Project Ultimate Project ISS for Orbiter

We haven't set a relase date, the project is just started and we are working to simulate ALL ISS systems. This will take one year of work. Actually we need programmers, because we have to simulate a huge quantity of systems, make Virtual Cockpits working, etc. etc. If someone want to help us on the code we will be happy! More people will work in the project, more quickly we can relase it. Also, we are setting up a site for the project, and we need skilled people to edit it. For now, you will see only the actual project's logo and a black page, but in the future you'll see our progresses there. Any help offer will be welcome!
 
release dates

I think the plan is to start from the first module and work our way to the end. I think we will release one module at a time. I am working On the coding for the quest and the Zarya now. Our vc department is modeling the vc for quest. Of curse we are going to start small and get some working modules out.

Our team's goal is to always be upgrading our models and code. So there will be one complete set of modules at version 1. Then we will start upgrading our work. The nice thing about our team is that we all have to give our work to the team. This work is open to orbiter so later if some one wants to do some work on something they can join the team and do the upgrade.

I don't think it will take more then a month or so to get to a first release. I will continue to give honest updates no how the work is going. I am not sure but I think our website will have a nice area for work completed on the project.

Russ
 
--MANAGEMENT UPDATE-

Hi all,

Sorry this thread has gone a bit quiet the last week, but that's not because nothing has been happening, lots of things this week have been getting organized!


OK, here's the latest:

We now have a web site! RussH set one up and the Management dept. is in charge of editing it. I am currently working on the logos and graphics, and this week I will build the site and hope to have it up and running by the end of the week. This site is for the public only. It will include daily info blog's typed by management, and screenshot's, etc. Eventually we will release via the site. I want to create a really professional looking site that promotes the addon. If I need any help, I will ask publicity department. I would like them to be involved in the site, but so far we have had no replies. When site is done, I will post the link for the public to see. We are still keeping all team communications and info on the existing team wiki.

We now also have a working Quest that is UMMU compatible. Unussapiens is working on a VC for it now. This module will have been a sort of “test” just to verify that the team structure works, etc., although we will use it in the final addon. We are now starting work in order of when each ISS module was launched. So Zarya is up first, RussH is currently working on it. I will detail all in the official work plan I will put on our team wiki later this week.


I think that the order for which things should work will be: Exteriors makes modules, passes that to Interiors dept, then they send it to Animations/code – this way the modules go “up the skill chain” in order.
All modules used will be Thorton's, that way we can be sure that they will all fit together properly, and also, so that they will all look part of a “set”, not like a “patchwork” ISS that is only available as an addon currently. Also, Thorton, I will talk to you about launch vehicles. Are you going to use your own Proton rocket from OH, or do a new one?


RESEARCH DEPT:
What I think would be a better approach than trying to find pictures of specific modules in order, is to just start finding any interior pic's you can, and put them all together into a database, with modules and images for them listed, and just add to it as and when you find them. Then when we need the images, we can just search the database! Mark, this is up to you to organize!


--NEW IDEAS--
I would really like to make this addon as a self-installing .exe file. If anyone has skills with this and would like to help, post below!

Also, me and The Aviator really like Donamy's EMU's. We need a new Orlan and EMU spacesuits for the UMMU station, so maybe we could include his?

Also, animations to remove dock covers from modules once docked would be good.

And finally, an extendible docking ring that can extend from the new SSU, and then can be retracted to form hard dock with the station. Management is going to talk with the SSU team this week about co-operation on the project.



So, this next week, everyone just get to work in your various departments. This time next week I hope to have a finished site, and a full plan of work, then I will declare the project officially “Cleared the Tower”!!!!!


Good job!

-Pete
 
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How is the SSRMS going to be controlled? Is it going to be with the remoteaniMFD, the Spacecraft3 interface, or are you going as far as a control box like in the default shuttle?
 
Pilot7893,

At the moment the SSRMS will have a fully working control panel inside the ISS VC and you will be able to control it from there. The control panel will have screens on it displaying all the camera's on the SSRMS. Eventually, when it is finished, the controls will be moved to Cupola.

See attached pic for an example of the sort of display screens that we will be using. This excellent one by Donamy.

