Space Shuttle Ultra 1.25 Revision B development

I can implement the camera switches, but they won't be accessible from the actual camera view, just from the aft panel views. How about if we allow keyboard control only from within one of the PLBD camera views, and use the switches the rest of the time?

Yes, would be a good alternative.
 
I don't think creating a bitmap and copying it onto the screen will be helpful. The lighting will be wrong, the Earth won't be in the correct place and we won't be able to see the RMS or any payloads.

I can implement the camera switches, but they won't be accessible from the actual camera view, just from the aft panel views. How about if we allow keyboard control only from within one of the PLBD camera views, and use the switches the rest of the time?

Not really sure what you mean, but it sounds interesting.:thumbup:
 
OK, just as clarification: SiameseCat is on the cameras, in that time I can look at the SILTS pod.

Stowing the SSMEs might take a moment more...
 
OK, just as clarification: SiameseCat is on the cameras, in that time I can look at the SILTS pod.

Stowing the SSMEs might take a moment more...
OK, but before the SILTS, how about definable Orbiter texture? If we're going to get SILTS, we need Columbia as she was the only one outfitted with the OEX. Definable Orbiter textures also gives another OEX, SEADS(Shuttle Entry Air-Data System).

SEADS was basically 20 pressure transducers mounted on the nose cap support bulkhead. For this particular experiment, OV-102 was equipped with a rather distinct nose cap which had 14 penetrations in it, arranged in a "+" configuration.
 
OK, but before the SILTS, how about definable Orbiter texture? If we're going to get SILTS, we need Columbia as she was the only one outfitted with the OEX. Definable Orbiter textures also gives another OEX, SEADS(Shuttle Entry Air-Data System).

Not sure if I can do this, the skinning of the ET did not really work well for me. And can't remember the fix.

SEADS was basically 20 pressure transducers mounted on the nose cap support bulkhead. For this particular experiment, OV-102 was equipped with a rather distinct nose cap which had 14 penetrations in it, arranged in a "+" configuration.

Could maybe be done with a simple texture change, but didn't this nose cap also get removed in the lifetime?

Can you put a test texture into the texture/SSU folder for trying it?

Maybe it works, maybe not.
 
I would say the stowable SSMEs, since that would be used for every launch, but that's just MHO.
 
I would say the stowable SSMEs, since that would be used for every launch, but that's just MHO.

Yes, but this would take a few seconds longer as SILTS and maybe the texture swapping. And I am not in holidays yet. :cheers:
 
Your choice, since you are the one doing it.:cheers:
 
Your choice, since you are the one doing it.:cheers:

Well, will have to come anyway, together with the pre-launch Gimbal checks for both SSMEs and SRBs.

Would also be a reason to flesh out the hydraulic system a bit more.
 
Could maybe be done with a simple texture change, but didn't this nose cap also get removed in the lifetime?
Yes, after STS-40. So between STS-61C and STS-40 Columbia was equipped with all OEXs. After STS-40, the OEX packages were removed, including the SILTS, but the pod remained as the program didn't want to fund a mod program for the tail.

Can you put a test texture into the texture/SSU folder for trying it?
Already done: Early_Columbia.dds for STS-1 through STS-9 and LateColumbia for STS-109 and STS-107.

Not sure if I can do this, the skinning of the ET did not really work well for me. And can't remember the fix.
I believe the problem was that you had either defined the wrong material number or texture number. So it was working, but being applied to the wrong items on the ET.
 
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The lights are there, but how do you want to implement them ?

Also, did you know we had this ?
 

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The lights are there, but how do you want to implement them ?

Also, did you know we had this ?

The Light classes of the VC API should do it well enough.
 
Urwumpe: Are you doing the texture swap or do you want me to work on that also?
 
Urwumpe: Are you doing the texture swap or do you want me to work on that also?

I will not do more coding today, if you can do it before I can do it, fine for me. :lol:
 
Which scenario file parameter controls latch position in the payload bay? I tried modifying the PAYLOAD lines, but they have no effect on the latch positions.
 
Which scenario file parameter controls latch position in the payload bay? I tried modifying the PAYLOAD lines, but they have no effect on the latch positions.

Should be inside the mission file already.
 
Can you specify the correct parameter(s)?

Have to read a file again to prevent any typos (am at work at the moment), but "PayloadZPos0" should be a good approximation.
 
Have to read a file again to prevent any typos (am at work at the moment), but "PayloadZPos0" should be a good approximation.
Doesn't that only move the position in the Z-axis? The problem is that the payload is half-buried within the payload bay(IE, the Y-axis position is off).
 
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