Space Shuttle Ultra 1.25 Revision B development

Checked in the first low-res interior using the "alpha map beams". Tell me if you want me to remove the alpha map from the beam texture.
 
New SPI coming up ;)
SPI.JPG
 
You really should get yourself a sourceforge.net account so that you can check in new stuff. Once you have done that, post the username here so that a Project Admin can add you to the project as a official dev.
 
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I've created new account on SF, so please be so kind and add me :) My username is lipiak. Thanks!
 
Welcome aboard ! :tiphat:
 
Thank you! :cheers:

---------- Post added at 02:07 PM ---------- Previous post was at 07:26 AM ----------

There is a problem with elevons command. OPS304, Pitch channel set to CSS.
elevons.jpg


New SPI display code checked in.
 
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Checked in updated version of Aerojet DAP; this should work from EI to wheelstop (although some csv entries are still missing). Elevon animation bug should also be fixed now.
 
Checked in an updated pad vessel which adds the water tower.

---------- Post added at 05:36 PM ---------- Previous post was at 03:33 PM ----------

Checked in some things to make the rollout post-landing feel more realistic. Previously the vehicle slowed down too fast, now it requires significantly more rollout distance and some actual braking in order not to run out of runway,

---------- Post added at 05:38 PM ---------- Previous post was at 05:36 PM ----------

Elevon animation bug should also be fixed now.
Not here. The elevons are still full harddown post-WOW, when they should be at 0°.
 
The animations work; the DAP is still running after landing, which is why it tries to push the nose down by lowering the elevons.
 
The animations work; the DAP is still running after landing, which is why it tries to push the nose down by lowering the elevons.
OK. Thought that this was the bug that was fixed. Probably best to deactivate the DAP post-WOW to prevent any commands getting through. Just one more thing, any progress on a roll rate dampener? Right now there's no way to maintain a zero roll rate prior to the first roll.
 
Could you add me too, my sourceforge user name is "n7275".

Thanks.
 
Updated VS2010 SSUPad project. I also changed the GOX venting code so it uses the GetETPropellant() function to get the ET propellant level.
 
Could someone verify that the xenon lights still targets the shuttle? For me, they're flat pointing, doesn't light up the shuttle at all. The lights work, but they're not aiming at the shuttle.
 
Could someone verify that the xenon lights still targets the shuttle? For me, they're flat pointing, doesn't light up the shuttle at all. The lights work, but they're not aiming at the shuttle.
Do you mean the xenon trailers or the pad lights? None of the lighting code has been changed, so there shouldn't be any problems.

BTW, it might be a good idea if we could maintain standard scenario files in SVN for testing, rather than writing our own custom scenarios. Also, most of the launch scenarios haven't been updated to use the separate SRB/ET vessels.
 
Do you mean the xenon trailers or the pad lights? None of the lighting code has been changed, so there shouldn't be any problems.
The trailers.

BTW, it might be a good idea if we could maintain standard scenario files in SVN for testing, rather than writing our own custom scenarios. Also, most of the launch scenarios haven't been updated to use the separate SRB/ET vessels.
Agreed. I suggest we go with a set of STS-114 scenarios as that mission is well documented.
 
The xenons are working for me - can you post a sample scenario? The lights move every minute, so the shuttle might not be properly illuminated for a short period. Also, if the xenons are too far from the shuttle, the light won't be visible.
 
The xenons are working for me - can you post a sample scenario? The lights move every minute, so the shuttle might not be properly illuminated for a short period. Also, if the xenons are too far from the shuttle, the light won't be visible.
Could you tie the glare direction to the actual light direction? Should help to put this issue to rest.
 
Done. The glare doesn't really have a direction though, so I'm not sure how much this will help. The lights themselves are animated and should be pointing at the shuttle.
 
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