It's the LSRB/RSRB_ATTACH_POS variables, lines 38 & 39 in Atlantis_defs.hChecked and there's nothing there. I tried altering the offsets listed in Atlantis_defs.h, with no change.
Donamy: Do you think you could thicken the payload bay doors a bit? They should overlap the bulkhead latch rollers, like in this photo from STS-51J:
It would also be nice if at least the talkbacks of the overhead panel could be made with texture animations instead of painting textures (I mention it every 2 months, I can also remember mentioning it in January), so I can finally have an implementation of the talkbacks there, that works and is fast.
If you want, I can produce a quick demo vessel with such animations to explain the process before I switch my location completely and move my computer into the new apartment (not before December, I won't have a bed room there until the end of November).
But this weekend is still reserved with hauling material. And I have no 18m payload bay for the mission.
BTW: Found a nice compiler programming tutorial for Pascal-like languages, like Ada (BlackAda for the Black Dart) and HAL/S... really fascinating.
Did you ever do anything with the O6 talkbacks ?
Do they work ?
Speaking of the VC: Could the glass covers over the RCS COMMAND indicators(F6), ATT REF PBI(F6, F8) and Abort Mode PBI(F6) be removed?
Not really, since the talkback code currently needs to be adapted for every panel texture again. The size of the area does not fit, we would need a new set of special bitmaps there and then also the code is ineffective as hell as it is now, since we need to transfer huge uncompressed textures to the GPU after every refresh.
That is why I would suggest optimizing this a bit for GPUs... instead of changing the textures, we change how the textures are mapped.
Does this have anything to do with the meshes ?
Yes. This is a photo of Discovery's panel F6:I suppose, but should they ?
My knees are trembling at the number of talkbacks there are.
Yes. This is a photo of Discovery's panel F6:
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I know, but practically, the first talkback should be the hardest, you just need to put the quad on top of the panel surface, better give it a good name, then we can find it again when something changes.
I could be wrong, but I don't think a lookup table for vertical speed will work well. The problem is, if you're too high or too low, controlling vertical speed won't do anything to get you back on course. A better solution (IMHO) is to have a target drag level, and convert that into a target vertical speed.