Project DG-Launcher

Almost all russian rockets have a lattice interstage. R7/Soyuz, Proton, N1 all share this feature. Dynamic pressure is not so strong on the sides of the rocket. The main of the aerodynamic load is taken by the DG/fairing assembly. Anyway this rocket does not accelerate too fast in dense atmosphere, so dynamic pressure is never extreme.

See that drawing which shows a SaturnV / N1 comparison. The N1 used a lot of lattice structures (to save weight).

A fully loaded DG weights 27 tons, and an heavy launcher was needed. Future updates will include cargo versions of this rocket, and probably a 3 stage version to send payloads on GTO/interplanetary trajectory. Launching Deltagliders will only be one use amongst many others, like station building...

Other than that, the technology used for the engines was available in the 70's. All figures concerning the engines are "realistic". Also LOX/Kerosene is a "cheap" fuel in comparison of LOX/LH2 (turning gazeous hydrogen to liquid is a very difficult process), and that should keep the costs in an "acceptable" range.

Since the rocket uses Velcro, you'll be able to mount any spacecraft on it (there are problems with the XR-series, though).
 
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Hmm... fairings for cargo? Very awesome. How much can it lift? How large a fairing will be avialable for it?

What's the problem you mentioned with the XR series?
 
27-30 tons from Baïkonur, depending of the inclination you want.

If I get enough time, my goal would be to design a range of fairings & adapters from 7 meters diameter to 4 meter diameter.

---------- Post added 08-03-10 at 12:10 AM ---------- Previous post was 08-02-10 at 09:19 PM ----------

The powerful NK-43 engine in action. The smaller thrusters are for attitude control (the NK-43 cannot be gimbaled).

 
27-30 tons from Baïkonur, depending of the inclination you want.

If I get enough time, my goal would be to design a range of fairings & adapters from 7 meters diameter to 4 meter diameter.



Just for the russian version or for all. Also, how much can the other versions lift?
If there's a dv surplus you may be able to lift a station module (or other cargo) along with the DG.
 
For the other versions, I think more to something like the "Shuttle-C" : a fairing that includes small OMS engines. :hmm:

Because the 2 "western" designs are more or less based on the Shuttle's external tank, which is very light but not designed for an in-line multistage configuration.

As it is, the Russian launcher has just enough Dv (with a tiny safety margin) to lift a fully-loaded DGIV (27 tons) to the ISS 51.6° inclination from Baïkonur. ;)

But like I said it would be easy to add a third stage for GTO/interplanetary transfers...
 
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This is an AMAZING project!!!

I love how you mix super future with today to make something that is just downright fun and different while keeping realism for launch.

Thanks!

On the topic of polys the old NASSP (Before Project Apollo) was around 100K polys but my AMD K-6 V2 CPU (No extra graphics cores all rendering was based on software DirectX with 3DNoW!) Managed to creek out 3-4 FPS today 120 ought to be acceptable. Especially as the graphics engine can make more use of the video card now.
 
Just released on Orbithangar :)

---------- Post added at 02:51 PM ---------- Previous post was at 02:02 PM ----------

DG-Launcher International Expo at Cape Canaveral :lol: :



Edit : The European launcher "stole" the US booster GEM-60's !!! :rofl:(explanation : they have the same name in the scenario, Velcro made it's own choice !)
 
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Speaking of that family photo (lol), I just downloaded the latest one and saw the NA one underneath it and got to wondering.... if it's only a light to medium launcher (27 tons or so), why does the NA one use 6 SRBs? Wouldn't that send the DG straight to the moon?! :lol:

As I understand, the STS stack weighs 4.47 million pounds (2030 tons), and the 2 SRBs account for something like 83% of the lift off thrust. Just 2. 6 would be insane! Even for 2000 tons. But a mere 27? :blink:
 
The boosters used for the US booster are GEM60s. They are a LOT less powerful (and smaller) than the Shuttle SRBs :P In real life, these boosters are used with the DeltaIV EELV.
 
Just released on Orbithangar :)

---------- Post added at 02:51 PM ---------- Previous post was at 02:02 PM ----------

DG-Launcher International Expo at Cape Canaveral :lol: :



Edit : The European launcher "stole" the US booster GEM-60's !!! :rofl:(explanation : they have the same name in the scenario, Velcro made it's own choice !)

HAX!!!!!1111!!!

