OHM TransX 2018.05.06 MMExt2 for Orbiter 2016

PeterRoss

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Just wanted to add that MMExt-capability of TransX and BTC is pretty cool. I used this feature yesterday for several precise automated burns and quite happy with results :thumbup:
 

Ricochetv1

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Feature Request

How about an option for Constant Acceleration plans?
 

fatcat

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Gidday Enjo.

Just an fyi.
I use Orbiter in teaching but run it on Mac laptops using WineHQ. It works very well. Only a few things don't work.
TransX has always worked great and for the release 7/7/18 TransX2 also now works. :thumbup:
 

Enjo

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Hi fatcat,
Ah excellent. I was always hoping Orbiter + Wine would work on Mac someday. Have you by any chance had to follow this guide? If so, is anything missing there?

TransX has always worked great and for the release 7/7/18 TransX2 also now works. :thumbup:
If something doesn't work, just spit it out.


How about an option for Constant Acceleration plans?
Sorry, no plans for new major features. I'm focused on paying the bills.
 

fatcat

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:thumbup:
Gidday Enjo.

Just an fyi.
I use Orbiter in teaching but run it on Mac laptops using WineHQ. It works very well. Only a few things don't work.
TransX and TransX2 work great for the latest version (TransX-2018.05.06-VCpp-2016).
For a while I had needed a version a few releases prior. :thumbup:
 
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fatcat

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Hi fatcat,
Ah excellent. I was always hoping Orbiter + Wine would work on Mac someday. Have you by any chance had to follow this guide? If so, is anything missing there?


If something doesn't work, just spit it out.:banana:


Thanks Enjo,

I had seen that guide, but couldn't really understand it.
I need things in bullet point :)

What I have done is:
1. Have a standard Orbiter folder with all my addons etc.
2. Download and Install WineBottlerCombo_1.8.dmg from http://winebottler.kronenberg.org/downloads. (skip the site ads)
3. Click on Orbiter.exe and open with Wine (default).
4. A few launchpad settings makes it render great.

I don't use fullscreen or D3D9 Orbiter.ng. But it's just fine this way.
Here's a screen shot.

Thanks heaps for all your great MFDs. Isn'r Orbiter just the best example of a community working together for no profit.

If you wanted me to look at the guide a bit more and check it out I can.
 

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Enjo

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Ah OK. I see. You don't use DX9 and you probably don't use more advanced addons, like Andrew's (Lagrange MFD, RV Orientation) so you don't need all these VC Redistributables. My addons don't use the latest ones on purpose, and here we see the positive result of you being able to teach things on plain Orbiter with some basic addons. Cheers :cheers:

Your guide has actually a potential of being included in the Wiki. It couldn't be simpler than that.


If you wanted me to look at the guide a bit more and check it out I can.
Only if you care about running the extras, that I mentioned at the beginning.

Thanks heaps for all your great MFDs. Isn't Orbiter just the best example of a community working together for no profit.
Honestly I'd work more happily on the subject, if I received any donations. I think I will setup a BTC donation address for this purpose. Nobody would be obliged to donate, but it would show the real value of my MFDs.
 
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fatcat

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Thanks Enjo.

Success is when I have a student that can launch manually, circularise, align, synch, approach and dock.

What I have running well:
Vessels/Spacecraft: Atlantis (and all stock vessels), SpaceX (Falcon9, Heavy, BFR), DGIV, XR2, SLS/Orion. Delta.
MFDs: Launch, TransX, HUDDrawer, ModuleMessaging, Basesync, Burntime, Glideslope, AbsoluteKillRotate, Aerobrake, Camshake, Hover, IMFD, LunarTransfer, Pursuit, Rendezvous, ScramAltitude, OrbiterSound, XRSound.
I just installed Lagrange and it does seem to work OK.

Settings that help:
Window mode not fullscreen
Direct 3D video devices not Wine.

I just downloaded D3D9Client2016-R3b and copied the files into their respective Orbiter folders.
Orbiter_ng.exe runs great on the Mac.
 

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Enjo

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I forgot, that Andrew linked the VC runtimes statically, so you're all good with his addons.
And thanks for the tips on the settings.
 

1987VCRProductions

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Hey, I'm here with a problem that exists with the 2010 version of TransX and might exist for the 2016 version (I don't have an immediate way of testing it currently but I'll get right on that and add a follow-up post). Basically, it's an issue with how TransX communicates with Multistage2015. I framed the issue with the devs of MS2015 hoping it was something wrong with their code but they told me to come and present it to the TransX devs instead.

