SSU V1.25 Release

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Donamy

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My mistake, would you like me to fix them and add the guards ?
 

Urwumpe

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My mistake, would you like me to fix them and add the guards ?


Would be fine, the behavior of the switches is also still not realistic. I need to finish the AC motor code tomorrow, when I am more awake.
 

DaveS

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My mistake, would you like me to fix them and add the guards ?
While you're at it, how about fixing this hole in R1?
 

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Donamy

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I think it would be better if I sent you the O6panel.msh so you can make the changes you need, the add it to the VC. What do you think ? All fixed BTW

---------- Post added at 12:10 AM ---------- Previous post was at 12:09 AM ----------

While you're at it, how about fixing this hole in R1?


Is there one in L1 also ?
 

Donamy

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fixed, but I can't connect to sourceforge
 

Urwumpe

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I think it would be better if I sent you the O6panel.msh so you can make the changes you need, the add it to the VC. What do you think ? All fixed BTW

I can't make changes to the mesh, at least not useful changes. I only use O6Panel.msh for measuring the switch locations and other coordinates as it is hard to do it in the full VC mesh.
 

Donamy

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I meant the naming of the groups is different than what AC3D prints it at, and I don't want to break anything.
 

Urwumpe

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I meant the naming of the groups is different than what AC3D prints it at, and I don't want to break anything.

don't know, just give the guards a useful group name, in the worst case I let my new meshc replacement make the header file despite it still needing some alpha testing for robustness. ;)
 

Donamy

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I'll give it a shot, but I'll save the old one just in case. ;)

---------- Post added at 03:05 PM ---------- Previous post was at 02:07 PM ----------

committed new VC.mesh with fixed switches and added switch guards.

here are the animation specifics:
Code:
O6 start tracker switches
---------------------------
Door control
SYS 1
O6S2=36
rotation point= -0.38,3.15,13.75
O6Scover11=58
rotation point= -0.38,3.15,13.77
------------------------------------
SYS 1
O6S3=35
rotation point= -0.35,3.15,13.75
O6Scover12=57
rotation point= -0.35,3.15,13.77
-------------------------------
Power
O6S4=54
rotation point= -0.3,3.15,13.75

O6S5=49
rotation point= -0.27,3.15,13.75

axis=1,0,0  for all
 

SiameseCat

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I'm working on the 3 joint angle displays on PanelA8. Can the bitmaps used for the clock displays (in digits.bmp) also be used for the A8 displays?
 

Urwumpe

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I'm working on the 3 joint angle displays on PanelA8. Can the bitmaps used for the clock displays (in digits.bmp) also be used for the A8 displays?

I would say yes, if the texture is in the same scale.
 

Donamy

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I'm working on the 3 joint angle displays on PanelA8. Can the bitmaps used for the clock displays (in digits.bmp) also be used for the A8 displays?

Let me know if you need anything done to the textures or mesh.
 

DaveS

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I'm right now finishing up the latest revisions of the MLP and the SRBs. I'll then tackle a few issues that I have noticed that the ET has.
 

SiameseCat

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Let me know if you need anything done to the textures or mesh.
Can you change the LED backgrounds to be black (instead of gray)? The pictures I've seen show a black background for the LEDs, and this would also match the background of the digit bitmaps.
 

DaveS

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New MLP and SRBs have been checked in. I consider these the release candidates.

---------- Post added at 10:07 AM ---------- Previous post was at 08:51 AM ----------

New ET checked in with some necessary code changes to the ET scorch code, more specifically line 638 in Atlantis.cpp which loaded the wrong texture the LOX feedline, ET cable trays and umbilicals.
 

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New ET checked in with some necessary code changes to the ET scorch code, more specifically line 638 in Atlantis.cpp which loaded the wrong texture the LOX feedline, ET cable trays and umbilicals.

Oh OK, does it now scorch the ET or is it still not working?
 

DaveS

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Oh OK, does it now scorch the ET or is it still not working?
Let me check.

---------- Post added at 11:00 AM ---------- Previous post was at 10:43 AM ----------

Sorry, no scorched ET at SRB sep.
 

Urwumpe

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Sorry, no scorched ET at SRB sep.

OK, must be something esoteric. The same code works on the TEU from 2001, for changing the liveries.
 

DaveS

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OK, must be something esoteric. The same code works on the TEU from 2001, for changing the liveries.
Just to be on the same line here: At SRB sep the code calls for the texture specified in Atlantis.h DEFAULT_SCORCHED_ET_TEXTURE to be loaded and overwrite the texture specified in the line DEFAULT_NORMAL_ET_TEXTURE right?
 
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