Project ETS-Evolved Transport System

Yes - it will be done as movable vessel. Due to the fact different people are using different bases I wanted to make it fit into all of them.

This MLP will have it's own service tower so you can launch from any point you want. (assuming you have fuel & water tanks somewhere near to fill the rocket and connect sound supression system)
 
A quick video of the launch abort system in action:
Not the best ever video but it shows the launch abort system in action :cheers:
 
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Well, this could become one of the most comprehensive launch vehicles of the entire Orbiter community.
 
Well, this could become one of the most comprehensive launch vehicles of the entire Orbiter community.

As for now (things already in meshing and coding) system consists of:

- Configurable launch vehicle (Themis)
- Crew Transportation Shuttle (Prometheus)
- Cargo Transportation & Utility Shuttle (Vertigo)
- Mobile Launch Platform
- Interplanetary Fly-by Probe (Navigator)

Things in queue to mesh & code:

- Orbital Probe (not named yet)(sth. like mars orbiter)
- Mars Lander/Rover (not named yet)(RTG/baterry powered & bigger than Spirit/Opportunity)
- Set of 3 GEO satelites which together will form "Gravity Waves Interferometer"
- Generic GEO comm sat

Probably VAB mesh to place in your favourite base.

---------- Post added at 08:18 PM ---------- Previous post was at 06:38 PM ----------

Currently we're working on launch vechicle.

Here is "to do" list for launch vechicle:

1.) Launch AP with feed from other (payload) craft. AP should recognize commands from it's payload (start, stop, initial heading) and feed back data (status: active-deactive and current program) to payload's flight computer.

2.) Explosion timer and Fireball emitters placement (SRBs exploding separately)

3.) More derbis and lot of initial debis vectors (not only in X axis)

4.) Detonation of cargo version of the rocket

5.) Autojettison fairings if alt > 130 km

6.) Autoignite classic second stage on separation

7.) TVC for core and SRBs instead of RCS (disable RCS sound during Core stage burning)

8.) "On pad" O2 venting particle emiter for core and hi energy upper stage (disable after launch)

9.) Max-Q effect (particle emitter)

10.) Derbis deletion after 90 seconds

11.) Spent stages deletion on ground impact

12.) Transformation into giant fighting robot

13.) Adjustable (in scenario editor window) height over ground for launching from different platforms (LC 39, Wideawake etc.)

14.) Core stage autothrottle to limit G forces to 4 G during launch (manned version only)
 
Fairing separation altitude should be tunable IMHO. Would be nice to have realistic aerodynamics for different fairing options. A giant fighting robot... could serve as a multipurpose crane during launch campaign, thank you.
 
:rofl: after the publication of this addon, i will retire myself from the realization of rockets for Orbiter. :salute:
 
Ok for making things straight. Robot transformation is a joke - rest stays.

@Wishbone: Fairing separation will be probably triggered by dynamic pressure instead of altitude ( that's the power of feedback on this forum - thank you all for advice)

@K_Jameson: please do more rockets - they can be inspirational (Max-Q effect is inspired by one of your creations)
 
There is still the generic "Mayfly.dll" around, that I once made for self-deleting objects... maybe one option to simplify the task?
 
There is still the generic "Mayfly.dll" around, that I once made for self-deleting objects... maybe one option to simplify the task?

That's not my decision. All coding decisions are in Woo's departament. I can only do guidelines/describe to him how I want particular system to work or write bits of pseudocode if I want to be more specific.

AFAIK spent_stage.dll which is a part of this add-on already handles vessel deletion after detonation. Thanks for the offer anyway.

BTW I can finish this Shadow Destroyer mesh if you're still interested (I have 2 last weeks of July free and it only needs like 2 days of work)
 
BTW I can finish this Shadow Destroyer mesh if you're still interested (I have 2 last weeks of July free and it only needs like 2 days of work)

would be nice, I just started my internship at a bigger IT company here and have pretty good chances to get employed afterwards, but I still try to have some weekend for coding, the mesh wouldn't need to be too detailed, just the animations for the weapon systems should work out.
 
Massive platform added...

crtp3.jpg


---------- Post added 06-21-11 at 12:16 AM ---------- Previous post was 06-20-11 at 10:41 PM ----------

and another shot of MLP

crtp9.jpg
 
This is the greatness of DLL based vehicles! I like so much the fairing separation in relation with dynamic pressure!
 
mlp-test01.jpg


mlp-test02.jpg


Mesh testing within simulator
 
Still needs crew access arm & elevator.

Cape shot 1:

crtp18.jpg


---------- Post added 06-24-11 at 02:00 PM ---------- Previous post was 06-23-11 at 08:37 PM ----------

Crew access arm & elevator lift is ready.

Here is UMMU entering Vertigo shuttle.

ummu01.jpg



ummu02.jpg
 
How did you do the UMMU/catwalk trick? UCD?
 
Testing model within orbiter (partially textured)

crtp21.jpg
 
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