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Do I put it in the root Orbiter directory? Or in modules?
As you noted this is "true to life" and for the moment at least I intend to leave it as is. It's also worth noting that the flight-plan you described matches the historical one very closely and with your permission I'd like to include it in the documentation of future versions.
well, how about a config file lookup that alters the fuel ISP, either between preset values, or a config-file derived ISP? (similar to the XR series)
and sure, i can type a more detailed version if you like, that was just a quick how-to
Don't add the MSVCR100D.dll to the download package. Instead rebuild the module in "Release" mode instead of "Debug".If so I'll just add it to the download package.
I could work with that.
It's also worth noting for your flightplan that the original Apollo Operations Handbook reccomended using the translational RCS for orbital manuevers.
The thrusters being over-powered in comparison to the ascent stage's PMI makes a bit more sense with this in mind.
Stage 1:
Calculate launch azimuth based on target inclination (this variable is currently fixed but all the calculations have been designed so that it can be a player input once I have the center console's keypad working)
Based on OAPIgetbodymass calculate orbital velocity of reference body.
Calculate dv required to reach orbital velocity. (Tangental velocity + gravity loss)
If dv required < dv available procede to next stage.
Stage 2:
Check switches/subsytems, RCS operational, Ascent engine armed, etc...
if true, seperate descent stage and continue.
Stage 3:
Rotate to calculated launch azimuth
Stage 4:
Pitch over and establish target vSpeed.
if vSpeed > 50 m/s procede to stage 5.
Stage 5:
Maintain 0 vAcc.
If velocity > calculated orbital velocity MECO and end program.
Hi Hlynkacg, I was wondering If you would be okay with me integrating the work you hashed out on VC redraw displays in your earlier help thread here http://www.orbiter-forum.com/showthread.php?t=28072 into my project. I wa hoping I could use the font bitmap you generated, but maybe recoloured?
I think part of my problem with the landing AP was that I got too ambitious and tried to make it a full on LOLA style "fly-to-x" AP.
The result was buggy as hell, and 4 out of 5 times would run out of gas before completing the approach.
Going for a simple "by the numbers" approach isprobably the way to go
---------- Post added at 05:29 PM ---------- Previous post was at 05:25 PM ----------
Go for it
This is how the ascent autopilot works "Under the hood".
NOTES: Using a fixed target speed simplified the dv and pitch calculations. I used 50ms simply because that was the approximate profile I used in my early (manual) test launchs.
The autopilot will not allow a negative vSpee or vAcc.
The autopilot will reject any commanded pitch beyond -89 degrees
I'd really like to see a VC that's dark (like the real thing) with only a few small sources of light and lights on the panel (if that's at all possible).
It is possible to do the same for Spider (at least with the current texturing) but for now I'll not interfere with the current development. For my part, I'll wait for an official release before doing any repaints. :thumbup:

why can't a negative VACC be specified? and then how about a lower speed? i use 20m/s
also, my launch AP didn't cut off at a stable orbit, and continued to raise me ApA well above 200k
Fair enough. Reading back over the thread, it seems as though creating a realistic VC atmosphere is already in the works, so I'll apologize for repeating. Anyways, I'll stop being superficial, what with all the hard-coding that goes into the autopilots and all the other great features the devs are working on and no doubt occupies most of their to-do lists. So keep it up guys, I look forward to a full release.![]()
on another note, i managed a good descent, following my flightplan, and landed less than 500m from brighton beach VOR, with just over 4 minutes fuel left, so a good pilot might even have been able to get it onto the pad
Well making negative VACCs possible will certainly allow a better ascent autopilot to be produced. How about using modulus functions within your trig code to make the negative calculations more stable?
And I was launching from BB, using your provided scenario.
Any chance of some of your launch scenarios in the next update? Provided that a full mission is possible without cheating of course