want to do rough reentry and then fly to a distant runway.

So congratulations on a great add-on! :cheers:
 

Kyle_E

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Great addon!:thumbup:...

just does not work with D3D9 client:(
Still very nice!
 

Blake

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Great addon!:thumbup:...

just does not work with D3D9 client:(
Still very nice!
I did test it with the D3D9 client so it should work. What error are you getting?
 

Kyle_E

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On startup it will finish loading but does not show anything though I can hear it.

I won't post the whole log file because it is 300kb of the same error, but here is an abbreviated version.View attachment AbbrevOrbiter.log
To shut it down I had to use alt-F4.
I can get you the full log but as I said it's BIG.
 

reicou

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I really like it, is great.

thanks, dude :thumbup:
 

Kyle_E

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Here is a quick XRSound config file I made for this vessel using the config for the DeltaGlider as a template.
Code:
#--------------------------------------------------------------------------
# XRSound Configuration File -- overrides for SR71r vessels.
#
# For XRSound Version 1.00.
#
# Any values altered will not take effect until Orbiter is relaunched via the launchpad.
#
# D. Beachy, 24-Jan-2018
#--------------------------------------------------------------------------

#==========================================================================
# This section defines vessel-specific settings that apply only to this
# vessel class; i.e., the SR71r in this case.
#==========================================================================
[VESSEL]

#==========================================================================
# This section defines sounds that override the default sounds in 
# XRSound.cfg.  These overrides only apply to this vessel class; i.e.,
# the SR71r in this case.
#==========================================================================
[SOUND_FILES]

#--------------------------------------------------------------------------
# Callout played when the ship's landing gear touches down.
# Sound ID = 10021
# Default (for DG) = XRSound\Default\Wheels Down.wav
#--------------------------------------------------------------------------
Touchdown = XRSound\Default\Wheels Down.wav

#--------------------------------------------------------------------------
# Callout played when the ship's landing gear lifts off.
# Sound ID = 10022
# Default (for DG) = XRSound\Default\Wheels Up.wav
#--------------------------------------------------------------------------
Liftoff = XRSound\Default\Wheels Up.wav

#==========================================================================
# This section defines which sounds should play when a given animation
# event occurs.  Orbiter assigns animation IDs to a vessel as the vessel
# creates them.  To determine what animation ID Orbiter assigns to a given
# animation for a given vessel, set 'LogVesselAnimations = 1' in XRVessel.cfg.
# Then launch the vessel in Orbiter and activate the animation (e.g., landing gear)
# for which you want to assign sounds.  Then use the ID listed in XRSound.log for 
# that animation to define which sounds to use in the this file.
#
# Also, you may add/define *additional* animation sounds however you wish for any vessel
# you wish.  You may also manipluate these sounds via their sound IDs from your 
# C++ vessel code via the XRSound API (see $ORBITER_ROOT\Orbitersdk\XRSound.h).
#
# Each [animation_#] section applies to an animation with the supplied ID.  
# For example, section [animation_52] applies to animation ID 52 for this vessel, the SR71r
# in Orbiter. 
# 
# Each setting is optional.  However, if OpenCloseSoundID is missing, then the 
# Opening / Open / Closing / Closed sounds cannot play.  Similarly, if MovingSoundID
# is missing, then the Moving sound cannot play.  This is not an error, however: it
# simply disables those sounds.
#
# OpenCloseSoundID = <vessel-unique sound ID> # defines the sound ID for this vessel this animation's Opening/Open/Closing/Closed sounds are tied to.
#    MovingSoundID = <vessel-unique sound ID> # defines the sound ID for this vessel this animation's Moving sound is tied to.
# Opening = <file>  # Plays when the animation starts opening.
#    Open = <file>  # Plays when the animation finishes opening.
#  Moving = <file>  # Plays in a loop whenever the animation is moving.
# Closing = <file>  # Plays when the animation starts closing.
#  Closed = <file>  # Plays when the animation finishes closing.
# IsLandingGear = 0 (false, the default) or 1 (true): used by XRSound to treat this animation as the vessel's gear for playing gear-related sounds.
#--------------------------------------------------------------------------

# PlaybackType = BothViewClose  # Determines how and where the sounds for this animation are played (see valid values below); if not set, the default is BothViewClose.
#
# Valid PlaybackType values are:
#       InternalOnly    = In cockpit view only, always full volume.  (Implies the vessel has focus, as well).
#       BothViewFar     = Full volume in internal view, faded (less) by distance and pressure in external view (this will be silent in vacuum).  Vessel does not need focus.
#       BothViewMedium  = Full volume in internal view, faded (middle) by distance and pressure in external view (this will be silent in vacuum).  Vessel does not need focus.
#       BothViewClose   = Full volume in internal view, faded (more) by distance and pressure in external view (this will be silent in vacuum).  Vessel does not need focus.
#       Radio           = Full volume in both internal and external view (vessel must have focus).
#       Wind            = External view only, faded by static pressure but not distance.
#
# Note that all <file> paths above are relative to $ORBITER_ROOT.
# To disable a custom sound, simply delete or comment out the line.
#==========================================================================

