Project Ultimate Project ISS for Orbiter

Orbinaut Pete

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Hi all,

This is not just a request, this is possibly the start of the biggest project for Orbiter in a long time - it is going to require lots of hard work by multiple developers, lots of hours, and, above all, cooperation, but the finished project, will be well worth it.


The idea is thus:

Me and The Aviator are currently working on an ISS project to do all ISS scenarios up to current ISS - we are doing launches and assembly missions. We are only currently using others addons from OH, & Mustards page (http://orbiter-forum.com/showthread.php?t=3816)

But from looking around OF, it is clear to us that there are lots of other ISS projects going on - Thorton is modeling an entire ISS
(http://orbiter-forum.com/showthread.php?t=3855)

Unussapiens is doing a Virtual Cockpit for Unity, but says he will do whole of ISS, (http://www.orbiter-forum.com/showthread.php?t=2705)

Mustard is doing his P3/P4 module (http://orbiter-forum.com/showthread.php?t=1586)



What me and The Aviator have been thinking is, why is everyone working against each other on the same thing?

So, here is the proposal to make the best ISS that Orbiter has ever seen. CODENAME: Ultimate Project ISS for Orbiter.

The proposal is:
Me and The Aviator handle all launch and assembly scenarios, we use realistic parameters - dates, times, payloads etc.

Thorton handles modeling all ISS modules

Unussapiens makes realistic VC's for all of thortons modules

We have also had a help offer from RussH (see our development thread)
Maybe he could handle doing things such as CBM open/close animations, and also help to make sure this project works with next version of Orbiter.

We could combine Mustards P3/P4 into Thortons modules?

Maybe even be able to move around inside the ISS using camcontol MFD?



Anyway, that is our idea for the best ISS Orbiter has ever seen,

If anybody else would like to get involved, feel free to do so, or if anybody has any suggestions/comments, please post here.

It will be a big project, make no mistake, and it will require international co-operation from lots of developers, but surely you cant disagree that this ISS would be the best Orbiter has ever seen?

So, who is willing to take this leap of faith with us, and write themselves into the Orbiter hall of fame?

Please, post your intentions below,



Best wishes to everybody and to this new project,

Orbinaut Pete & The Aviator.
 
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Orbinaut Pete said:
Thorton is modeling an entire ISS[/FONT][/SIZE]

not entire iss only, but all separate modules too
 
Yes, we make ISS out of all seperate modules, that is the idea
 
you do not understand me, i make all iss configurations and all iss modules
 
So, you are making each module seperately, than putting them together into different ISS configurations
 
each iss configuration is separate spacecraft, not bunch of docked modules
 
Ah i understand - the only seperate module in the scenario would be the one that is about to be installed - so your ISS is a lot ike ISS fleet, only a LOT more detailed

That is ok - it makes the scenario less full of modules, and easier to control, etc,


-----Posted Added-----


Let me just clarify,

The idea is to have a very realistic ISS wih ALL modules, hi-res texures, a VC for all of ISS, and CBM hatch open/close animations.

Having an ISS that is one whole body, as opposed to seperate modules, would be perfectly fine, so long as we could put a VC in it, and CBM open/close aimations
 
A couple VC's I've been working on.
 

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a coupls others.
 

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Looks GOOD, Donamy!
 
See, I love this kind of thing. What makes any simulation/simulator good is the depth and detail it has.

Example: the Gran Turismo series of games. While other racing games offer cosmetic customization, GT has offered in depth tuning options for the vehicles you drive. If it can be adjusted on a car, it's probably adjustable in-game.

That's why I love things like VCs. I like the feeling that I'm there, even if I'm not. I'm not gonna fool anyone if I suddenly say I'm going to go to space. But here, I'm not only going to space, I'm the pilot, commander, mission specialist, everything. I like flying into orbit and making a rendezvous with the ISS, docking, but once I'm there, there isn't exactly much to do.

I hope this comes through. If I can help in some way (If this gets rolling) feel free to ask.
(Disclaimer: I no relevant skills. I could beta test or something.)

The above shots are great, by the way.
 
Sounds good to me. I happen to have a nice version of Zvezda (No VC yet) to contribute (Models by me, textures by kendo).

I have a feeling that once this gets off the ground it'll go a long way.
 
