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Author Topic: [closed] beta2 of CTV-ATV  (Read 15628 times)

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Offline no matter

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Reply #25 - 18 September 2007, 21:58:51
Yes, you can fix them if you like, I think your computer is particularly able to do that. Mine is HALesque and fix
guidance itself :badsmile:

the same in french:
Oui, si tu veux bien. Je pense que ce sera plus simple à partir de ton ordi. Le mien a des tendances à la HAL, il force
les autopilotes à fonctionner. Ce n'est pas la première fois que cela survient avec les auto, evidemment une fois qu'il
est entièrement constitué, on a plus de mal à remarquer une erreur "potentielle" (c'est à dire qui s'exprimera sur
d'autres pc que le mien).



Message modifié ( 18-09-2007 21:59 )

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Offline Momo

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Reply #26 - 18 September 2007, 22:07:00
ok sa marche, je les reprend pour toi, je te ferais un pack d'ici jeudi (ben vi... mon tio n'a pas ecole le mercredi)

merci pour ta confiance! sa me fais plaisir de te rendre service!



Offline no matter

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Reply #27 - 18 September 2007, 22:14:12
Ok Thanks! It will clear that from my mind. I simply can't fix here and that makes no sense to me.
Since the old spacecraft3 version, some have reported it to be Ok, some that it spins.


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Offline simcosmos

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Reply #28 - 18 September 2007, 22:36:58
About automatic guidances, might be talking nonsense but it is probably better to avoid giving a pitch command that ends
before or at the same time the main engine(s) is(are) shut-down (even if the pitch is constant). The better - for eventual
wider compatibility with very different computer specs - is then perhaps to *always* make sure that there is a stable pitch
command (some seconds, 5 to 10s or so) coded in the guidance *after* killing main engines. Hope this makes sense.

António


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Offline no matter

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Reply #29 - 18 September 2007, 22:43:15
Yes it makes a lot of sense. I simply had never though of keeping a pitch command active after engine shutdown but
it seems to me a good solution ;) thanks for that


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Offline Fearless

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Reply #30 - 19 September 2007, 00:34:44
The CTD I had in beta1 regarding the CTV LEO4 docked to ISS has resolved itself in beta2 8) I have no clue at to why
it happened in the 1st place.


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Offline no matter

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Reply #31 - 19 September 2007, 00:36:53
Ok ;) happy to hear that.


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Offline no matter

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Reply #32 - 19 September 2007, 00:46:46
A little note about the .bat:
All remaining CTV/ATV  .bat  files remaining in the root folder of orbiter are outdated, they won't work anymore,
you can erase them
, the new ones are in the modules folder.


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Offline Fearless

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Reply #33 - 19 September 2007, 05:17:34
Quote

From Picco in Beta1 Thread.

Fearless, there is a very good tutorial by Papyref for the "rendez vous" technique.
It's here ...
http://orbiter.dansteph.com/francophone/rendezvous/rendezvous.php
It is in french, but a lot of pictures of MFDs should help you to succeed . ( I hope )

Thanks for that picco and I'll try it out as per piccie viewing.  It would be great if that tuit could be translated though.


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Offline no matter

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Reply #34 - 19 September 2007, 13:06:43
Here is a quick answer to the question you have originally posted on the beta 1 thread:
(How and when is the best time to launch so I can meet up with ISS or alternatively, do I speed up to catch
up with the ISS
)

The best launch situation is, of course, when the orbital path of the station is passing over Kourou (the launch site),
and more important when the station is just over the launch site (then the distance between the spacecraft and the
station will be shortest than if you launch when the station has passed over Kourou).

Then for the rendez-vous you should see a tutorial, I believe that tutorials on this point are available in english, try on
the M6 forum. You should check this thread http://www.orbitersim.com/Forum/default.aspx?g=posts&t=3064 as it
gives many links to tutorials (ok none of them are dedicated to the CTV, but a rendez-vous is pretty generic, once you
have understand the basics, you will be able to adapt it to any spacecraft)

A little bit of theory on the rendez-vous: http://www.orbiterwiki.org/wiki/Rendezvous

Hope it helps!



Message modifié ( 19-09-2007 17:36 )

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Offline picto

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Reply #35 - 19 September 2007, 19:18:15
I don't know if it's a bug or a feature.
I can't focus Vikings models or animate them.




Pic

Offline woo482

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Reply #36 - 19 September 2007, 19:19:30
Bug I dont have it It Might Be another mod You are useing


Offline picto

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Reply #37 - 19 September 2007, 19:45:57
Thanks woo482 .... I'm searching how this happened.

