Space Shuttle Ultra 1.25 Revision B development

Urwumpe,

Does the launch sequence work now ? I'm not getting a visual on the ET on the pad, just the PLBY light mesh.

Don
 
The ET visual issue is probably because the ET vessel isn't in the scenario. The 'ET Attach Test' scenario should have the ET visible, but I'm not sure if the other ones were updated.
 
Ah !! Ok, thanks SC.

---------- Post added at 06:44 PM ---------- Previous post was at 05:56 PM ----------

A couple things !!

1. I get down to T-31 sec, clock stops and no launch. APUs are running.

2. CTD when I press OHMs on the CRT screen. Is 1/30/2011 the latest version ?

Really need to get this working to make a movie of SSU mission, to bring to museum.
 
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Regarding the launch issues, the only problem seems to be that the RSLS code has been disabled. Can I renable the RSLS stuff, or should it stay this way?
 
I'd like to see it re-inabled .
 
Has this been done yet ?
 
When do you think this will be able to launch ? Would be nice to really do 134 right.
 
I've reenabled the RSLS, but I haven't checked it in yet; there are a few bugs related to the GPC changes I've been making earlier that need to be fixed.
 
Thanks for the help SC !!!
 
Checked in the RSLS code; the shuttle should launch now.
Did a test launch yesterday with all good results. Anyone know the proper Lua commands to open/close the SSU VAB doors?
 
I have been asked if I can try to implement C&W. What should I know about it(except everything ;P)? Where I can find info about it? SCOM or ALT?
 
I have been asked if I can try to implement C&W. What should I know about it(except everything ;P)? Where I can find info about it? SCOM or ALT?

SCOM, it is not very sophisticated, essentially every channel is just a bit of data that is sequentially probed by a single electronic circuit. Also you can find it described with more technical information in the Operational Data.

AFAIR I already started the code for it before getting confronted with the DPS again, not sure if I already committed it, also I would have preferred waiting with the C&W until the painting of the lights and talkbacks in the VC is made better compatible with Orbiter 2010. Which is essentially just removing the many slow dynamic textures from it and only manipulating the texture coordinates of generic indicator meshgroups (which could be specialized into talkbacks and lights for more detailled behavior, but the principal rendering would be the same for all)
 
Checked in a new MLP mesh and textures. Also checked in some other updated stuff that I thought was worth checking in.
 
Checked in a new MLP mesh and textures. Also checked in some other updated stuff that I thought was worth checking in.

What is it?

We should maybe have an overview which meshes we have, which could need a module for getting included in SSU, etc.

I just try to get a little overview, which work we have here, and who is already working on something.
 
What is it?

We should maybe have an overview which meshes we have, which could need a module for getting included in SSU, etc.

I just try to get a little overview, which work we have here, and who is already working on something.
  • SSU_VAB.cfg with attachment points for MLP
  • Meshres_ML.h for new MLP
  • Crawler.h with updated jacking heights
  • Crawler.cpp with some VC camera position tweaks
  • MLP.cpp, updated animations to fit the new MLP mesh
 
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