-Pete
 
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My 2 cents
hlyz8njxftolhk3xx1-09346A4.jpg

http://akaa.free.fr/orbiter/addons/CBM.zip

(It's an updated version)
 
Thanks, Schimz!

We needed an new CBM hatch, only we are going to add an actual window in the middle so you can see inside the VC from outside, or outside to space from inside.

We will probably use the textures from this one.

Thanks.


-Pete
 
Yes, the model is like this, but more detailed. However, the most important thing you will see on our ISS will be the internals. For the first time you will see a "living" ISS, with working systems, fully interactive! Actually we are working on a VC for Zarya, when it will be finished, we will post some pictures of it here. There aren't particular systems, it's only a Storage module, but it will be a first example of the work we are doing.
 
I must say that it is all really fascinating to see this level of development going on for a "training aid". This project, the SSU, the XR series. Dan's DGx series, and so many others. Think of how Martin must feel to watch his child grow up like this. For it to become so much more than his wildest dreams.

As I was reading this thread and wanting to be a part such creativity and team work but not possessing the technical knowledge [well I did do some GMAX work and technical writing, and beta testing .. hmmm] I suddenly remembered a wonderful technical add-on that someone was doing. Where was that? ... darn my aging memory, what was it called ... it was a highly detailed solar array P3/P4 truss that someone :) was engineering. Darn it, which forum did I see that on? FOUND IT. Wait ... that name ... I've seen that name recently... Russ_H. Oh now that is funny and it makes so much sense. Great minds think alike AND also must tend to hang out with other great minds.

So I was thinking I could make the suggestion that the team contact the developer/s of the "Solar Array truss P3/P4 from the mustard site (where I found it) - never mind ... he is already here. Russ ... do you need any talking into? I'm assuming that you are the same Russ_H of Mustard & RussH that developed the P3/P4 Solar array? Can I (we) also assume that we’ll be seeing those as part of the .. :rofl: UPISS ?


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


Not that I'm suggesting this is the direction that this project should go. But I've been kicking this idea around in my head for awhile.

So you all know about FPS games like Quake, Battle Field2, Unreal etc.. You probably also know that they all have editors with them that allow you create your own levels (think ships/stations). Imagine docking with the ISS and the act of "transferring" to the ISS launches Quake with an entire space ship to walk round in. Anyone play Doom3?

There of course would be some long load times going from ship to station and back again ... but it would solve the issues of walking around and interacting with the "observed" environment without having to completely rewrite the Orbiter program.

Wadda think. No freakin way :thumbsdown: .. or .... hmmm :hmm:, plausible ?

(again NOT for this project - just something I've thought about in the past)
 
Hi, Tachyon.

Thanks for the post!

We are currently looking to include solar arrays similar to Mustards, but, however, we will not use those exact ones. We want to use the arrays by Thorton, as 1. we are sure they will all fit together properly, and, 2. so that all modules will look part of a set. RussH owns the code for Mustards solar arrays, and we will be including all the same animations. We want them to look as real and as detailed as possible, like Mustards. Our arrays will also have automatic sun-tracking capability, and will actually generate power when sunlight shines on them, and will send it to the ISS batteries, which will be drained by systems. We will create a "living" ISS.

As for your other idea, we are currently only looking to be able to transfer crew with UMMU, and move around with CamControl. However, we are currently investigating all methods possible, so we will be considering yours.

We need to find out more info first before we could make a decision, but, in answer to your question, yes, it is possible!

In the next post, I have included some pictures of our progress so far...take a look!

-Pete
 
Screenshots

Some of our progress so far...


Exteriors by Thorton

Interiors by Unussapiens - Interiors are rendered from actual ISS photos. We will do this for all ISS.
 
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You really need to upgrade, to the SSU.
 
Donamy...

We are looking to include the new SSU in this addon. We have talked to the SSU team about this.

Also, we would like to ask you if it would be OK if some of you work could go into our interiors? We would like you to do control panels, etc and also do some interiors work on modules?

Do you think you can help?

Thanks

-Pete
 
Thorton and Me finished Spacelab palettes for STS-92 and STS-104...
 

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--OFFICIAL NAME CHANGE--

New Project Name:

ISSU (ISS Ultra)
 
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