Project G42-200 StarLiner

Hmm, 2 thoughts:

One - i'd rename the SPR reheat notch to OFF, for the sake of a self-documenting VC ;)

Two - is it really a good idea to have the DARTS jettison sharing the same switch as it's ignition? I mean, you're one finger slip away from dumping them on the runway :uhh:

Oh, and what exactly will be in those touchscreens?

Cheers
 
those touchscreens are EFB's (Electronic Flight Bags) - like on the b777, it's an iPad-like piece of hardware that replaces the bag full of flight-related charts and stuff that would be otherwise printed on paper :blink:
(you know, that archaic invention that the ancient used to write on, back when there were no keyboards - historians tell, people back then had to draw each letter by hand, using a pointy tool that left ink markings as it scratched over on said "paper".... can you even imagine that?)


or maybe you could use it to play minecraft.... while you're waiting for your orbit to sync in with your target... dunno :P


i've considered a third switch for releasing the darts... will see what i can cram in there... that panel is getting pretty crowded already :rolleyes:
 
Looks great! Really looking forward to flying it!
Maybe the jettison handle could include all of that function, namely fuel cut-off, safing and jettisoning of the rockets. The switch could then have to positions, ARM and SAFE. Ignition would take place when the thrust lever reaches 100%, provided the switch is on ARM. If the system is armed, it would also be possible to initiate the jettison sequence at any moment should an abort be necessary.
 
And I can only Imagine, with that many buttons, in the 14" monitor of mine, it will, undoubtedly, look like scattered dots, and don't you think this will be the case of "too many information going in at once" and might confuse some orbiters while flying? I mean, the cockpit looks like it has to be operated by 4 different people!
 
im sure people wil be able to manage it with just the one pilot. and if your monitor is too small, you can always use CTRL-Z to take a closer look
 
And I can only Imagine, with that many buttons, in the 14" monitor of mine, it will, undoubtedly, look like scattered dots, and don't you think this will be the case of "too many information going in at once" and might confuse some orbiters while flying? I mean, the cockpit looks like it has to be operated by 4 different people!

things to consider:

there will not be a 2D version of this cockpit - all will be done in beautiful, fully functional 3D

IMHO, paper-panels are a very outdated approach to simulating a cockpit... and they feel nothing like the real thing.... :facepalm:
many simulators out there have alrady gone the "full 3d" way, and i stick by it :thumbup:

i reckon at a first glance it may look daunting for now... i also think that could very well be due to the nature of the white-on-blue line drawing... things don´t look as clear as they would be in color...


well, i got a new version up - more systems in place and functionality somewhat sorted out :cheers:

http://www.moachcraft.xpg.com.br/G422-pit/g422-pit-detail.swf
 
You should maybe add a few indicators for smoke detectors on the flight engineer side, you have typically such smoke detectors in the air intakes of every ventilator, also your ECLSS is a bit too much like on airliners, you should also watch CO2 levels, temperature (if possible by different sensors in different places), and very important: also watch for moisture. Spacecraft have a lot of effort there.
 
I am glad to hear projects like this are abandoning the 2D panel.

Displays are not almost universally 4:3 or similar anymore. I have a 16:10 and 16:9 hooked up to the same computer and there is now displays using more variation on aspect ratios.

Thanks!
 
I am glad to hear projects like this are abandoning the 2D panel.

Displays are not almost universally 4:3 or similar anymore. I have a 16:10 and 16:9 hooked up to the same computer and there is now displays using more variation on aspect ratios.

Thanks!

yes, those are reasons why i find that 2d panels are hardly worth the effort, considering that a 3D alternative is available :cheers:

the coding hassle is halved, when we scratch the 2d panel... even more so if we were to account for different screen formats... then it's just madness :facepalm:



i've made a couple of changes to the ECS panel, as per Urwumpe's suggestions :tiphat: (thanks for that) and i've added a fuel supply control panel as well!

just to have a link near the end of the page: http://www.moachcraft.xpg.com.br/G422-pit/g422-pit-detail.swf
 
Could you make it possible to turn off the main fuel supply to the engines, like in dansteph's DGIV? I like the ability to turn off the engines in space, to avoid accidentally nudging the throttle stick and ruining my orbit.
 
