Request New Shepard vehicle and tower

Ok, I'll dig around in the files this evening. I gave it one more shot before I left for work and noticed something interesting -

While in powered flight, I noticed the atmospheric wind settings in Orbiter push the capsule around a bit. I thought maybe I'd give it a shot with that setting turned off. When I loaded back in, started the engine and swapped to the launch table to release the rocket, it disappeared from the pad. Swapping back to the rocket, it was instantaneously at 450km and rapidly climbing. Have you had that experience?
 
Played around with it a bit on my laptop over lunch. Was able to get it working on D3D9. It works great! I think if parachutes are added for the capsule, we'll be set! A lower priority thing would be maybe a vessel autoswitch when you press J to separate the capsule/booster...but not really sure how difficult that is to implement. If I recall, an early version of BrianJ's Falcon 9 would switch focus to the Dragon when you separated from the second stage.
 
Thanks. I can add more force when the capsule detaches.
So when you detach shift focus to the capsule?
Working on a dll for the capsule. Using Orion as a guide.

I wonder where the exhaust should be?

not sure how to add this is the dll
AIRFOIL_ATTACK=(0,0,2)
VAIRFOIL_CHORD=3
VAIRFOIL_AREA=25
VAIRFOIL_ASPECT=6
VAIRFOIL_WAVE_DRAG=0.2 ;?
VAIRFOIL_CD0=0.2 ;?
HAIRFOIL_ATTACK=(0,0,2)
HAIRFOIL_CHORD=3
HAIRFOIL_AREA=25
HAIRFOIL_ASPECT=6
HAIRFOIL_WAVE_DRAG=0.2 ;?
HAIRFOIL_CD0=0.2 ;?
HAIRFOIL_LIFT_1=(-180,0)
HAIRFOIL_LIFT_2=(-160,-0.1) ;negative lift at -160
HAIRFOIL_LIFT_3=(-140,0)
HAIRFOIL_LIFT_4=(0,0)
HAIRFOIL_LIFT_5=(140,0)
HAIRFOIL_LIFT_6=(160,0.1) ;max lift at 160
HAIRFOIL_LIFT_7=(180,0)
VAIRFOIL_LIFT_1=(-180,0,0)
VAIRFOIL_LIFT_2=(-40,0,0)
VAIRFOIL_LIFT_3=(-20,0.4,0.05) ; max lift at aoa -20
VAIRFOIL_LIFT_4=(0,0,0)
VAIRFOIL_LIFT_5=(20,-0.4,-0.05) ; negative lift at aoa 20
VAIRFOIL_LIFT_6=(40,0,0)
VAIRFOIL_LIFT_7=(180,0,0)

I have this:
CreateAirfoil(LIFT_VERTICAL, _V(0, 0,2), VLiftCoeff, 3, 26, 6);
CreateAirfoil(LIFT_HORIZONTAL, _V(0, 0, 2), HLiftCoeff, 20, 50, 1.5); //90

it is the
HAIRFOIL_LIFT_1=(-180,0),....

not sure how to add
 

Attachments

  • blueorginicapsule.jpg
    blueorginicapsule.jpg
    43.1 KB · Views: 2
Last edited:
Hmm. Maybe on the bottom of the capsule? Another option would be to press J to separate the capsule, which forces the view to shift from booster to capsule. Then you just need to switch to linear thrust and translate up/away from the booster.

Another question: is it possible to allow separation from the launch table while the view is set to the booster? That would avoid the need to shift vessels back and forth after starting the engine.
 
Hmm. Maybe on the bottom of the capsule? Another option would be to press J to separate the capsule, which forces the view to shift from booster to capsule. Then you just need to switch to linear thrust and translate up/away from the booster.

Another question: is it possible to allow separation from the launch table while the view is set to the booster? That would avoid the need to shift vessels back and forth after starting the engine.
ideally that is what I want. focus on the rocket and then when the rocket has thrust separate from the table.

But not been able to do that.

Here is a newer rocket with more push on the capsule
 

Attachments

Working on the rcs locations.
I need to redo the interior of the capsule.

On the chutes. They are in the mesh. So I think press a key or at a certain height the chutes open. They will open by scaling out and producing drag.
 

