I checked in updated versions of the CISS meshes where they have the same meshes for the bellows as well as the ducts themselves. I also deleted the circular end pieces as per your request.DaveS, can you tell me which bellows (G or G') are the latest version? One version, i.e. same number and order of vertexes, is much easier to handle (and maybe faster). The G' bellows are all "good" and I have it all working very well. They look chaper than the G bellows (78 vs 152) but still look good.
BTW: IMO we don't need the circular ends (it should all connect now), so we could decrease the bellows/pipes vertex/triangle count quit a bit.
Vertices duplicated? Where?Pardon my (potential) ignorance on the subject but why is there a need to have the vertexes duplicated? Is it normals, mapping, something else?
Pretty much every one on the bellows (at least).Vertices duplicated? Where?
I just checked, the bellows are fine, they're identical across the board. The only differences I noted was on the vent ducts vs the F/D/D ducts.Problem detected: some bellows are 152v while most are 144v...
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Pretty much every one on the bellows (at least).
I just checked, the bellows are fine, they're identical across the board. The only differences I noted was on the vent ducts vs the F/D/D ducts.
This should now be correct.Almost there: I need all 4 "XYZ_BELLOW1" bellows to be rotated 180, so the bottom face is up, and the vertexes of the face I want to move have the same indexes as the rest.
Then the 2 liquid "XYZ_BELLOW2" bellows (LH2 and LOX) don't have the vertexes in the same order. Most are but not all. This is really important as it simplifies the code and only requires 1 list of vertexes.
This should now be correct.
Try things now.All gaseous bellows are good, but the liquid ones... the #3 ones are correct, but the others are 114v instead of 108v like the #3 ones. IMO cloning the #3 bellow and using that for the #2 and #1 bellows would work, as long as the orientation is such that the aft face of #2 and #3 are using the same vertex indexes and that aft face is the top face of #1.
It looks OK now!Try things now.
It looks OK now!
I'll commit in a bit.
Switching gears (let's see if we can sneak this one in 2017), is there any info on the orientation of the PTUs? As they have a 340º range in both axis, the motion needs to measured from the correct direction. Currently the tilt has the 20º "blind spot" behind the "normal" orientation, and IMO it makes more sense for that to be straight down.
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New CISS bellows animation is up!
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Is there anything remaining to do in these tickets?
95 Accuracy of OMS burn targeting system
103 Reentry plasma sheet mesh appears late and disappears too late (was: #62)
111 SPEC/DISP states are not saved for IDP/GPC pairs
147 Centaur piping bellows
164 RSLS unable to shut engines during an abort
It seems I was a bit too eager in separating the VC mesh panels... I just finished separating the forward panels and now working the code I notice that because of the "basic" click area implementation in the trunk (as opposed to panels with more than 1 click area in the VC branch), the HUD switches are controlled from the wrong panel. No (further) problems with one VC mesh, but now with each panel only "playing" with its own mesh, they can't play with the neighbor's toys... :facepalm:
So to "fix" this and allow things to move forward, I'll "steer into the slide" and merge the VC branch to the trunk. In practical terms this will bring to the trunk the click area upgrade, which works as planned (nobody complained :shrug.
After this the VC branch will still exist, waiting for its main purpose: VC mesh upgrade, which now will have the majority of the code side of it done.
Hi SSU team,
First of all happy new year everyone!
I was wondering if you are working on the following issues brought up by DaveS a while ago:
1) Ticket 163 (aerojet DAP and HUD diamond symbol problems)
2) Orbiter being too lazy/slow on roll commands in atmospheric flight
Thanks
Question: in the BasicPanel template, there's no problem in assuming the type is (derived from) a Vessel class, right? I need to call AddMesh() and others to "centralize" the panel loading, instead of having the same code repeated in each panel class.
This has to go there or in the derived AtlantisPanel class, which has a type Atlantis, which is a Vessel so there is absolutely no "conflict" in there.
Would that be done like thisSadly we can't use the new C++ Concepts yet that will come in the new standard and are already implemented in the gcc. :lol:
I personally would recommend adding a simple "AddMesh" to BasicPanel already and restrict the template parameter to a subclass of VESSEL.
Should already be good enough. The silver bullet solution would be creating a subsystem in SSU for handling meshes regardless how Orbiter evolves or which special tricks we need.
template <>
class BasicPanel <Vessel>
template <class TVessel>
class BasicPanel