Just about the aspect of having multiple smoke detectors: In microgravity, smoke detectors are the only way how you can locate a fire reliable. You can't see the flames or the smoke, they just form small balls of smoke gases around the trouble spot. Only the ventilation system transports the smoke away - and this way also allows the fire to remain burning intense.

You could have a fire right below your bed in space - and not see it, not even feel it, until the smoke comes out of the fan ducts.
 
Could you make it possible to turn off the main fuel supply to the engines, like in dansteph's DGIV? I like the ability to turn off the engines in space, to avoid accidentally nudging the throttle stick and ruining my orbit.

look at the left side on the engineer knee panel - there are the fuel pumps that feed all the engines, including OMS and RCS - engines can't run without fuel, so with those off, your throttle setting is no more than a suggestion that the engines will most likely ignore :lol:

it is then possible to cut fuel for the engines.... actually, it takes a couple of switch throws in order to get them running, so don't worry about inadvertedly nudging the throtttle, you won't kill anyone if the engines are off :thumbup:


Just about the aspect of having multiple smoke detectors: In microgravity, smoke detectors are the only way how you can locate a fire reliable. You can't see the flames or the smoke, they just form small balls of smoke gases around the trouble spot. Only the ventilation system transports the smoke away - and this way also allows the fire to remain burning intense. (...).

sure thing! - the panel left of the overhead is all about emergency controls, there you'll find all the swiches and handles you never wanna have to use :rolleyes: this includes fire suppression, smoke detection, fuel dumping an whatnot... whatever is needed to prevent disaster should be controlled there:cheers:


again: http://www.moachcraft.xpg.com.br/G422-pit/g422-pit-detail.swf
 
looking good! now the problem is in making the systems, not thinking them up, with so many interconnected systems, it looks likt this will be a pain to code, i hope you can pull it off
 
looking good! now the problem is in making the systems, not thinking them up, with so many interconnected systems, it looks likt this will be a pain to code, i hope you can pull it off

well... a lot of systems can be abstracted into classes, which minimizes the reinvention-of-the-wheel effect... :lol:

i reckon we'll need some for of generic representation for sub-systems dependency, and for the effect of turning something else on or off....

i got it all semi-planned in my head, it can be done! (i've coded through a lot worse) :thumbup:

C++ is actually a great language for things like this... man, i would go bananas trying to work this out in flash or something of its ilk :P
Hail Probe for pointers! :cheers:
 
with the little that ive managed to learn of C++, i can imagine that it is simpler than other languages, you can just define constants of heating rate, and other parameters, then have each one change independently through user input or feedback from other parameters, and its quite free since you dont have to define them i a particular order or strict way. what i meant was the sheer number of variables that will be floating round, and it one goes "iffy", it could mess up quite a few other systems, then be a pain to find again

im sure you can manage it, the 100 was good stuff, this has potential to top the XRs, and i really mean that. just dont make the sub-systems as complicated as the Dragonfly's, a get-in-and-go mode would be nice (AUTO switch settings are nice)

which just gave me an idea: perhaps you could implement the AUTO settings, then make two vessel modes: noob and pro (names to be evaluated :P), in noob scenario,s everything is automated for you (or near enough) and in pro, you need to handle the sub-systems as well

looking forward to seeing this thing pan out!
 
I agree C++ is a perfect language for this. I my self enjoy programing in C++ more than in any other.
 
i only wish i could program using it, but it'll take a bit more learning before i can do it, i still need to build up my C++ grammar :(
 
More important: You can use language features in handling the class hierarchy and interactions, that make your job a lot easier. Especially name spaces are a must during a project of this size. Or virtual superclasses and abstract classes.

And of course...the standard algorithms of the STL are always welcome.
 
which just gave me an idea: perhaps you could implement the AUTO settings, then make two vessel modes: noob and pro (names to be evaluated :P), in noob scenario,s everything is automated for you (or near enough) and in pro, you need to handle the sub-systems as well
I honestly don't see the point in that. If a newbie wants an easy ride, he can fly an easier vessel.

It's better to make these things too hard than too easy. Too hard and it challenges you to learn. Too easy and it gets quickly boring. Orbiter I think is an excellent example of that. It's the way of the Probe. :P
 
I honestly don't see the point in that. If a newbie wants an easy ride, he can fly an easier vessel.

It's better to make these things too hard than too easy. Too hard and it challenges you to learn. Too easy and it gets quickly boring.

Also you can always use Lua for creating flight school scenarios. :thumbup:
 
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