SSU V1.25 Release

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Urwumpe

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Urwumpe: Can you look at the MDU stuff? The aft MDUs need to be simulated, and the click areas for the other MDUs are too small.

Can be done, but would have to wait for the weekend before I can do serious work.

The click area are not too small, but I did a small error in defining them: The click area is below the MDUs, not on top of it.
 

Donamy

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Who wants the chute honors ? I have the mesh and ini. for them.
 

Donamy

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Great, just let me know when. No rush.
 

Urwumpe

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Great, just let me know when. No rush.

BTW, do you have just one chute mesh, or multiple? AFAIR, the Drag chute has a pilot chute for opening.
 

Donamy

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It is so small and happens too quickly, I don't think we need it.
 

Urwumpe

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It is so small and happens too quickly, I don't think we need it.

Well, then let's at least leave it as development option for later... I think it especially the stuff, you only really see when using x0.1 time acceleration, which can make Orbiter special, as it gives events their dynamics.
 

SiameseCat

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We really need someone to update the documentation. The old files are really outdated.


-----Posted Added-----


I've fixed the RCS sounds. Note that the OrbiterSoundSDK files need to be in the lib and include directories in the SDK folder (not in the Sound folder).
 

DaveS

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I've fixed the RCS sounds. Note that the OrbiterSoundSDK files need to be in the lib and include directories in the SDK folder (not in the Sound folder).
Nice! This gives me a few quick ideas:
-Custom SSME engine sound(ignition and sustainer)
-And quiet Stage 2 ascent.
-Abort mode boundaries callouts during ascent based on actual vehicle performance, not MET as in Shuttle Fleet. I can supply the sound files for this.
 

Donamy

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Please, no swedish accents.:rofl:
 

SiameseCat

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Nice! This gives me a few quick ideas:
-Custom SSME engine sound(ignition and sustainer)
-And quiet Stage 2 ascent.
-Abort mode boundaries callouts during ascent based on actual vehicle performance, not MET as in Shuttle Fleet. I can supply the sound files for this.
I can code the SSME sounds, but there won't be time for the abort callouts.
 

DaveS

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I can code the SSME sounds, but there won't be time for the abort callouts.
Gor for the SSME sounds. You could reuse the code to implement the chugging sound for the APUs.
 

Donamy

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Will we get the tire smoke, and also, Dennis, can you do the tire spin, below a certain speed ?
 

Urwumpe

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Will we get the tire smoke, and also, Dennis, can you do the tire spin, below a certain speed ?

I already started sorting the code for the Black Dart tire spin into a separate class, with exactly this kind of application in mind. :p
 

SiameseCat

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Donamy, can you take a look at the VC mesh? The lockable switches are split into two sections, and it's only possible to animate the top segment of the switch. As a result, it looks ugly when the switch is moved from its default position. I think we should make the bottom segment of the switch a separate group so it can be animated.
 

Donamy

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Originally they were one piece, but Urwumpe wanted them 2 pieces. I think he has a different idea, on how to animate them. A click and pull I believe.
 

SiameseCat

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Donamy: The switches should be split into 2 groups, but it should be possible to animate both segments of the switch. At the moment, only the top segment can be animated; the bottom portion of the switch is part of a larger group and cannot be animated.
 

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Donamy

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I think the plan was for the top portion, to be lifted straight up, with a right click, then moved up or down to animate. The bottom part is left stationary. The bottom portion could be seperated, but that would take alot of time, and add many more groups.
 

SiameseCat

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The problem with the current method is that the bottom segment is visible when the switch is moved and (IMHO) it looks ugly. Here's my suggestion for fixing this: use only one group for each switch, but bury the bottom segment in the mesh so it isn't visible. Then we can fake lifting the switch by pulling the switch group 'out' of the mesh.
 
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