Basically, TransX anticipates a longer burn time with Multistage2015 vehicles, so the countdown timer to the burn is off, resulting in a large error in the escape trajectory. Obviously, this is worse in scenarios that require higher Delta-V burns. In order to fly missions like Pioneer 11 or Voyager 2, I have to save once I'm in orbit, switch the vehicle module back to the old Multistage2 format, and then reload the scenario so I can make the escape burn.

The following images illustrate what I'm talking about.

The first image shows the time to the burn using a MS2015 vehicle, at 460 seconds to the maneuver, it wants me to begin the burn in a little over 41 seconds:

tumblr_p9j3jcgYV51sgt5t3o3_500.png


This next image is from the same scenario but with the vehicle module set back to MS2, the time to the burn is now a more reasonable 139.9 seconds:

tumblr_p9j3jcgYV51sgt5t3o1_500.png


I'm sorry if this turns out to be a problem for the Multistage2015 crew to fix on their end, but I was told to present the problem to you.

---------- Post added at 03:26 AM ---------- Previous post was at 02:48 AM ----------

I can confirm that this issue is present in the 2016 version as well, so it's worth looking at.

tumblr_pi9o3rQeuu1rpuj2so1_500.png
 

Enjo

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In order to fly missions like Pioneer 11 or Voyager 2, I have to save once I'm in orbit, switch the vehicle module back to the old Multistage2 format, and then reload the scenario so I can make the escape burn.
Hi,
Well this basically sums it up. If it works for the old format, then it means, that the guys changed something along into a form that's incompatible with the old format.
Can I first see a link to your post at the Multistage 2015 thread, as a start?
 

fred18

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Hey guys, I'm here to help with MS2015. I can't understand this issue, I mean why it's happening. Maybe together with Enjo we can work this out.

---------- Post added at 23:49 ---------- Previous post was at 11:25 ----------

Can you confirm me which parameters of the vessel gets accounted for burn planning?
My guess:

- empty mass
- fuel mass
- main engine thrust
- main engine isp

and that should be all, anything else?
 

Enjo

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Hi Fred,

First notice, that after reading 1987VCRProductions' post in your thread, it seems that BTC calculates this correctly. I've made it so, that both TransX and BTC use the same base class for vessel stack calculation, but apart from this, they diverge unfortunately.

Here's how TransX does it (it uses the full implementation of BurnTime class):
https://sourceforge.net/p/enjomitchsorbit/codeHG/ci/default/tree/TransX/src/basefunction.cpp#l872

And here's BTC (using only the stack calculation):
https://sourceforge.net/p/enjomitch.../BurnTimeCalcMFD/src/MFDDataBurnTime.cpp#l249

And the BurnTime class:
https://sourceforge.net/p/enjomitchsorbit/codeHG/ci/default/tree/lib/Orbiter/BurnTime.cpp
 

fred18

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I am checking the code and I have some doubts on a couple of aspects.

The most puzzling aspect is that the multistage vessel is just a single vessel, no matter that is for multistage purpose, is just him. Burntime gets the very same dV and everything so it's not a physical parameter update issue. I saw from your code that transx takes into consideration also linear RCS, I am curious now to know which addon setup was using 1987VCRProductions, since linear RCS was not present in the old version of multistage.

1987VCRProductions if you can hear us, can you post here or PM me (since we still don't know where is the issue) the complete config file of the rocket that you are using?
 

1987VCRProductions

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It's not any one rocket, sometimes it's a Titan IIIe, other times it's an Atlas-Centaur. I'll post an example of one of my Titan IIIe setups with one of the Voyagers.