Attachments

  • blueorginicapsule1.jpg
    blueorginicapsule1.jpg
    27.4 KB · Views: 6
I think you have to put the data in a table. Whenever I've seen airfoil definitions in .dll code it's called up by an integer from a table I think the stock Atlantis (SDK folder) is that way too.
This is the Atlantis code:
void Atlantis::VLiftCoeff (double aoa, double M, double Re, double *cl, double *cm, double *cd)
{
static const double step = RAD*15.0;
static const double istep = 1.0/step;
static const int nabsc = 25;
static const double CL[nabsc] = {0.1, 0.17, 0.2, 0.2, 0.17, 0.1, 0, -0.11, -0.24, -0.38, -0.5, -0.5, -0.02, 0.6355, 0.63, 0.46, 0.28, 0.13, 0.0, -0.16, -0.26, -0.29, -0.24, -0.1, 0.1};
static const double CM[nabsc] = { 0, 0, 0, 0, 0, 0, 0, 0, 0,0.002,0.004, 0.0025,0.0012, 0,-0.0012,-0.0007, 0, 0, 0, 0, 0, 0, 0, 0, 0};
// lift and moment coefficients from -180 to 180 in 15 degree steps.
// This uses a documented lift slope of 0.0437/deg, everything else is rather ad-hoc

aoa += PI;
int idx = max (0, min (23, (int)(aoa*istep)));
double d = aoa*istep - idx;
*cl = CL[idx] + (CL[idx+1]-CL[idx])*d;
*cm = CM[idx] + (CM[idx+1]-CM[idx])*d;
*cd = 0.06 + oapiGetInducedDrag (*cl, 2.266, 0.6);
}
and the sc3 code
VAIRFOIL_LIFT_1=(-180,0,0)
VAIRFOIL_LIFT_2=(-40,0,0)
VAIRFOIL_LIFT_3=(-20,0.4,0.05) ; max lift at aoa -20
VAIRFOIL_LIFT_4=(0,0,0)
VAIRFOIL_LIFT_5=(20,-0.4,-0.05) ; negative lift at aoa 20
VAIRFOIL_LIFT_6=(40,0,0)
VAIRFOIL_LIFT_7=(180,0,0)

I redid the interior. I wonder if a MFD should be placed by each window.

on this mesh there are drogue chutes but I think it is just 3 main chutes. Without a lot of cutting the chute would appear but the covers would be there also.

I haven't gotten the chutes to work yet
 

Attachments

  • cap1.jpg
    cap1.jpg
    30.1 KB · Views: 5
  • cap2.jpg
    cap2.jpg
    26.2 KB · Views: 4
  • cap3.jpg
    cap3.jpg
    41.4 KB · Views: 5
  • cap4.jpg
    cap4.jpg
    48.2 KB · Views: 5
I have seen a display by at least one window in the capsule - not sure if there is one by each window. Sound like a good idea, though!
 
I can add the mfd to each window. But the angle are weird to see them.
redid the interior to add the seats.

no luck on the chutes. Maybe @Donamy can help on the chute animation. It is a mixture of scale and translation
 

Attachments

  • cap9.jpg
    cap9.jpg
    49.9 KB · Views: 6
  • cap8.jpg
    cap8.jpg
    37.9 KB · Views: 7
  • cap7.jpg
    cap7.jpg
    22.6 KB · Views: 7
You could try something like this (taken from BrianJ's dragon2_capsule.ccp).
Code:
void VLiftCoeff (double aoa, double M, double Re, double *cl, double *cm, double *cd)
{
    static const double step = RAD*22.5;
    static const double istep = 1.0/step;
    static const int nabsc = 17;
    static const double CL[nabsc] = {0, 0.1, 0.2, 0.1, 0, 0.1, 0.2, 0.1, 0, -0.1, -0.2, -0.1, 0, -0.1, -0.2, -0.1, 0};


    aoa += PI;
    int idx = max (0, min (15, (int)(aoa*istep)));
    double d = aoa*istep - idx;
    *cl = CL[idx] + (CL[idx+1]-CL[idx])*d;
    *cm = 0.0;
    *cd = 2.5 + oapiGetInducedDrag (*cl, 0.16, 0.2);
    *cl = 0;
   
