Space Shuttle Ultra 1.25 Revision B development

We should be able to use any mesh we want for the ET, not just your's. It is very high poly for most people's needs.
 
Then it is most likely the code that isn't working properly.
The code to change the ET texture isn't working because the texture indexes were changed, so the wrong texture is being replaced. Has a new burnt ET texture been uploaded for the new mesh, or should the old one be used?
 
The code to change the ET texture isn't working because the texture indexes were changed, so the wrong texture is being replaced. Has a new burnt ET texture been uploaded for the new mesh, or should the old one be used?
New texture has not been uploaded and the old one won't work as the texture mapping is different. So I would suggest that the code be updated so it is ready when the texture is.
 
easier to go back to the old mesh.

---------- Post added at 10:24 AM ---------- Previous post was at 01:43 AM ----------

I don't see the need for high poly meshes that have the detail inside, such as two tanks for the ET when no one can see them. We can't afford the frame hit. Why do you think the fleet and Thorton's ISS are so popular ? People can use them easily, right out of the box. SSU's is too snobbish IMO. We need to look more at making it usable, and get it out there, and not think it's some personal plaything. Keep It Simple Stupid, is the best way to make it I think. We need to finalize another release.

Rant over. :hello:
 
I don't see the need for high poly meshes that have the detail inside, such as two tanks for the ET when no one can see them. We can't afford the frame hit. Why do you think the fleet and Thorton's ISS are so popular ? People can use them easily, right out of the box. SSU's is too snobbish IMO. We need to look more at making it usable, and get it out there, and not think it's some personal plaything. Keep It Simple Stupid, is the best way to make it I think. We need to finalize another release.

Rant? I am happy that I am no longer the only one complaining about the explosive hardware requirements. :lol:

But instead of using a set of lower poly meshes as replacement (which would be sure possible), we could also use both high-poly and low poly meshes at once and switch between them depending on camera position. This way, we have higher memory demands as by high-poly meshes alone, but buy a few dozen frames per second when the low-poly meshes are really suitable for the camera distance.

It is for example hard to explain, why we have many tiny details on the FSS+RSS+MLP+Crawler, when you can only see maybe 1% of them at once and have the rest of the vehicle at bigger distances.

Of course this would mean, that the meshes we use in the game data is no longer cute for ray-tracing, and it would mean that the coders have more work - but actually, this isn't really tough work, the code is just a few basic patterns that are similar for most objects.

The same for the VAB, I had been complaining a lot there since my PC is no longer able to run tests when there is more than just the VAB. If we would have the chance to vary the level of detail in many places, it would be possible to have acceptable framerates there.

PS: We can't solve all complexities of the Shuttle by mathematics alone, without a useful framerate, things will deviate. I can make the DPS operate on a different CPU on multi-cores, but I can't make orbiter faster that way.
 
Donamy: Well, nothing is stopping you from making your own low-res meshes. I certainly won't mind any modifications. I still have my original meshes.

---------- Post added at 06:51 PM ---------- Previous post was at 06:49 PM ----------

On another note: Is there any way to get OPS 201 SM PL BAY DOORS display? Would be nice for monitoring the latch status.
 
Donamy: Well, nothing is stopping you from making your own low-res meshes. I certainly won't mind any modifications. I still have my original meshes.

---------- Post added at 06:51 PM ---------- Previous post was at 06:49 PM ----------

On another note: Is there any way to get OPS 201 SM PL BAY DOORS display? Would be nice for monitoring the latch status.
From a code standpoint, handling the burnt ET tex for multiple meshes will e difficult, unless both meshes use the same burnt ET tex and have the same texture index. Otherwise, we'll need to change the scenario file (to specify the mesh and texture data) to switch between the high-res and low-res meshes.
 
From a code standpoint, handling the burnt ET tex for multiple meshes will e difficult, unless both meshes use the same burnt ET tex and have the same texture index. Otherwise, we'll need to change the scenario file (to specify the mesh and texture data) to switch between the high-res and low-res meshes.
Well, I have suggested this before but how about we borrow the code from the default Atlantis?

DefaultAtlantis_config.jpg
 
Well, I have suggested this before but how about we borrow the code from the default Atlantis?
The default Atlantis code just renames the textures/meshes when switching between mesh files. This won't fix the texture index problem (although we could probably just ensure that all meshes have the same texture index for the main ET texture).
 
The default Atlantis code just renames the textures/meshes when switching between mesh files. This won't fix the texture index problem (although we could probably just ensure that all meshes have the same texture index for the main ET texture).
That should be fairly easy. Is this the only problem?
 
Checked in TPS heating and KU-Band antenna gimbals. Heating need slight change of formula. I just have to fly reentry again, drop some data set to txt, generate graph and change the code to match generated graph. Of course it works now :)

Again, many thanks to Donamy and dbeachy1.
 
Checked in a few tweaks to the RCS exhaust size, PLB light color and Ku band antenna dish rotation angles.
 
I am going to make a test-flight with the latest revision of modules and "trunk" files on my simulation group. It´s OK if I upload a video about the flight on Youtube?

Thanks
 
Yes, and give us the link !! Thanks.
 
Checked in some further tweaks to the Ku band antenna rotation angles and timings.
 
How does the KU work ?
 
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