Project Soyuz 7k.dll

Well, I think it is advanced enough for a first Alpha version : packing & compiling things up. It should be playable enough to discuss where to focus on further improvements.

---------- Post added 11-20-11 at 01:51 AM ---------- Previous post was 11-19-11 at 11:06 PM ----------

Made my first full mission (Soyuz 12) and killed my first crew : stranded in orbit after SA separation, insufficient fuel to achieve deorbit burn due to big navigation errors (ionic sensors stayed offline, very realistic bug !). Got under pressure because the batteries were dying. They last just long enough to make a 48h flight, as planned. Got some big obvious bugs, also.

In fact it was more Soyuz-1 than 12. A challenging spacecraft, really. Docking missions are going to be... interesting.

Will pack everything tomorrow, need a little more time to tidy everything, and test on another orbiter install.
 
And here's more on Soyuz 4 and 5:


Not enough fuel? Take extra vodka :lol:

Edit: Nice view of the Vzor in the vid, some good shots of the BO too..
 
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Not enough vodka? Take extra fuel ! :rofl:
 
Alpha v0.1 released (private)

OK, Alpha team, arm your bug rifles, the hunt begins ! :hunter:
 
Thanks a 1e6! I'm giving it a quick test now, gonna try on a clean install tomorrow.
 
Looking very good and exactly what I had in mind. Love the status panel , it's a simple implementation but does the job ! :tiphat:
I agree. Without the "real-looking" 2D panels this status panel is the best you can do.
I can't wait for that addon :)

And think about amonut of fuel.

Did you search any betatesters? ;)
 
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Did you search any betatesters?

Yes, when we will be on the beta stage. Currently it is alpha only, but I hope we'll get there soon enough ;)
 
Ok.. First of all, love the thing so far :thumbup:

Let's go! (On a clean install ->) So far, found a bug in the HUD's. When I'm in HUD 3 and press U to go to the next (4?), I get a CTD.

Edit: Can't separate the modules, though it may be because of the missing HUD, not having any info I might need. (The scn starts on HUD 2 btw, so HUD 1 is unavailable)

Edit 2: landing scn crashes on startup:

Code:
Finished initialising world
Module Soyuz7K-T.dll ......... [Build 111121, API 100830]
Module Soyuz7K-T_Vzor.dll .... [Build 111121, API 100830]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> 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.
---------------------------------------------------------------
 
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When I'm in HUD 3 and press U to go to the next (4?), I get a CTD.
(Issue 001)

HUD 4. is the Navigation/Telemetry one, that features the tracking stations things. Could be a problem with surface bases not being found... oh wait... I forgot to include the bases .cfg files in the zip... So this HUD can't get the handles for them :facepalm: Obviously you have nothing on the Map MFD ? (should display bases all across the SSSR + 1 in USA).

-> Will add the missing .cfg files. -> fixed (tbc)
-> I will also add a "Shift-U" command that will allow to browse the submodes reversly. fixed (tbc)

Can't separate the modules
(Issue 002)

Not a bug, I think, but more a lack of documentation. To jettison the BO, you need to depressurize the BO before (D), and to depressurize the BO the SA/BO hatch has to be close (if not, there is an reminder on the MWS).

-> Will start an "User Manual" -> started

landing scn crashes on startup:
(Issue 003)

Didn't test that one on a fresh install.

-> Confirmed, will investigate. -> This was because the HUD was open on mode 4 ! -> fixed, see Issue 001.

Hotfix : search for "HUDMODE" in the scn file, and replace 4 by 1, 2 or 3.
 
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Gave the landing scn a go, everything went fine.
 
Small bug report from first try:

- EVA was possible without depressurizing the BO. Also without opening the EVA hatch after depressurizing the BO.
- It was possible to retract the antennas, this was introduced for the new Kurs docking system, not for the old Igla. Once deployed, the antennas should remain it. (I think the antennas are actually even deployed automatically without astronaut command) (EDIT: OK, you documented it as debug feature)
- The strong distortions of the cheap "skybox" kind VC are pretty annoying, I don't like it at all in actual use.