Code:
[MISC]
cog=0
telemetry=1

[TEXTURE_LIST]
TEX_1=Exhaust_atsme
TEX_2=Exhaust2
TEX_3=Contrail2
TEX_4=Contrail
TEX_5=Contrail1
TEX_6=Exhaust

[PARTICLESTREAM_1]
NAME=SRB
SRCSIZE=3.05
SRCRATE=2000
V0=100
SRCSPREAD=0.0
LIFETIME=1
GROWTHRATE=18
ATMSLOWDOWN=0.0
LTYPE=EMISSIVE
LEVELMAP=LVL_SQRT
LMIN=0
LMAX=0
ATMSMAP=ATM_PLOG
AMIN=1e-5
AMAX=1
TEX=contrail2

[PARTICLESTREAM_2]
NAME=SRBsm
TEX=Contrail1
SRCSIZE=3.05
SRCRATE=150
V0=140.0
SRCSPREAD=0.3
LIFETIME=15
GROWTHRATE=5
ATMSLOWDOWN=1.0
LTYPE=DIFFUSE
LEVELMAP=LVL_PSQRT
LMIN=0
LMAX=1
ATMSMAP=ATM_PLOG
AMIN=1e-4
AMAX=2

[PARTICLESTREAM_3]
Name=vent
amin = 1e-006
amax = 0.1
atmslowdown = 3
growthrate = 0.8
lifetime = 2.25
lmax = 0.5
lmin = 0
srcrate = 15
srcsize = 0.4
v0 = 1
ltype = EMISSIVE
atmsmap = ATM_PLOG
levelmap = LVL_PSQRT
tex = contrail

[PARTICLESTREAM_4]
NAME=mach
SRCSIZE=4
SRCRATE=120
V0=12
SRCSPREAD=0
LIFETIME=0.25
GROWTHRATE=6
ATMSLOWDOWN=0
LTYPE=EMISSIVE
LEVELMAP=LVL_PSQRT
LMIN=0
LMAX=4
ATMSMAP=ATM_PLOG
AMIN=0.7e-7
AMAX=1
TEX= contrail

[FX_VENT]
pstream=vent
off_1=(-2,0,20)
dir_1=(-1,0,0)
time_fin_1=-8

[FX_MACH]
pstream=mach
mach_min=0.9
mach_max=1.1
off_1=(0,0,31)
off_2=(3.25,0,14)
off_3=(-3.25,0,14)
dir=(0,0,-1)

[BOOSTER_1]
N=1
MESHNAME="tit_stg0r_2"
HEIGHT=34.1
DIAMETER=3.05
EMPTYMASS=33798
FUELMASS=192435
THRUST=3802117.15 ;4825764.075 ;5849411
ANGLE=0
OFF=(3.25,0,2)
eng_1=(0,0,-13)
BURNTIME=115
ENG_TEX=Exhaust2
ENG_PSTREAM1=SRB
ENG_PSTREAM2=SRBsm


[BOOSTER_2]
N=1
MESHNAME="tit_stg0l_2"
HEIGHT=34.1
DIAMETER=3.05
EMPTYMASS=33798
FUELMASS=192435
THRUST=3802117.15 ;4825764.075 ;5849411
ANGLE=180
OFF=(3.25,0,2)
eng_1=(0,0,-13)
BURNTIME=115
ENG_TEX=Exhaust2
ENG_PSTREAM1=SRB
ENG_PSTREAM2=SRBsm

[STAGE_1]
MeshName="titan21_2"
Height= 30.48
Diameter= 6.52
Thrust= 2339760
EmptyMass= 5443
FuelMass= 111130
BurnTime= 147
off=(0.,0.,0)
eng_1=(.9,0,-11)
eng_2=(-.9,0,-11)
eng_DIAMETER=1
ENG_TEX=Exhaust

[SEPARATION_12]
MESHNAME="titan2i_2"
SEPARATION_DELAY=1
HEIGHT=0
DIAMETER=10.1
EMPTYMASS=1000
OFF=(0,0,12)

[STAGE_2]
MeshName="titan22_2"
IGNITE_DELAY=0
Height=17.8
Diameter=6.61
Thrust= 453714
EmptyMass=2653
FuelMass=26535
BurnTime= 205
off=(0.,0.,17)
Speed=(0,0,-10)
eng_1=(0,0,-5)
eng_DIAMETER=1
ENG_TEX=Exhaust

[STAGE_3]
MeshName="centaurDE2"
IGNITE_DELAY=3
Height=17.8
Diameter=6.61
Thrust= 131222
EmptyMass=2631
FuelMass=13627
BurnTime= 470
off=(0.,0.,23)
eng_1=(1,0,-4.5)
eng_2=(-1,0,-4.5)
eng_DIAMETER=1
ENG_TEX=Exhaust_atsme

[SEPARATION_34]
MESHNAME="upperinter_2"
SEPARATION_DELAY=1
HEIGHT=0
DIAMETER=10.1
EMPTYMASS=0
OFF=(0.,0.,27.25)
SPEED=(0,0,0)