NoMatter ... did you noticed this one ?
I thought it was solved ... :wonder:






Pic

Offline no matter

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Reply #38 - 19 September 2007, 19:47:35
It works here. The keys are K for panels deployment and G for rotating them and as i see you are with Viking-lab, if I
remember well, left shift+1(numpad) and left shift+2(numpad) to move the telescope.

Focus is not disabled, I don't know what's happening.
Can you check if any other vessel present in the scenario or a MFD is not stealing the Keys?


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Offline no matter

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Reply #39 - 19 September 2007, 20:04:48
I have set the jettison speed 5 time slower for the escape tower.

Or you are talking about the 20° attitude?
I explained you that it is needed unless you want to dive in the ocean.

When the booster have been jettisoned, the total thrust amount is severely lowered (boosters Thrust=6709000.0N) ,
the VACC become negative and the vertical speed is decreasing, so the rockets will soon exceed its apogee
if no action taken. The only thing you can do is to raise the nose.

Well, it could have been smoother, better handled but Multistage2 guidances are not friendly user.

The real Ariane looses altitude at this point but in orbiter it goes to the ocean dive if no action taken.
I do better in a manual way but with the guidance i didn't succeed.
I don't find it shocking, there is no shame as raising the nose when needed :wonder:

That's why I have marked it like a kind solved.


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Offline picto

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Reply #40 - 19 September 2007, 20:09:04
Ok it's for Jettison ... the speed seems strange to me but I don't know how it works in real life. ;)
I'm searching how this strange bug of focus hapened ...
It works fine ... I don't understand ... I think I was the bug :badsmile:



Message modifié ( 19-09-2007 20:16 )

Pic

Offline no matter

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Reply #41 - 19 September 2007, 20:24:19
Well, I Don't know exactly the jettison speed of such a part of the launcher, but I believe it is fast.
It is an escape tower and its engines are ignited when the separation occurs.
The only thing I have as reference is Apollo (AMSO or NASSP and Ron Howard's Apollo 13 movie) or soyuz, never saw
the real thing myself.

I think it is good to jettison the nose 100m/s fastest than the roket is and offseted to avoid collision.

If someone has better information on escapes tower, I will modify if needed.

Quote
I'm searching how this strange bug of focus hapened ... certainly a special serie of manips ..
.
The fact is that sp3 contains no info on focus (there is a focus line in the config but it is dedicated to which payload will
have the focus in case of a sp3 vessel carrying a payload).  

May be under certain condition this can bring a problem?



Message modifié ( 19-09-2007 20:32 )

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Offline picto

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Reply #42 - 19 September 2007, 20:51:04
No ... I really can't reproduce the focus bug ... sorry NoMatter.

Not a bug, but a little point about perfs.

When I focus the camera "inside" the mesh in external view, I can see many details like these.
All these polys are unuseful. I think it's a good idea to "hunt" them and destroy them.
On a mesh lt is possible to decrease the polycount for about 1/3 when you do this.
It is a hard and penible work but I think it's important.
If you pay attention to this, and optimize your work at each step of the creation process your addon
will be more "playable" at the end ... Or you can reuse the polygones to
 improve the level of details ( by making them "visibles" :)

Don't forget that even you can't see them they are proceeded quand même :)
Et rien que sur cette image j'en compte une soixantaine.




Pic

Offline no matter

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Reply #43 - 19 September 2007, 21:03:34
Yes, I will do something for that.
Héhé, this is what makes a mesh made by me different from a mesh made by Well, mine is always full of unwanted
details >_<
it is a chance that you have never seen the old version (I have removed near 200 to 500 faces, the grapping point
was an ultra hires grapping point :badsmile: )

Some faces will remain as they are seen from the outside as well as on the inside, but I agree some must be deleted.

It will be fixed for the next.



Message modifié ( 19-09-2007 21:04 )

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Offline picto

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Reply #44 - 19 September 2007, 21:24:41
In the same idea ... it is not to criticize.
Just take what i'm saying as "encouragements"
I've been looking to the way your meshes are build.

For example Viking Lab ...
Don't forget that point too ...
The less you will have groups the better it will be proceeded by our little computers. :)
I'm sure it is possible to have exactly the same look with only 2500 polygones and 10 groups.
I say ten because of the ANIM_groups that you can't merge with others.

But if not an animation group ... the best is
ONE Material ..... ONE group ...
I'm sorry, no time to do it now, but I would like to do it on one of your mesh.

When you will have time to do this work.

Par exemple sur Boulinium, j'ai 78 groupes à l'heure actuelle  dont une soixantaine pour les animes.
Mais vu que j'ai six materials avec trois textures. ( chaque texture est réutilisée par un material "sombre" et un material "éclairé" à la fin de la modélisation , je ne laisserai que 6 groupes plus les soixante groupes d'anim.