Ok, then lets get this thing started (we are still waiting for thorton's reply)

First thing i think we need to do is to give each team member a specific area to concentrate on. Me and The Aviator are wiling to do all .scn's (with realistic parameters) and to find out all actual launch dates/docking times etc. Me and The Aviator can only do .scn and some limited skills wih .cfg files.

What i need everyone to do is to post here wha they can and what they would be willing to do, then we can deicide who will do what.

I really want to make this ISS interactive, as mentioned above, because when you dock, there is not anything much to do. i would like to include fully working control panels for things like RMS, and also incude CBM hatch open/close. I would also like to do a pugin module that allows you to conrol the camera with the keyboard and move around inside the ISS from modue to module. Maybe even with the next version of SSU, if there was an animationon to open the shuttle airlock, then you could enter the shutle and go down into the middeck (which wil be included in next SSU)

I have a feeling that this is going to be a very good ISS...!


-Orbinaut Pete
 
Hi, Orbinaut Pete

Just some ideas
I don't know much about the ISS and I am not sure how real this team wants it to be. We could make the systems standard for each module that way most of the vc mesh and code will be the same on the inside.

I know you said that all you could do was the .scn's and cfg's (with realistic parameters), but there is so much more research that needs to be done. Like what the panels will look like and how the systems will work. Coding this stuff is not that hard but what takes time is finding the data. I have some manuals for the big aircraft to see how systems are set up. It is still a big job to lay out the panels. Some one with a paint program could play with this for hours to find the best lay out.

I think that this is where we can involve people with no C++ skills. We need people to do research and lay out how systems will work. All modules will have power systems so we could start with that.


If we use the same vc power panel and air lock in all the modules we can cut the time that it takes to code the vc stuff.

We could also do a nice mmu panel to move inside the space station or eva out/ship.

If we could get a couple of programmers to work on this we could set up a nice svn server and really write some nice systems for the modules.
If we build a strong team we could reach the stars. LOL

What I can do
Model/texture
C++/vc panels/ 2D panels / animations
I would love to work on power systems this is just basic math (witch I can do)
I can fill holes where we have no one working.



What I have trouble with
Harder Math (this really holds me back)

here is a link to the ship I was working on if you would like to see my work
http://www.dougsorbiterpage.com/users/explorer217/beta_test_files_026a1/Ec1_v2.zip
 
Russ,

I am willing to undertake more research to find out how things look, etc. With regards to realism, i think we all want the ISS to be as realistic as it possibly can be, all current (and future)? modules definately, and also exterior objects such as the SSRMS, MBS, ESP's etc.

For peope who dont know much about the ISS, i have produced a plan of the current plan for the final ISS (attached). It is in PDF. I also attach a pic of the final configuration. Please note that in the pic, the location of Node 3 is wrong, it wil now be underneath Unity. Anybody else who would like to know more about the ISS interior, there is a virtual tour of the interior available here: http://www.nasa.gov/externalflash/ISSRG/ - cick on 360 tour.

Also, we may need to design some new Soyuz, Progress and ATV craft wih VC's and hatch open/close animations.

-Orbinaut Pete
 
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Hi, Orbinaut Pete

I thought I would start working on a repairable system for this project.
This is just a proof of concept project with one lighted switch and a power relay. I will use 2D panels to simulate this, but when we do this for real we can use a virtual systems mesh. I should have something up and working In a day or two. I will post a working Dll for all to check out.


Donamy told me in a pm that he has some VC stuff build for the Iss and that we could use this for our project.

Donamy can you give us an inventory of what you have?

Thanks
Russ
 
Please note that in the pic, the location of Node 3 is wrong, it wil now be underneath Unity.

You are mistaken. it was decided to move Node 3 from underneath to side docking port.
 
Hi all!
First, apologize me for my absent from this thread, but I was busy contacting people for our team. When we will all I think that the best way to work is to establish the role of anyone, establish on what he can work and do things together coordinated. For now, as Russ said, we can start making all the common sistems for modules' vc. I don't know C++ and also I never did a mesh, so, I can do some research work, and also, what's this "Harder math" you have troubles Russ? As a second year student in Aerospace Engineering I don't know if I can help you on this. Tell me what you need and I will tell you if I am able to help you or not.
 
Ok any one got a mesh for quest ? I am developing the ummu quest airlock I have been talking to The Aviator in pm's about it
 
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