Space Shuttle Ultra 1.25 Revision B development

The Ascent Aborts Flight Procedures Handbook gives the SRB staging altitude as 152,545 ft (46.5 km). With the new CG code, staging occurs around 42 km.
 
The Ascent Aborts Flight Procedures Handbook gives the SRB staging altitude as 152,545 ft (46.5 km). With the new CG code, staging occurs around 42 km.
What could make us not to make the altitude despite having the actual pitch table? Could our drag/PMI settings be wrong?

---------- Post added at 10:53 PM ---------- Previous post was at 10:21 PM ----------

Here's a comparison table between SSU and the STS-135 Ascent CC. Format is MET, Alt(km), H.(m/s²). According to the table, we're too high at 30 seconds while being too fast in H. at the same time. It's down-hill from there, being too low and too slow. So we're losing performance around the Max Q/throttle bucket that is never regained.

MET | SSU | STS-135 CC
0:30|3.09/188|2.70/199.5
0:50|7.48/249|7.8/300.3
1:10|13.35/338|15.3/431.7
1:30|21.35/464|25.2/570
1:50|31.36/553|37.8/659.4
 
Another ascent problem is that the roll program occurs too early and too low. After cross-checking with independent sources, I have determined that correct speed to use in AscentGuidance.cpp is 64 m/s². This yields an roll program start at around T+10 and 300 m which is consistent with actual launches.
 
10 seconds might be just a tad too long to wait for the roll program. I timed it once from footage I shot myself for the Launch MFD launch profile and found it to be near 8 seconds...not a big difference.
 
10 seconds might be just a tad too long to wait for the roll program. I timed it once from footage I shot myself for the Launch MFD launch profile and found it to be near 8 seconds...not a big difference.
Most sources I looked at had the roll program being initiated when the vehicle reached at a velocity of 135 mph (60 m/s²), so I guess that could be used instead.
 
Just a quick little image for the coders of SSU. If it were possible, could we recreate the digital ADI system used in the real shuttle? I'd add a lot more realism to the entire flight rather than the default surface MFD; Here is the best image of the display that I could find:
 

Attachments

  • img_8013.jpg
    img_8013.jpg
    318.3 KB · Views: 697
The ADI ball is a pain to draw on an MFD. The surface MFD works well enough, so I don't think it's worth the effort to implement the ADI ball - there are a lot of more important things.
 
The ADI ball is a pain to draw on an MFD. The surface MFD works well enough, so I don't think it's worth the effort to implement the ADI ball - there are a lot of more important things.

Also, the resolution of the MFDs is, despite all tricks that we used, still less than the 1024x1024 of the real MEDS. It is a compromise now, and not really capable of rendering a readable MEDS PFD.
 
The Surface MFD though uses the wrong units for flying the Space Shuttle. If SSU is truly to be a complete simulation of the Shuttle and be able to use the real checklists to fly it, something is needed to show things like nautical miles, feet, feet per second. Not to mention the indicators for the commanded attitude since a few times the orbiter was put into correct attitude by hand.

---------- Post added at 10:35 AM ---------- Previous post was at 10:31 AM ----------

Most sources I looked at had the roll program being initiated when the vehicle reached at a velocity of 135 mph (60 m/s²), so I guess that could be used instead.

Yeah that is what I recall as well. Launch MFD I think only could determine the roll time by altitude so I had to time it and get a rough guesstimate that way, but if you have the control over being able to do it at a speed, then obviously that would be the ideal way to go, as long as the Shuttle accelerates correctly.
 
As promised I did some checks on the SRBs and they look guilt free. I compared the thrust with some sources and the error barely gets above 1% at any moment during the burn.
That leaves mass evolution during first stage and thrust vector direction.
Does anyone know how the SRB mass changes during launch? I'm wondering if the SRB propellant mass is decreasing too slowly.
 
Does anyone know how the SRB mass changes during launch? I'm wondering if the SRB propellant mass is decreasing too slowly.

I have the SRB performance reports somewhere on my old HDD, will try to restore them this weekend with some older sources.
 
I have the SRB performance reports somewhere on my old HDD, will try to restore them this weekend with some older sources.

There's some commented out stuff in Common.cpp that seems to reference JSC-19041 Rev. F, section 4.3, which is the Booster Systems Briefs.
 
There's some commented out stuff in Common.cpp that seems to reference JSC-19041 Rev. F, section 4.3, which is the Booster Systems Briefs.
That's the thrust curve. JSC-19041 4.3 doesn't have any useful information about the propellant mass profile.
 
Yes. The performance summary of the SRBs contains a few tables, I think it also contained estimated propellant mass during the burn time. (It is a bit hard to measure on a SRB)
 
Any luck digging up the propellant mass profiles for the SRBs?
 
How are we doing at the proposed release date-7? Looking at the recorded tickets, the two biggest ones are tickets 20 and 22.
Apart from fixing ticket 20 (the launch problem), what else do we need to do before the next release?

I'm in the process of fixing ticket 23 (HAC problems). I've also got a working autopilot from the start of TAEM up to the preflare, which I'd like to have in the next release. If everything goes well, I can check this stuff in tomorrow.
 
Apart from fixing ticket 20 (the launch problem), what else do we need to do before the next release?

I'm in the process of fixing ticket 23 (HAC problems). I've also got a working autopilot from the start of TAEM up to the preflare, which I'd like to have in the next release. If everything goes well, I can check this stuff in tomorrow.
I would like to see tickets 21(ODS animation), 14(ET texture) and 11(MECOTool) closed.

Ticket#14 seems to deal only with the post-SRB stage texture swap, but loading of a different main texture should be implemented.
 
For ticket 14, the ET textures need to be fixed. At the moment, the burnt texture (and some of the other textures, I think) don't work with the latest ET mesh. I can add scenario file entries for the ET texture name and the burnt ET texture name.

For ticket 11, I can't compile the MECO Tool, so it's up to Urwumpe. Since we're going to redo the tool from scratch, I think it might be better to release the new tool separately once we have it working, instead of holding up the entire release.
 
Just release the old ET that works.
 
Back
Top