Project ArrowHead-Reusable SSTO (Multistage to get to the moon)

Hurricane

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Hello everyone! I have started the process of making a new vessel, named ArrowHead. You'll understand why that's the name as I will start to publish screenshots. But for now, I am only beginning the work over the model, and later on I will start looking on various parameters so I'd better understand the SDK. One question though, Do I have to know C++ in order to develop an addon? And if so, where can I learn it?

~Best regards, Oz. :cheers:
 
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Hello Hurricane, it seems that we are in the same boat, trying to make addons without c++ my thread is the VTOHL one. People have been very helpful. Hope their input helps!

~Daniel :)
 
You don't have to know C++, but I recommend learning it for the fun of having more options to get your add-on to the spacecraft you have in your fantasy.

But for the start, a good text editor (I recommend Notepad++) is all you need, also you need a software for making your meshes, that is the term we use for the 3D models. I used anim8or so far, but try to learn Blender now. There is also a lot of other software for making meshes.

C++ is not that hard. I know that many people hate it for its strange syntax, its complexity and the many terrible bugs you can get with it. But in reality, C++ is a very simple language, if you avoid many follies. Even programming experts do such errors, like getting overwhelmed by the number of libraries that extend the C++ language. Or excessive overloading of operators, so nobody really knows how an operator behaves.

Especially if you focus on Orbiter, C++ is really easy. You have a standard API to build on (Orbiter SDK), and you should not need more than the Standard Template Library of C++ for further effect. Keep it simple. Don't try to be too creative with the language as beginner, better keep a good grounding even later. And learn the first rule: The computer always does what you tell him to, so be as verbose and clear in your language with this computer as you can.
 
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You don't have to know C++, but I recommend learning it for the fun of having more options to get your add-on to the spacecraft you have in your fantasy.

But for the start, a good text editor (I recommend Notepad++) is all you need, also you need a software for making your meshes, that is the term we use for the 3D models. I used anim8or so far, but try to learn Blender now. There is also a lot of other software for making meshes.

Okay. Thank you very much! By the way, I'm familiar with meshes, and I am pretty experienced with Blender. By the way, have you tried this: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro ?

Best regars, Oz. :cheers:
 
Hiya Hurricane, you don't actually need C++ to get a working vessel.

In fact, quite a few developers use one of the following as a "proof of concept" kind a thing before getting to grips with their own coding.

One of the most popular non-coding ways is Spacecraft3. It works by having it's own .dll (lump of C++ code) which varies depending on what you put into a .ini file - a normal looking text file where you put numbers like lift/drag values etc. You don't need a word of C++ to get a fully working vessel with things like animation and even virtual cockpits.

Even then, you can get your own .dll by using [ame="http://www.orbithangar.com/searchid.php?ID=5177"]Artlav's SC3 to .dll converter[/ame] once you're happy with your SC3 result.
 
Hiya Hurricane, you don't actually need C++ to get a working vessel.

In fact, quite a few developers use one of the following as a "proof of concept" kind a thing before getting to grips with their own coding.

One of the most popular non-coding ways is Spacecraft3. It works by having it's own .dll (lump of C++ code) which varies depending on what you put into a .ini file - a normal looking text file where you put numbers like lift/drag values etc. You don't need a word of C++ to get a fully working vessel with things like animation and even virtual cockpits.

Even then, you can get your own .dll by using Artlav's SC3 to .dll converter once you're happy with your SC3 result.

Well here's the thing: I'm not sure if SC3 can simulate the many systems that an aircraft (and especially a spacecraft) has. Any way around, even if I do use C++ and not SC3, it's good because I actually learn a new language!
And believe me, a properly simulated spacecraft has A LOT of systems (just as an example: APUs, hydaulic systems, electrical systems, cabin recycling, life support systems... Not even to START talking about a realistic crew!).
 
I strongly encourage you to make the effort to get C++ basics. Really worth it ! :cheers:
 
And believe me, a properly simulated spacecraft has A LOT of systems (just as an example: APUs, hydaulic systems, electrical systems, cabin recycling, life support systems... Not even to START talking about a realistic crew!).

And properly simulating them takes a very long time to code and requires a large range of engineering knowledge. Better start small first.
 
I strongly encourage you to make the effort to get C++ basics. Really worth it ! :cheers:

We'll do, sir! :thumbup:

And properly simulating them takes a very long time to code and requires a large range of engineering knowledge. Better start small first.

Sure thing, but I can't manage to find any tutorial that speaks to me. Any help with that topic?
 
Sure thing, but I can't manage to find any tutorial that speaks to me. Any help with that topic?

Did you already look at the samples folder in orbiter SDK? It contains the source code for most stuff you see in orbiter and helps learning the basic structure of everything.

For how subsystems should behave and how to model it in a real time simulation: Study engineering, mathematics ... or just learn the important knowledge of both fields. ;) Knowing what a PDE is and how to solve it, is a great feat towards good subsystems.
 
Throwing calculus at beginners? Scary! :hide:
I know, but there is no good way to avoid it. Every dynamic behavior eventually turns into a PDE, you just sometimes can simplify this far enough to prevent serious math.
 
Okay! Checkpoint two. Have a look at what I got now:

1fjuyg.png

General view

121bgc4.png

Front view, showing the "recurve wings".

Anyhoodles, I tried to make the cockpit floor, but I can only make it according to the contours of the nose. Any plan on getting a flat floor without ruining the floor shape?
I was thinking about creating an intersection, but booleans is the only Blender function to perform intersections and it sais that the boolean modifier is disabled (blender 2.57). (???)
~Cheers, Oz. :cheers:
 
This vehicle looks like it would only be an SSTO via a combination of very efficient (i.e. magical) engines and relatively dense (1000 kg/m^3) fuel.
 
How come?

The known specific density of fairy dust, didn't you consult your text books? :lol:


Actually, what can be said with certainty is, that your propellant needs a very high energy density.

Also, can't you duplicate your vessel mesh, invert its normals, shrink it by a few percent, cut it planar and fill the hole again?
 
How come?

Because the DeltaGlider, even with its super-ISP (~40 000 m/s) engines, wouldn't be able to fit its advertised propellant mass into its airframe if that propellant had the density of liquid hydrogen.

It would, however, be (more or less) able to fit the volume of that propellant into its internal space if it had around the density of water.

I am not sure about the internal volume of your vehicle, or how much propellant you intend to carry mass wise, but my guess is that the vehicle volume to propellant volume relationship is going to be similar to that of the DG.

If you intend to use realistic (chemical or nuclear propulsion) your vehicle will have to be a whole lot larger than it already is. Or it will have to use a booster... the latter would make it a very odd SSTO indeed. :P
 
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look guys! at the end of the day, its not real, so it doesnt matter, and this is clearly not a realistic addon

in regard to your dilema with the cockpit floor:
keep it VERY simple in the exterior model. if you're doing a VC, you shouldnt have a problem, since you wont have to see the exterior and interior models at the same time

or alternatley, you could use another software package for modelling that, although that will give you headaches concerning compatibility
 
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