Space Shuttle Ultra 1.25 Revision B development

Then just use the right mouse button and select "Branch/Tag" in the "TortoiseSVN" Menu for the whole SSU repository.

Then enter the path and name of the branch (its just a folder on the repository in the "branches" directory)
Thanks, this is now done.
 
Thanks, this is now done.

Yes, there is now a second one at the wrong place (correct one: branches/2.1-newmeshes), I'll erase it from the repository, if you don't mind.
 
Yes, there is now a second one at the wrong place (correct one: branches/2.1-newmeshes), I'll erase it from the repository, if you don't mind.
Do that as that one was mistake, I forgot to add "branches\" before the "2.1-newmehses" when I created the branch.
 
Do that as that one was mistake, I forgot to add "branches\" before the "2.1-newmehses" when I created the branch.

Yes, I explained it a bit too short. At least it is done now and the new meshes feature can get done.

Now, I want to put the new hydraulics and ATVC into the 2.1 version.
Also, I want to get the MDMs included.
 
Checked in the new meshes/textures into the 2.1-newmeshes branch.

---------- Post added at 01:26 AM ---------- Previous post was at 12:07 AM ----------

I decided to check in the OMS pod meshes as they're done, it's just the texture that is incomplete. So they're usable, they just don't look too good at the moment.
 
One item found.
 

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item 2 dataprobes rotate in the wrong direction.
 
When looking from above the port side should rotate CW.

Also, item 3
 

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That is wrong for the probe rotation.
 
I believe this is how it should be to stow.
 

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According to the Air Data Workbook, it is like that, which is also supporting Donamys drawing:
 

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Checked in the new meshes/textures into the 2.1-newmeshes branch.

---------- Post added at 01:26 AM ---------- Previous post was at 12:07 AM ----------

I decided to check in the OMS pod meshes as they're done, it's just the texture that is incomplete. So they're usable, they just don't look too good at the moment.
I can't open the Orbiter mesh in MeshWizard; I get "Run-time error 9: Subscript out of range". For some reason, MeshWizard doesn't seem to like the FUSELAGE and LOX_UMBILICAL_PANEL groups; I'm not sure if this is a problem with MeshWizard or with the new mesh.

---------- Post added at 11:42 AM ---------- Previous post was at 11:25 AM ----------

Also, is there a reason why there are 2 groups labeled LEFT_PLBD_EXT? This isn't a problem for coding, but it seems a bit odd.
 
I can't open the Orbiter mesh in MeshWizard; I get "Run-time error 9: Subscript out of range". For some reason, MeshWizard doesn't seem to like the FUSELAGE and LOX_UMBILICAL_PANEL groups; I'm not sure if this is a problem with MeshWizard or with the new mesh.

---------- Post added at 11:42 AM ---------- Previous post was at 11:25 AM ----------

Also, is there a reason why there are 2 groups labeled LEFT_PLBD_EXT? This isn't a problem for coding, but it seems a bit odd.
Let me check on these, I'll report back.

---------- Post added at 06:29 PM ---------- Previous post was at 06:02 PM ----------

I checked in a fixed Orbiter.msh, that should open in OMW, I hope. I also took care of that extra LEFT_PLBD_EXT group.

---------- Post added at 07:06 PM ---------- Previous post was at 06:29 PM ----------

I tested the new Orbiter mesh in Orbiter MeshWizard and it loads fine for me now.
 
The new mesh works for me too.

---------- Post added at 07:18 PM ---------- Previous post was at 04:18 PM ----------

The Ku_band_DA mesh also has 2 groups named Gimbal_lock_structure and 2 groups named Dish_receiver_supports. Again, this can be handled in code easily if you don't want to modify the mesh.
 
The new mesh works for me too.

---------- Post added at 07:18 PM ---------- Previous post was at 04:18 PM ----------

The Ku_band_DA mesh also has 2 groups named Gimbal_lock_structure and 2 groups named Dish_receiver_supports. Again, this can be handled in code easily if you don't want to modify the mesh.
I'll take a look, it's better to fix it in the source rather than implement some workaround don't you think?
 
I'll take a look, it's better to fix it in the source rather than implement some workaround don't you think?
As far as the code is concerned, the only difference is that both groups have to be added to animations instead of only one group. It only becomes a problem if someone is modifying the animations and forgets one of the groups.

If it can be fixed easily, it's probably better to merge the groups in the mesh, but it's not difficult to handle in the animation code.
 
As far as the code is concerned, the only difference is that both groups have to be added to animations instead of only one group. It only becomes a problem if someone is modifying the animations and forgets one of the groups.

Thats a minor problem, since the animation should at least have been tested once. :lol:
 
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