Space Shuttle Ultra 1.25 Revision B development

It should still be possible to have one dll for both pads; I'll try to edit the original Pad code to support the Pad1985 meshes as well.
 
It should still be possible to have one dll for both pads; I'll try to edit the original Pad code to support the Pad1985 meshes as well.
OK. The current solution was the easiest and fastest as meshes are now wildly different from each other. So alignment could very well be off as the old meshes are not scaled correctly.
 
Well, the automated sequences would then also need to be done for 1985...etc etc...

We should use scripts there, if possible.
 
different scaled meshes is not good.
 
Updated 1985 FSS mesh and sources checked in. The GOX Vent arm now rotates the correct amount. I also updated the stadium light color and intensity. Only problem right now is that if you start a daylight scenario, the lights aren't off as they should be.

Suggestion for the combined pads: Use the 1985 sources as the base as they're now the correct ones as the modern meshes will be based of the 1985 meshes.
 
Suggestion for the combined pads: Use the 1985 sources as the base as they're now the correct ones as the modern meshes will be based of the 1985 meshes.
Does that mean that the mesh offsets & animation coordinates for the 1985 pad should also be used for the modern pads?
 
Does that mean that the mesh offsets & animation coordinates for the 1985 pad should also be used for the modern pads?
Yes. Just compare the GVA animations in both files and you'll notice just how wrongly scaled the old meshes were.

The new modern meshes are nearly done, just a few more things and they should be ready for check in. I estimate that they'll be done sometime tomorrow.

---------- Post added at 06:43 PM ---------- Previous post was at 02:23 AM ----------

The modern RSS is now complete enough for implementation, the FSS is being finished right now.

---------- Post added at 09:13 PM ---------- Previous post was at 06:43 PM ----------

The new modern FSS/RSS meshes have been checked in.

---------- Post added 04-25-11 at 01:11 AM ---------- Previous post was 04-24-11 at 09:13 PM ----------

Fixed a problem with the modern RSS mesh. One of the OWP panels was misconfigured. Also updated the standard pad sources with the correct group names and based them on the 1985 pad sources.

---------- Post added at 01:15 AM ---------- Previous post was at 01:11 AM ----------

I also remembered one thing: A scenario file parameter for the SRB Side Flame Deflectors (SFDs). Currently the hardstand mesh has them in their nominal storage positions at the very north end of the hardstand. Need a animation to put them into the launch positions beneath the MLP.
 
Checked in the new pad code. The RSS OWP animation seems to be wrong; it would be nice if you could take a look at it and update the coordinates.
 
Checked in the new pad code. The RSS OWP animation seems to be wrong; it would be nice if you could take a look at it and update the coordinates.
I have been trying for hours now trying to fix it with no luck. It seems like the code isn't accepting the specified coordinates so it defaults to 0,0,0. I have checked the code over and over and haven't found a fault with it.

And have you gotten anywhere with solving the stadium lights on in daylight bug?
 
Can you post the code you're using here?

The fix for the lights was checked in with the other changes, so the bug should be dealt with now.
 
Can you post the code you're using here?

The fix for the lights was checked in with the other changes, so the bug should be dealt with now.
Well, here's the code:
Code:
//RSS OWP
		RSS_OWP_State.Set(AnimState::CLOSED, 0.0);
		static UINT RSS_Y_LOWPGrp[2] = {GRP_OWP_Curtain_Wall, GRP_SRB_IEA_platform};
		static MGROUP_TRANSLATE RSS_Y_LOWP(rss_mesh_idx, RSS_Y_LOWPGrp, 2, _V(0.0, 0.0, 9.636));
		static UINT RSS_Y_UOWPGrp[2] = {GRP_Metal_Panel_flip_right, GRP_Metal_Panel_flip_right_lower};
		static MGROUP_ROTATE RSS_Y_UOWP(rss_mesh_idx, RSS_Y_UOWPGrp, 2,
			_V(-6, 50, -3.5), _V(-1, 0, 0), (float)(33.0*RAD));
		static UINT RSS_flip_upperGrp[1] = {GRP_Metal_Panel_flip_upper_left};
		static MGROUP_ROTATE RSS_flip_upper(rss_mesh_idx, RSS_flip_upperGrp, 1,
			_V(-19.719, 46.084, 4.294), _V(1, 0, 0), (float)(90.0*RAD));
		static UINT RSS_flip_lowerGrp[1] = {GRP_Metal_Panel_flip_lower_left};
		static MGROUP_ROTATE RSS_flip_lower(rss_mesh_idx, RSS_flip_lowerGrp, 1,
			_V(-20.791, 36.844, 5.747), _V(0, 1, 0), (float)(105.0*RAD));
		anim_rss_y_owp=CreateAnimation(0.0);
		AddAnimationComponent(anim_rss_y_owp, 0, 0.35, &RSS_Y_UOWP);
		AddAnimationComponent(anim_rss_y_owp, 0, 0.35, &RSS_flip_upper);
		AddAnimationComponent(anim_rss_y_owp, 0.05, 0.35, &RSS_flip_lower);
		AddAnimationComponent(anim_rss_y_owp, 0.38, 1.0, &RSS_Y_LOWP);

For the bug: The problem right now is that if you load up a scenario during the daylight hours, the lights are on. So you have to wait for a cycle to complete (night, then day again).
 
I noticed the ET venting doesn't occur after seperation.
 
I have almost nailed down all of the OWP animations. Just tweaking them now.

---------- Post added at 06:11 PM ---------- Previous post was at 05:56 PM ----------

The OWP animations should now be fixed. I'm investigating if the lower left hand metal panel is in the proper retracted position.

Something I did note was that the North Curtain Wall struts on the FSS doesn't stay attached to the rails.
 
Fixed the pad lighting issue. I'll take a look at the strut animation; IIRC, that one was fairly complex and there might not be an easy fix.
 
Just noticed the latest check in. It doesn't compile as PA2PSF isn't declared.
 
The new feature added is HAC and OGS guidance commands on the HUD. The SPEC 50 display is partially simulated, so you can pick the landing site (although KSC is the only one defined at the moment). Also, the guidance code only works from the HAC intercept, so if you fly the complete entry it probably won't work well (I haven't tried this yet). I can check in a scenario near HAC intercept if you're interested.

The speedbrake can also controlled automatically (by pressing the AUTO PBI), but this again only works for the HAC and OGS.
 
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