OHM Falcon 9 - Dragon spacecraft

Is it possible that because the F key is already a default Orbiter setting (top right information on the screen for the resolution) that it might do a CTD after having separeted the service tower?
 
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Very Nice indeed :thumbup:

Just a couple observations.

1. After re-entry the heatshield continues to "glow" red-hot into eternity even after landing in water.
2. When docked to a UMMU vessel, there is no way of transfering the crew unless you open the outer hatch (only airlock).
3. There is no abort key during ascend, leaving you at the mercy of waiting till the propellent runs out.
4. It would also be nice if you can add the crew while the launch vehicle is still on the pad (like David413 did with his fleet by pressing "m")

But all in all a very nice add-on
 
4. It would also be nice if you can add the crew while the launch vehicle is still on the pad (like David413 did with his fleet by pressing "m")
Actually, that's an UMMU function, so 'm' should still add crew to this ship while on the pad.
 
My monitor only goes to 32 bit, it's a 22inch thing. This add-on still won't work for me :thumbsdown:
 
My monitor only goes to 32 bit, it's a 22inch thing. This add-on still won't work for me :thumbsdown:

I have a 32 bits laptop that really sucks and it works... Maybe it does not have anything to do with your monitor, though I am not a reference...
 
You want system bits? That's 32 bit as well. And it's Vista... if that's relevant. I do apologise for the mix up :P
 
You want system bits? That's 32 bit as well. And it's Vista... if that's relevant. I do apologise for the mix up :P
The number of bits (any kind :P) shouldn't affect Orbiter's or any addons' ability to function. It looks like the results are mixed across the board here. Maybe the author can clear it all up; I certainly can't.

No need to apologise, I was just having fun. :tiphat:
 
For some reason pressing F after the first stage is jettisoned causes a CTD.
Here is the orbiter log I have no plugins enabled except orbiter sound
Code:
**** Orbiter.log
Build Jun  6 2010 [v.100606]
Timer precision: 2.79365e-007 sec
Found 0 joystick(s)
Devices enumerated: 3
Devices accepted: 3
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
Module AtlantisConfig.dll .... [Build 100606, API 100606]
Module AtmConfig.dll ......... [Build 100606, API 100606]
Module DGConfigurator.dll .... [Build 100606, API 100606]
Module AbsoluteKillrot.dll ... [Build ******, API 060425]
Module InterMFD54.dll ........ [Build 100616, API 100603]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module OrbiterSound.dll ...... [Build ******, API 060425]
Module ScnEditor.dll ......... [Build 100606, API 100606]
Module transx.dll ............ [Build 100528, API 100527]
Module LaunchMFD.dll ......... [Build 100609, API 100606]
Module AutopilotMFD.dll ...... [Build ******, API 050206]
Module ReleaseMFD-Mouse.dll .. [Build ******, API 060425]
Module OrbiterSound.dll ...... [Build ******, API 060425]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Window 1274 x 928 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Stencil buffer depth: 8 bit
Loading 112519 records from star database
Module Sun.dll ............... [Build 100215, API 100212]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100215, API 100212]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100215, API 100212]
Module VenusAtm2006.dll ...... [Build 100606, API 100606]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100215, API 100212]
Module EarthAtm2006.dll ...... [Build 100606, API 100606]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100217, API 100215]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100215, API 100212]
Module MarsAtm2006.dll ....... [Build 100606, API 100606]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100215, API 100212]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100215, API 100212]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100215, API 100212]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100215, API 100212]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module SpaceX.dll ............ [Build 100723, API 100606]
---------------------------------------------------------------
>>> ERROR: Missing texture: side2.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: DDraw error DDERR_INVALIDPARAMS
>>> [ReadDDSSurface | .\Texture.cpp | 240]
---------------------------------------------------------------
ERROR: TextureManager::LoadTexture|ReadDDSSurface (code: -2147024809)
---------------------------------------------------------------
>>> ERROR: Missing texture: SpaceX_0.7\wires2.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: SILVER_F.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
**** WARNING: Mesh not found: .\Meshes\SpaceX_0.7\f9_1st_stg_p_cover.msh
**** WARNING: Mesh not found: .\Meshes\SpaceX_0.7\f9_1st_stg_ps.msh
---------------------------------------------------------------
>>> ERROR: Missing texture: PANEL.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: SILVER_F.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
Module LC40.dll .............. [Build 100723, API 100606]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> ERROR: Missing texture: side2.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: DDraw error DDERR_INVALIDPARAMS
>>> [ReadDDSSurface | .\Texture.cpp | 240]
---------------------------------------------------------------
ERROR: TextureManager::LoadTexture|ReadDDSSurface (code: -2147024809)
---------------------------------------------------------------
>>> ERROR: Missing texture: SpaceX_0.7\wires2.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
---------------------------------------------------------------
>>> ERROR: Missing texture: SILVER_F.dds
>>> [TextureManager::AcquireTexture | .\Texture.cpp | 750]
---------------------------------------------------------------
 
Hum, it might sound a stupide question, but does the ship have forward and linear thrusters (activated with the 6 and 9 keypads) or does it only have the main and retro engines (+ and -) ?
 
