Project Ultimate Project ISS for Orbiter

ok then so I will work with you Russ_H (But I cant use Skype or any thing like that to communicate) just tell me what you want me to do :) and will the Tortoise SVN program be ok ? for the svn server ?
 
ok then so I will work with you Russ_H (But I cant use Skype or any thing like that to communicate) just tell me what you want me to do :) and will the Tortoise SVN program be ok ? for the svn server ?

I have been thinking about this and I think the best thing is for you to go ahead and set up ummu with the ini file. That is a lot of work that needs to be done. Getting the numbers right for the air lock is a big job. I can then take your numbers and use them in our C++ code.

I really wanted to get you in the code and we will as time goes on. I think if you can work with the hard ini files and install ummu you could help me with animations.

I will pm you the download for the quest so you can get started. Take your time I have lots of work to do.
 
ok then I think I can use mesh wizard for the Ummu air lock shape
 
Management Update:

Ok, good work so far, but I just want now to finalise the plan, just so everyone is clear.

I seems everyone has a pretty good idea of what they're doing, and it seems everyone has assumed an organisational strucure much like I had anticipated anyway, but just to clarify:

Here is a list of the departments we have deicided to have. I have made 1 person in every department a "department head", this is sort-of micromanaging, so that if decisions need to be made, it will be easier than them having to go all the way up the ladder to the project managers. The department heads were chosen purely on ability. If others come along with more ability, I may change deparment heads, it is nothing personal.

Here are the deparments and the people I have deicided to work in them. The number next to your name is the skill level you have been assigned:

Exteriors (handles all modules and ISS .msh and .tex's)
HEAD: Thorton - 3

Interiors: (handles all VC's and VC integration into modules produced by Exteriors)
HEAD: Unussapiens - 3
Donamy - 3

Animations/code
HEAD: RussH - 4
Gattispilot - 4
Woo482 - 3

Publicity (handles web design, logos, colour schemes, updating site etc)
Master Of Blades - 2


Research/testing (handles all info that needs to be gathered and also tests BETA releases) NOTE: when time comes, will change to scenarios department
HEAD: Markl316 - 2
Kyle - 2
Cobalt - 2

Management (manages project)
NO HEADS
The Aviator - 2
Orbinaut Pete - 2

I am hoping to add to this list.

There is no set order for which deparments should start first, I will leave it to deparments to communicate with each other to find out who is working on what and when. DEPARTMENTS MUST COMMUNICATE WITH EACH OTHER!!!

I am working on a list of tasks that need to be completed/included. Please note that this is just a list of what needs to be done, it will not show how to do it, I wil leave that to individual departments. Departments need to agree who is going to handle what once list is posted. Anyone else who wants to join the team, feel free, I will include you in the list.

We now have a svn server set up, I will PM members only with address, for security reasons. I am still looking to set up a "smarter" site for the public that provides updates, screenshots etc. I will look to move all discussions to there eventually. Maybe include log-in, so code, etc, can only be seen by peope we grant access to.


Announcements:


New official Project name: Project ISS

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Thorton, I apologise, you were correct with location of Unity

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I can provide real pictures of most of ISS interior, will post here soon

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Off topic: STS-125 rolls to pad 39A!!!!
08pd2535-m.jpg
 
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@ Off Topic
Cool :)
 
Is that PISS for short ?
 
UPISS ? (We might need a name change)
 
your the Project ISS manager so its up to you
 
Ok then :) and I have asked Gattispilot to help me with the quest airlock (just getting that space craft ini file to some thing I can use in a dll)
 
Ok then :) and I have asked Gattispilot to help me with the quest airlock (just getting that space craft ini file to some thing I can use in a dll)

Hi, Woo482
We should have a working dll with the quest model by the end of my day today. I am going to work on the P3P4 for about 4 hours today and then I am going to work on project ISS stuff for the rest of the day. I have 95% of the work done to get the dll started.

working dll = just the start nothing works but the mesh is displayed in orbiter when it is loaded in the editor.

I think it is a good idea that you work with Gattispilot on a spacecraft version because it will make you stronger. Just remember that spacecraft3 files are hard to do so don't let it get you down.

General thoughts

I have been thinking about our VP (virtual Panels) and how we can simulate repair. Of course we will work on this for a later release but it helps to know what we are going to do now. We can model internal systems like mother boards, relays, led bulbs and wires. We do not have to model it to be real we just need to do enough to make it seam real. A bank or row of switches could be modeled with a box behind it. The row of switches could then fold down to show the inside of the box here we can see the back side of the switches and work on them.

We will need a VP for our eva system it will work like the eva panel in the XR1/DG4. We will need a computer screen and buttons to work the screen.

We also need to start talking about the systems that we need to simulate so we can start coding them for the quest.

All this does not have to happen for the first release.
 
Hi Russ
Little nottice to general thoght that you mentioned above:
All this things like subsystems should be implemented only in station dll, but not in a single modle, without iss (and its power), Quest (and any other module, except modules like Zvezda) is bunch of idle hi-tech hardware. For separate module we could implement such thing like ummu (if needed) and VC, others in station.

UPD: Zarya, Zvezda and Unity mesh wiil be ready tomorrow
 
Hi Russ
Little nottice to general thoght that you mentioned above:
All this things like subsystems should be implemented only in station dll, but not in a single modle, without iss (and its power), Quest (and any other module, except modules like Zvezda) is bunch of idle hi-tech hardware. For separate module we could implement such thing like ummu (if needed) and VC, others in station.

UPD: Zarya, Zvezda and Unity mesh wiil be ready tomorrow

Thank you Thorton
ok so we really only want a basic Dll for each module with docking port and attachment points. unless it is a module that would be used before more modules are added.

I have been thinking about this for some time now and I was not sure how to do it but Thorton has got me on the right track.

Team members let me know what you think of this idea.

All the code to run the station could be in the first module. As we add parts we could enable the internal/external meshs and systems. We could delete the dumb module and then load the mesh in the core module.

This way we could have smooth station building and not have to restart orbiter with a new module.

You just have to love C++ and orbiter.
Russ
 
I have converted the SpaceCraft3 file into a Dll and added UMMU. The airlock of the Quest is tied to the hatch.
questeva.jpg
 
Thanks for helping me :cheers: (Well doing what I was trying to do)



-----Posted Added-----
 
Little question, for the scenario can we use SolSTS if we are allowed? Or maybe we can start off a Scenario to UPISS using SSU? I can add your Payload's in the Shuttle bay.
 
Thank you Thorton
ok so we really only want a basic Dll for each module with docking port and attachment points. unless it is a module that would be used before more modules are added.

I have been thinking about this for some time now and I was not sure how to do it but Thorton has got me on the right track.

Team members let me know what you think of this idea.

All the code to run the station could be in the first module. As we add parts we could enable the internal/external meshs and systems. We could delete the dumb module and then load the mesh in the core module.

This way we could have smooth station building and not have to restart orbiter with a new module.

You just have to love C++ and orbiter.
Russ


You mean it would be one dll for more then 20 iss configuration? I think it would be easier to implement unique dll for each iss configuration.
Also modules like Zarja and Zvezda should have solar tracking
 
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