[STAGE_4]
MeshName="TEM3644_2"
IGNITE_DELAY=1
Height=2
Diameter=.93
Thrust= 68000 
EmptyMass=83
FuelMass=1040
BurnTime= 43
OFF=(0.,0.,28)
eng_1=(0,0,-1)
eng_DIAMETER=.25
ENG_TEX=Exhaust2

[FAIRING]
N=2
MESHNAME="titanshroud2"
HEIGHT=20
DIAMETER=6.6
EMPTYMASS=1000
OFF=(1.1,0,27)
SPEED=(10,0,0)
ANGLE=180

[PAYLOAD_1]
MeshName="voyagerstowed2"
Height=20
Diameter=6.6
Mass=825.5
OFF=(0.,0.,29)
Speed=(0,0,0.1)
MODULE=spacecraft\spacecraft3
NAME="voyager2"

I can tell you from memory that there's no difference in performance between having a live payload which is a new feature in MS2015, or having an inert payload as illustrated here in my code. I didn't code it any differently than you would code a standard Multistage2 vehicle, except for the addition of LOX effects for the Centaur stage before launch and for mach effects.

---------- Post added at 10:50 PM ---------- Previous post was at 10:40 PM ----------

The rocket I used in the 2016 version was one of my Saturns, in this case a Saturn I (SA-6). I refilled the S-IV stage once on orbit using the scenario editor and then set up a quick Earth escape maneuver (no particular destination in mind) and got the same result, an escape trajectory that's offset to what the dotted line plan was.

Here's the code for that vehicle:

Code:
[MISC]
cog=30
focus=1

[TEXTURE_LIST]
TEX_1=Exhaust2
TEX_2=Contrail3
TEX_3=Contrail
TEX_4=ProjectApollo\Exhaust_j2
TEX_5=Contrail1

[PARTICLESTREAM_1]
NAME=Satcontrail
SRCSIZE=0.82
SRCRATE=2000
V0=160
SRCSPREAD=0.02
LIFETIME=0.4
GROWTHRATE=10
ATMSLOWDOWN=0.4
LTYPE=EMISSIVE
LEVELMAP=LVL_SQRT
LMIN=0
LMAX=1
ATMSMAP=ATM_PLOG
AMIN=1e-5
AMAX=1
TEX=contrail3
GROWFACTOR_RATE=6
GROWFACTOR_SIZE=2

[PARTICLESTREAM_2]
NAME=Satcontrail2
SRCSIZE=6
SRCRATE=30
V0=120.0
SRCSPREAD=0.05
LIFETIME=0.15
GROWTHRATE=0.8
ATMSLOWDOWN=0
LTYPE=EMISSIVE
LEVELMAP=LVL_PSQRT
LMIN=0
LMAX=1
ATMSMAP=ATM_PLOG
AMIN=1e-5
AMAX=1
TEX=contrail3
GROWFACTOR_RATE=6
GROWFACTOR_SIZE=2

[PARTICLESTREAM_3]
Name=vent
amin = 1e-006
amax = 0.1
atmslowdown = 0
growthrate = 0.8
lifetime = 2.25
lmax = 0.5
lmin = 0
srcrate = 15
srcsize = 0.4
v0 = 1
ltype = EMISSIVE
atmsmap = ATM_PLOG
levelmap = LVL_PSQRT
tex = contrail

[PARTICLESTREAM_4]
NAME=mach
SRCSIZE=5.5
SRCRATE=120
V0=12
SRCSPREAD=0
LIFETIME=1
GROWTHRATE=0.8
ATMSLOWDOWN=0
LTYPE=EMISSIVE
LEVELMAP=LVL_PSQRT
LMIN=0
LMAX=4
ATMSMAP=ATM_PLOG
AMIN=0.7e-7
AMAX=1
TEX= contrail

[PARTICLESTREAM_5]
Name=flametrench
Srcsize=11.000
Srcrate=15.000
V0=100.000
Srcspread=0.000
Lifetime=10.000
Growthrate=15.000
Atmslowdown=0.500
Ltype=EMISSIVE
Levelmap=LVL_PSQRT
Lmin=0.000
Lmax=0.500
Atmsmap=ATM_FLAT
Amin=1.000
Amax=1.000
Tex=contrail3