As luxury feature, I am not sure if the mesh already permits it or not, but can you implement it, that the main navigation antenna dish at the BO can be moved and pointed at a target? It is actually gyroscope stabilized, this feature caused quite many docking problems in history because of its complexity (eg, vibrations made it impossible to properly acquire the target)

It is pretty much a normal radar antenna as you know it. After finding a target, it uses its own gyroscopes to keep on pointing at it, even while the spacecraft is changing attitude (within limits). Around the pitch axis, it can actually travel over 180°.

EDIT2: The astronaut EVA keybinding is too easily pressed (just 1 & 2). Better change the behavior, that you move the astronauts between SA and BO (if hatch open) by that keybinding, and permit EVA of the BO astronauts by CTRL + 1 / CTRL + 2. This way you need a few keypresses to initiate a EVA and can't start an EVA by a missed key.
 
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Found another one. If you don't deploy the antennas after separation from the rocket, the long antennas in the PAO will deploy, but the antennas on the BO and aft PAO don't. If you press K, they reverse position, BO antennas deploy and others stow.
 
OK, antennas start to deploy automatically, but much later as expected. Do you assume a special screen resolution? I have the feeling, the Caution & Warning lights are rendered mostly off-screen for my small test window.

---------- Post added at 08:53 PM ---------- Previous post was at 08:43 PM ----------

And the missing bases should not result in a CTD anyway. Instead of just letting things fall apart, better establish first which bases are present and maybe do nothing at all.
 
EVA was possible without depressurizing the BO. Also without opening the EVA hatch after depressurizing the BO.
(Issue#004)

Confirmed, unexpected behavior there, it seems that the EVA part needs some serious revision.

-> Will investigate that part. -> fixed (tbc)

Found another one. If you don't deploy the antennas after separation from the rocket, the long antennas in the PAO will deploy, but the antennas on the BO and aft PAO don't. If you press K, they reverse position, BO antennas deploy and others stow.
(Issue#005)

In fact, the other antennaes are supposed to deploy at the second orbit, around 5000 seconds after block I separation. But maybe they should deploy right after the long ones, my readings on "Soyuz : an universal spacecraft" seem to suggest more and more that last option, as in some docking missions a "direct ascent" approach to the target was done. The "K" key is used for debug, won't be present in the Beta version.

-> Will change the deployment timing. -> done, still takes 600 seconds to get everything deployed.

As luxury feature, I am not sure if the mesh already permits it or not, but can you implement it, that the main navigation antenna dish at the BO can be moved and pointed at a target
(Issue#006)

Should be possible, I saw that in the book too.

-> Docking part of the code not done yet, will keep that idea in mind.

The strong distortions of the cheap "skybox" kind VC are pretty annoying, I don't like it at all in actual use.
(Issue#007)

There is something strange with that mesh. When I load it in Meshwizard, I get some kind of "star shape".

-> castorp, do you think you'll be able to do something about it ?

OK, antennas start to deploy automatically, but much later as expected. Do you assume a special screen resolution? I have the feeling, the Caution & Warning lights are rendered mostly off-screen for my small test window.
(Issue#008)

Right, for convenience I used fixed numbers optimized for 1024x1280.

-> Have to make the text coordinates adapt to the user screen resolution. fixed (tbc)

And the missing bases should not result in a CTD anyway. Instead of just letting things fall apart, better establish first which bases are present and maybe do nothing at all.
(Issue#009)

Right again, should not let an "empty handle crash" happen -> fixed, if a base is not found you get a "NULL" instead of its name, but no CTD..

-> Add some conditions detection for the use of HUD 4. (if base handle == NULL, skip that part).
 
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Additionally, I get a constant CTD when exiting orbiter, possibly because I use a clean shutdown instead of just forcingly unload all modules. Still a sign that possibly errors persist.
 
N_Molson, could you make a quick guide on the reentry? I've been using different sequences of decompress and hatch, etc. to no avail. Also, when the BO/SA Hatch light is on, does it mean its open or closed?
 
N_Molson, could you make a quick guide on the reentry? I've been using different sequences of decompress and hatch, etc. to no avail. Also, when the BO/SA Hatch light is on, does it mean its open or closed?

When light is on, the hatch should be open.
 
Ok, just got back and I'll start the alpha testing, thoughts to follow shortly.
 
When light is on, the hatch should be open.

Or opening, the warning means that it isn't sealed, IMHO...

The opening takes some time. I've added a manual stub to the next release.
 
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