}

// 2. horizontal lift component (vertical stabiliser and body)

void HLiftCoeff (double beta, double M, double Re, double *cl, double *cm, double *cd)
{
    static const double step = RAD*22.5;
    static const double istep = 1.0/step;
    static const int nabsc = 17;
    static const double CL[nabsc] = {0, 0.1, 0.2, 0.1, 0, 0.1, 0.2, 0.1, 0, -0.1, -0.2, -0.1, 0, -0.1, -0.2, -0.1, 0};

    beta += PI;
    int idx = max (0, min (15, (int)(beta*istep)));
    double d = beta*istep - idx;
    *cl = CL[idx] + (CL[idx+1]-CL[idx])*d;
    *cm = 0.0;
    *cd = 2.5 + oapiGetInducedDrag (*cl, 0.16, 0.2);
    *cl = 0;
}

void VLiftCoeffNeg (double aoa, double M, double Re, double *cl, double *cm, double *cd)
{
    static const double step = RAD*22.5;
    static const double istep = 1.0/step;
    static const int nabsc = 17;
    static const double CL[nabsc] = {0, -0.1, -0.2, -0.1, 0, -0.1, -0.2, -0.1, 0, 0.1, 0.2, 0.1, 0, 0.1, 0.2, 0.1, 0};


    aoa += PI;
    int idx = max (0, min (15, (int)(aoa*istep)));
    double d = aoa*istep - idx;
    ///*cl = 3.5*(CL[idx] + (CL[idx+1]-CL[idx])*d);
    *cl = 18*(CL[idx] + (CL[idx+1]-CL[idx])*d);
    *cm = 0;
    *cd = 0.00001; //0.4*(0.11 + oapiGetInducedDrag (*cl, 0.16, 0.2));
   
}

// 2. horizontal lift component (vertical stabiliser and body)

void HLiftCoeffNeg (double beta, double M, double Re, double *cl, double *cm, double *cd)
{
    static const double step = RAD*22.5;
    static const double istep = 1.0/step;
    static const int nabsc = 17;
    static const double CL[nabsc] = {0, -0.1, -0.2, -0.1, 0, -0.1, -0.2, -0.1, 0, 0.1, 0.2, 0.1, 0, 0.1, 0.2, 0.1, 0};

    beta += PI;
    int idx = max (0, min (15, (int)(beta*istep)));
    double d = beta*istep - idx;
    ///*cl = 3.5*(CL[idx] + (CL[idx+1]-CL[idx])*d);
    *cl = 18*(CL[idx] + (CL[idx+1]-CL[idx])*d);
    *cm = 0;
    *cd = 0.00001; //0.4*(0.11 + oapiGetInducedDrag (*cl, 0.16, 0.2));
}
With a few adjustments it's probably a good fit.
 
Last edited:
Lots of minor fixes to the meshes are needed. but chutes deploy Key 4 focused on the Capsule. What should happen is at 1.5 meters the chutes separate and are detached.

Still need to get her to detach from the Launch table automatically
 

Attachments

  • botest1.3.zip
    botest1.3.zip
    11.7 MB · Views: 8
  • cap10.jpg
    cap10.jpg
    49 KB · Views: 4
  • cap11.jpg
    cap11.jpg
    25.4 KB · Views: 4
  • cpa12.jpg
    cpa12.jpg
    22.5 KB · Views: 4
Copy! The rate of descent after the capsule goes subsonic is a little low as well. Once the chutes were open, the V SPD dropped down to about -30 m/s. Took about 12 minutes to descend under the parachutes, which is about as long as the total mission. They stayed on after touchdown and the capsule flips upside down. Do you need to hit num 4 to separate the chutes?
 
So do i need to make the chute more force. I can also make it auto deploy at a certain height
 
I feel like the parachute works fine, but it’s hard to tell how much it actually slows the capsule down because the descent rate drops so fast after entry. The capsule almost acts like it has an invisible parachute slowing it down before I actually deploy the chute. What kind of descent rate do you see when you run it?
 
Back
Top