[PARTICLESTREAM_6]
Name=trenchsmoke
Srcsize=11.000
Srcrate=15.000
V0=100.000
Srcspread=0.000
Lifetime=10.000
Growthrate=15.000
Atmslowdown=0.500
Ltype=EMISSIVE
Levelmap=LVL_PSQRT
Lmin=0.000
Lmax=0.500
Atmsmap=ATM_FLAT
Amin=1.000
Amax=1.000
Tex=contrail1

[FX_LAUNCH]
N=2
Height=0.500
Angle=0.000
Distance=10.000
CutoffAltitude=150.000
Pstream1=flametrench
Pstream2=trenchsmoke

[FX_VENT]
pstream=vent
off_1=(-3,-0.9,8)
dir_1=(-1,0,0)
time_fin_1=-8
off_2=(3,0.9,8)
dir_2=(1,0,0)
time_fin_2=-8
off_3=(-0.9,3,8)
dir_3=(0,1,0)
time_fin_3=-8
off_4=(0.9,-3,8)
dir_4=(0,-1,0)
time_fin_4=-8
off_5=(3,0,12)
dir_5=(1,0,0)
time_fin_5=-8

[FX_MACH]
pstream=mach
mach_min=0.9
mach_max=1.1
off_1=(0,0,22)
dir=(0,0,-1)

[STAGE_1]
Height=24.48
Diameter=6.52
EmptyMass=42594
FuelMass=397054
Thrust=7582100
BurnTime=143
off=(0,0,0)
MeshName=Velcro\S-1a
ENG_TEX=Exhaust2
ENG_1=(0,1,-14)
ENG_2=(1,0,-14)
ENG_3=(0,-1,-14)
ENG_4=(-1,0,-14)
ENG_5=(1.8,1.8,-14)
ENG_6=(-1.8,1.8,-14)
ENG_7=(1.8,-1.8,-14)
ENG_8=(-1.8,-1.8,-14)
ENG_DIAMETER=0.82
ENG_PSTREAM1=Satcontrail
ENG_PSTREAM2=Satcontrail2
speed=(0,0,-10)
rot_speed=(0.02,0.01,0)
PITCHTHRUST=1500000
YAWTHRUST=1500000
ROLLTHRUST=70000

[SEPARATION_12]
MeshName=Velcro/Parts/IntS1_S4
Off=(0,0,12)
speed=(0,0,-10)
Height=5.70
Diameter=6.52
EmptyMass=1000

[STAGE_2]
Height=12.19
Diameter=5.49
EmptyMass=5217
FuelMass=45359
Thrust=400346
BurnTime=410
Ignite_Delay=3
off=(0,0,15.20)
MeshName=Velcro\S4
ENG_TEX=ProjectApollo\Exhaust_j2
ENG_1=(0,1.14,-4.4)
ENG_2=(0.97,0.55,-4.4)
ENG_3=(0.97,-0.55,-4.4)
ENG_4=(0,-1.14,-4.4)
ENG_5=(-0.97,-0.55,-4.4)
ENG_6=(-0.97,0.55,-4.4)
ENG_DIAMETER=2.13
speed=(0,0,-10)
PITCHTHRUST=15000
YAWTHRUST=15000
ROLLTHRUST=700
Ullage_thrust=100974.631
Ullage_Anticipation=1.5
Ullage_overlap=1.2
Ullage_angle=0
Ullage_N=4
Ullage_diameter=0.3175
Ullage_length=10
Ullage_dir=(1,0,-1)
Ullage_pos=(3.6,0,-0.5)

[PAYLOAD_1]
MeshName=Velcro/Parts/PLDummySA6
Off=(0,0,18.975)
Height=24.48
Diameter=6.6
Module=Velcro/Parts/PLDummySA6
Name=DummyPL
Render=1
Mass=10000

[LES]
Meshname=Velcro/Parts/Sat5BPC
Off=(0,0,37)
Height=11.94
Diameter=3.96
Emptymass=500
Speed=(0,-5,30)
Rot_speed=(0,0,0)
 

Nikogori

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Hi @Enjo .

Can you remove special character ™ (trade mark) from Auto-Center™, or use non-special character instead?

I made a scenario file encoded in Shift-JIS, and realized Orbiter failed to load TransX data because of special character ™ is corrupted.
If I remove Auto-Center™ from scn, TransX data will be loaded as expected.
 
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