# Landing Gear
[animation_52]
OpenCloseSoundID = 12002
   MovingSoundID = 12003
    PlaybackType = BothViewClose
Opening = XRSound\Default\Gear Down.wav
   Open = XRSound\Default\Gear Down and Locked.wav
 Moving = XRSound\Default\Gear Whine.wav
Closing = XRSound\Default\Gear Up.wav
 Closed = XRSound\Default\Gear Up and Locked.wav
IsLandingGear = 1

# Hover
[animation_82]
OpenCloseSoundID = 12006
   MovingSoundID = 12007
 Moving = XRSound\Default\Hydraulics1.wav
 Closed = XRSound\Default\Thump.wav

# Hover2
[animation_83]
OpenCloseSoundID = 12006
   MovingSoundID = 12007
 Moving = XRSound\Default\Hydraulics1.wav
 Closed = XRSound\Default\Thump.wav

# Retro Doors
[animation_85]
OpenCloseSoundID = 12008
   MovingSoundID = 12009
 Moving = XRSound\Default\Hydraulics1.wav
 Closed = XRSound\Default\Thump.wav

# Canopy
[animation_48]
OpenCloseSoundID = 12010
   MovingSoundID = 12011
   Open = XRSound\Default\Hatch Open.wav
 Moving = XRSound\Default\Hydraulics1.wav
 Closed = XRSound\Default\Hatch Closed.wav

# Cargo
[animation_43]
OpenCloseSoundID = 12012
   MovingSoundID = 12013
 Moving = XRSound\Default\Hydraulics1.wav
 Closed = XRSound\Default\Thump.wav

# Cargo2
[animation_45]
OpenCloseSoundID = 12014
   MovingSoundID = 12015
 Moving = XRSound\Default\Hydraulics1.wav
 Closed = XRSound\Default\Thump.wav
To use, copy the information to a file named "XRSound-SR71r.cfg" and paste that into the XRSound directory.

Do not use this with version 1.20; this only works with version 1.0
 
Last edited:

Blake

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New version:
Minor changes to code. I have updated the VC and changed how the autopilot works with regard to the flight computer, which is still a work in progress.


Also, I have put the source code, GIMP files, and Blender files on github: https://github.com/BMCDad/orbiter-sr71r
 

Abdullah Radwan

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Thanks so much for making such a great plane.

I've noticed the indicators are hidden and in an incorrect position when reaching a certain level. Here are some photos:




Also, I would like to know some specs about it. How much time can it spend in space (Fuel cell)? How to re-entry (Target periapses, re-entry angle, etc)? I didn't understand the manual re-entry way. The manual doesn't contain these informations. It needs to be updated for the current cockpit, as there is no explanation for the computer, plus some outdated images.

Is there any way to add payloads? How much payload can I add? How to release it?

Otherwise, it's a good plane. It deserves 10 stars :thumbup:

Here is a quick XRSound config file I made for this vessel using the config for the DeltaGlider as a template.

To use, copy the information to a file named "XRSound-SR71r.cfg" and paste that into the XRSound directory.
It doesn't work well. When I open the cargo door, the sound is still running even when the door is fully opened.

---------- Post added at 01:46 PM ---------- Previous post was at 06:40 AM ----------

I've successfully integrated XRSound into the source code. All components now have sound (Hover and retro doors, switches, knobs, push buttons, cargo and canopy, etc). Where can I send it?

I've noticed some problems in animations, pictured below:

Airbrake animation is broken.

Hover doors animation is broken.

Touchdown points aren't updated without landing gear.
 

Blake

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Thanks for the feed back Abullah, looks like I missed some tweaks on the animations.

What client are you using?
 

Abdullah Radwan

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I am not sure what you mean by 'client'. I am using Orbiter 2016, XRSound 1.1 and D3D9 Client r996m.

I'll PM you the modified source code. Just added sound, nothing else. It's based on the latest GitHub repository revision. I can send it in another way if you want.
 

Blake

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I am not sure what you mean by 'client'. I am using Orbiter 2016, XRSound 1.1 and D3D9 Client r996m.

I'll PM you the modified source code. Just added sound, nothing else. It's based on the latest GitHub repository revision. I can send it in another way if you want.
By client I mean D3D9 vs inline. The mesh tolerance seems to be different between the two, so what works inline does not always behave the same D3D9. I do all development inline, and then run through a test in D3D9, but I don't always catch everything.

By sound, do you mean changes to the XRSound config Kyle_E did? There is no sound in the SR71 code itself.
 

Abdullah Radwan

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I know there no sound in the code itself. I've added it to the code. It took a lot of time :)
 

Blake

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Do a pull request in github and I'll take a look. I am trying to keep this free from dependencies on other add-ons, so if it is self-contained I'll certainly consider adding it.

I have fixes for the animation issues I'll put up in github later today.
 
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