That image deserves to be made into a demotivational poster in the thread in orbiter.

Thanks for putting the effort on this for us!
 
New Release

New Release for the North American launcher (v1.03) available on Orbithangar. Previous release wasn't working anymore on my computer, so I recompiled the DLLs against Orbiter 2010-P1.

Now it's working again for me, please tell me if you encounter problems :tiphat:

[ame="http://www.orbithangar.com/searchid.php?ID=4703"]North American DG-Launcher (v1.03)[/ame]

I have to recompile the Russian launcher too, looks like the incompatibility is "PARTICLESTREAM-related" again, because the European launcher still works fine ;)

And maybe after that, if I find enough time to understand how it works, I'll add multilights for the exhausts.


To the Moderators : sorry, should probably have posted that in the Orbithangar thread. May the Probe forgive me ! :hail::probe:
 
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picture.php
#

another DGIV-launcher
 
I tried to add local lights using the same trick, but no success. So I'm trying to let Velcro aside and push the add-on further.

Implemented 2 local lights for the 2 main thrusters (not for the boosters, in order to save FPS, anyway 2 or 4 lights doesn't make a big difference) :

DGL_EU_01.jpg


Also made the boosters separation sequence more satisfying. My wish is to equip them with parachutes to allow their recovery (to avoid wasting 4 high-tech Vulcain2 engines at every launch).

DGL_EU_02.jpg


Future features :

  • An interactive countdown/launch sequence with sounds and some HUD display.
  • An LUA-written autopilot, probably triggered from the .dll during the launch sequence.
  • A "plug-and-play" design for the DG/XR/whatever attachement.
  • LRB recovery.
  • Possibility of failures, the user will be able to decide to uprate (less reliability) or downrate (better reliability) the engine by a few %s.
  • Some FXs for explosions, crashes, reentries...
  • ... and even if it's probably well above my coding and meshing abilities for now, an assembly and rollout sequence.

Given the fact I have not a lot of free time, this is probably enough to keep me busy until next Summer. Not to mention that the 3 boosters deserve the same treatement :)
 
Hi, N_Molson, I am getting a CTD when running your North American DG-Launcher,I could use your help please. Thanks.
scenarios
Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4e-008 sec
Found 0 joystick(s)
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (NVIDIA GeForce 7150M / nForce 630M)
==> Direct3D T&L HAL (NVIDIA GeForce 7150M / nForce 630M)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module EnergyConfigurator.dll  [Build ******, API 060425]
Module CustomMFD.dll ......... [Build 100830, API 100830]
Module LuaMFD.dll ............ [Build 100830, API 100830]
Module transx.dll ............ [Build 100824, API 100823]
Module BaseSyncMFD.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 CamShake.dll .......... [Build 100811, API 100606]
Module AeroBrakeMFD.dll ...... [Build ******, API 100830]
Module MapMFD.dll ............ [Build ******, API 050206]
Module OrbiterSound.dll ...... [Build ******, API 060425]
Module StateSaver.dll ........ [Build 100929, API 100830]
Module VistaBoost.dll ........ [Build ******, API 060425]
VistaBoost 1.0: Font smoothing disabled to improve framerate; smoothing will be re-enabled when Orbiter shuts down.
Module LuaConsole.dll ........ [Build 100830, API 100830]
Module ScriptMFD.dll ......... [Build 100830, API 100830]
Module ExtMFD.dll ............ [Build 100830, API 100830]
Module FlightData.dll ........ [Build 100830, API 100830]
Module Framerate.dll ......... [Build 100830, API 100830]
Module Rcontrol.dll .......... [Build 100830, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]
Module orbSonicBoom.dll ...... [Build ******, API 060425]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1440 x 900 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
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 100830, API 100830]
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 100830, API 100830]
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 100830, API 100830]
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 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module DeltaGliderIV.dll ..... [Build ******, API 060425]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
ERROR: DDraw object is still referenced: 20
---------------------------------------------------------------
>>> ERROR: Destroy framework objects failed
>>> [OrbiterGraphics::Exit3DEnvironment | .\OGraphics.cpp | 1034]
---------------------------------------------------------------
**** Closing simulation session

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Graphics: Viewport: Fullscreen 1440 x 900 x 32
Graphics: Hardware T&L capability: Yes
Graphics: Z-buffer depth: 32 bit
Graphics: Active lights supported: 8
Loading 15382 records from star database
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
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 100830, API 100830]
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 100830, API 100830]
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 100830, API 100830]
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 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module Atlantis.dll .......... [Build 100830, API 100830]
Module HST.dll ............... [Build 100830, API 100830]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: VESSEL::SetBankMomentScale
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.
---------------------------------------------------------------
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiGetStationCount
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.
---------------------------------------------------------------
VistaBoost 1.0: font smoothing re-enabled.
.
---------------------------------------------------------------
 
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I tried to add local lights using the same trick, but no success. So I'm trying to let Velcro aside and push the add-on further.