Actually, that's an UMMU function, so 'm' should still add crew to this ship while on the pad.


Actually untrue; there is NO WAY of adding personalized UMMU's to this vessel until Dragon seperates from it's final stage and reaches orbit and even at that point there are already 5 pre-fixed UMMU's on board with pre-fixed names.
 
The original version seemed to work properly here. No problems. Didn't down load the fix yet.

I have VC++ 2008 installed here, so that might have been helpful. ;)
 
works great for me thanks!

I had a slight problem though. I had no sound with the Falcon 9 launcher. It was only with the first stage, the second stage had sound.

Thanks Again!
 
Some feedback:


  • The capsule should get attached to the launcher, so the settings are correctly saved and the capsule could have its own VC/panel/etc.
  • The first stage autopilot has too much freedom, it should have a tighter control loop. It wobbles into orbit like a drunken solar sailor.
  • The second stage radiative cooling effect is very cool, but the color of the Niobium nozzle is a bit wrong, AFAIR, such nozzles are blueish-gray at room temperature ---> http://upload.wikimedia.org/wikipedia/commons/c/c0/Apollo_CSM_lunar_orbit.jpg
  • There is strange looking reentry contrail effect around Max Q. Doesn't make it look good.
  • The second stage switches into orbital insertion at too low speed, the ascent profile should be better optimized for a more effective insertion.
  • Thus the first stage profile should be a bit more aggressive, giving the second stage more horizontal velocity. The high vertical velocity it currently gets is not needed.
  • Better replace the simple vertical speed guidance law of the second stage orbital insertion by a Powered Explicit Guidance law, there are now many implementations of it in the Orbiter world, you should be able to find what you need.
 
Actually untrue; there is NO WAY of adding personalized UMMU's to this vessel until Dragon seperates from it's final stage and reaches orbit and even at that point there are already 5 pre-fixed UMMU's on board with pre-fixed names.
Oh, sorry! :beathead:
That slipped my mind. I think this is a flaw in all multistaged vessels, as the final capsule/orbiter isn't 'created' yet when still on the pad. My bad.
 
Good job. I did notice a couple of minor glitches - no sound from the first stage and I also noticed the wobbling during autopiloted launches that Urwumpe mentioned. Other than that, great job!:thumbup:
 
Hum, it might sound a stupide question, but does the ship have forward and linear thrusters (activated with the 6 and 9 keypads) or does it only have the main and retro engines (+ and -) ?
The ship has only retro and main thrusters( I assumed that there is no need of "6" or "9" thrusters when you have the same set of engines for retro and 9 keys) But I will add them in the next update.

Is it possible that because the F key is already a default Orbiter setting (top right information on the screen for the resolution) that it might do a CTD after having separeted the service tower?
No, it is not because F is a default key. it is because a bug in the code.

For some reason pressing F after the first stage is jettisoned causes a CTD.
will be fixed.

1. After re-entry the heatshield continues to "glow" red-hot into eternity even after landing in water.
This will not happen if you do a save\load after trunk separation. Of course, I'll find out what's wrong with the code and fix it in update.

3. There is no abort key during ascend, leaving you at the mercy of waiting till the propellent runs out.
Do you mean that I should implement a capsule separation by launch escape system ?

Actually untrue; there is NO WAY of adding personalized UMMU's to this vessel until Dragon seperates from it's final stage and reaches orbit and even at that point there are already 5 pre-fixed UMMU's on board with pre-fixed names.
It is true because Dragon and Falcon 9 is different classes in different dlls. (it is so because I intend to use Falcon 9' code for another addon where it will be without Dragon) So, I have to make some interaction between this 2 classes to allow user to define UMMU before launch. ( or attach the capsule ) I'll try to implement it in the next update.

My monitor only goes to 32 bit, it's a 22inch thing. This add-on still won't work for me :thumbsdown:
Do you have exactly Orbiter 2010 ( 100606 release ) and dlls from the latest update ?
 
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It is true because Dragon and Falcon 9 is different classes in different dlls. (it is so because I intend to use Falcon 9' code for another addon where it will be without Dragon) So, I have to make some interaction between this 2 classes to allow user to define UMMU before launch. I'll try to implement it in the next update.

Then better use Orbiters attachment mechanism for that, it is pretty useful for exactly such tasks.
 
Very Shiny! Last night I did a quick flight just to see how it looked and was amazed. I had more time to do a proper flight today. Wonderful job so far!

I need to polish up the numbers I use for the autopilot parameters, but what I used turned out OK (43 degree lauch azimuth got me pretty close).

I also experimented with Artlav's UAP, it worked well with it also (and there is first stage engine noise).

Again, very nice!
 
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