Implemented 2 local lights for the 2 main thrusters (not for the boosters, in order to save FPS, anyway 2 or 4 lights doesn't make a big difference) :

DGL_EU_01.jpg


Also made the boosters separation sequence more satisfying. My wish is to equip them with parachutes to allow their recovery (to avoid wasting 4 high-tech Vulcain2 engines at every launch).

DGL_EU_02.jpg


Future features :

  • An interactive countdown/launch sequence with sounds and some HUD display.
  • An LUA-written autopilot, probably triggered from the .dll during the launch sequence.
  • A "plug-and-play" design for the DG/XR/whatever attachement.
  • LRB recovery.
  • Possibility of failures, the user will be able to decide to uprate (less reliability) or downrate (better reliability) the engine by a few %s.
  • Some FXs for explosions, crashes, reentries...
  • ... and even if it's probably well above my coding and meshing abilities for now, an assembly and rollout sequence.

Given the fact I have not a lot of free time, this is probably enough to keep me busy until next Summer. Not to mention that the 3 boosters deserve the same treatement :)
Those sound like some great ideas, the last two I especially like the sound of. :)

Darren

Edit: The problem is here:
Code:
ERROR: DDraw object is still referenced: 20
---------------------------------------------------------------
>>> ERROR: Destroy framework objects failed
>>> [OrbiterGraphics::Exit3DEnvironment | .\OGraphics.cpp | 1034]
---------------------------------------------------------------
I'm not sure what is wrong or how to fix it though. :shrug:
 
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ERROR: DDraw object is still referenced: 20
---------------------------------------------------------------
>>> ERROR: Destroy framework objects failed
>>> [OrbiterGraphics::Exit3DEnvironment | .\OGraphics.cpp | 1034]
---------------------------------------------------------------

Hmm... I know almost nothing about graphic engines... If someone of the Graphic teams knows what it is exactly, you're welcome ! :tiphat:

Do you use the built-in D3D7 client or the beta D3D9 by Jarmonik ? Looks like that an object stays loaded somewhere in the memory... You could try the various shutdown options in the "Extra - debugging" tab of the Launchpad. There's the word "framework" in the log so maybe an installation of Framework.net could help ?

Update on the progress (Europe version) :

LUA autopilot : I managed to "adapt" the Atlantis autopilot to the DG-Launcher. It works very well, even if the roll program could be improved. Obviously, the DG-Launcher can't perform the OMS burns, since it's not restartable. So I have to transfer the autopilot to the attached DG after MECO, I'm rather confident about this. Also, the DG-Launcher has no RCS, all attitude changes are done by nozzles gimbal, which is a lot more realistic. Also, the guidance kills angular velocity when there is no instructions.

Attachment management : for now, the DG-Launcher is able to retrieve data from the attached DG. It allows a realistic, dynamic update of the mass of the stack. Next step will involve creating an attachment point on the target ship. The objective is to allow the user to "select" ingame the ship he wants to attach to the launcher.

FX : Exhaust textures updated to LOX/LH2, nice fireball at liftoll, condensation contrails above 8,000 meters (triggered when external temperature gets under -40°C).

Tested with XR-1, works perfectly.
 
Thanks N_Molson I use the built-in D3D7,By the way,I have one of your scenarios working sometimes.I'll fidgit with it somemore,but any help would be greatly appreciated.Thanks again
 
I was just going to report that same problem. I guess you have your vessels auto-delete after a set time? I get a CTD a few minutes after the boosters hit the ground, with the same log. My meager experience with vessel coding is telling me that something isn't being cleaned up in your code when it deletes the vessel.

Interceptor, deleting the spent stages with the scenario editor after they separate might fix the problem, but I haven't tried it yet and can't be sure.
 
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