Parles en à Dan aussi.
Il a fait un outil qui permet de ranger les groupes ensuite par Material.
Cet utilitaire permet de reclasser tous les groupes dans l'ordre des Materials ...
Par exemple les quarante groupes d'animes des panneaux solaires vont se retrouver rangés dans l'ordre juste sous l'appel au Material qui les concerne dans le fichier .msh


But, as you say, it can be improved later ...
For the next releases of Ariane 5 and CTV



Message modifié ( 20-09-2007 15:33 )

Pic

Offline no matter

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Reply #45 - 19 September 2007, 22:22:17
I know that picto, these meshes are old , stop revealing my weakness :badsmile:
I do better now I know how optimisation works.

It will screw the animations if animated groups are modified (it is sp3, not c++ >_<) so it will need some extra time to
fix every Viking.

All the modules will be fixed sooner or later.
I am not sure to make all the mesh modifications on this version, my main focus remains the code for now. May be for
the last beta.


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Offline picto

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Reply #46 - 19 September 2007, 22:24:57
Quote
(it is sp3, not c++ >_<) so it will need some extra time to fix every Viking.

:siffle:

Oki .. ;)
I stop there ;)


Pic

Offline no matter

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Reply #47 - 19 September 2007, 22:38:01
Some will be really easy to fix, but some will require to redo the whole configuration so I plan to use C++ "tant qu'à
faire"!
I will try to introduce some interactivity between the CTV and the Vikings. It is also planned to add some kind of
interactivity between the CTV (or an UMMU) and Proba. Later...


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Offline Fearless

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Reply #48 - 20 September 2007, 02:11:18
Quote
no matter wrote:
Here is a quick answer to the question you have originally posted on the beta 1 thread:
(How and when is the best time to launch so I can meet up with ISS or alternatively, do I speed up to catch
up with the ISS
)

The best launch situation is, of course, when the orbital path of the station is passing over Kourou (the launch site),
and more important when the station is just over the launch site (then the distance between the spacecraft and the
station will be shortest than if you launch when the station has passed over Kourou).

Then for the rendez-vous you should see a tutorial, I believe that tutorials on this point are available in english, try
on
the M6 forum. You should check this thread http://www.orbitersim.com/Forum/default.aspx?g=posts&t=3064 as
it
gives many links to tutorials (ok none of them are dedicated to the CTV, but a rendez-vous is pretty generic, once you
have understand the basics, you will be able to adapt it to any spacecraft)

A little bit of theory on the rendez-vous: http://www.orbiterwiki.org/wiki/Rendezvous

Hope it helps!

Thanks no matter.  problem with the station is that she's some quarter of an orbit ahead when the orbital path
passes directly over Kourou Launch Site so I'll just have to estimate when to lauch.  It applies to both CTV-LEO4 and
6 scenarios


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Offline no matter

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Reply #49 - 20 September 2007, 02:54:13
I have a better scenario here, just launch as soon as orbiter start the scenario.
Sorry, it is for the ATV but you can adapt it for the CTV (hope you know how!).

Code: [Select]
BEGIN_DESC
Contains the latest simulation state.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 54914.1103228588
END_ENVIRONMENT

BEGIN_FOCUS
  Ship Ariane5
END_FOCUS

BEGIN_CAMERA
  TARGET Ariane5
  MODE Extern
  POS 4.00 -1.00 -100.70
  TRACKMODE TargetRelative
  FOV 50.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
  TYPE Surface
  SPDMODE 1
END_MFD

BEGIN_MFD Right
  TYPE Map
  REF Earth
  BTARGET Kourou_csg
  OTARGET ISS
  ZOOM
  TRACK ON
END_MFD


BEGIN_SHIPS
ISS:ProjectAlpha_ISS
  STATUS Orbiting Earth
  RPOS -6604220.13 917258.13 1019355.44
  RVEL 683.237 7331.946 -2201.846
  AROT 30.00 -0.00 50.00
  IDS 0:588 100 1:586 100 2:584 100 3:582 100 4:580 100
  NAVFREQ 0 0
  XPDR 466
END
Zl3arms:Spacecraft/Spacecraft3
  STATUS Landed Earth
  POS -52.5595750 5.0600030
  HEADING 220.02
  PRPLEVEL 0:0.987
  THLEVEL 2:1.000
  NAVFREQ 0 0
  RCS 1
  CTRL_SURFACE 1
  CONFIGURATION 1
  CURRENT_PAYLOAD 0
  SEQ 0 -2 0.000000
END
Ariane5:W-Ariane5\arES
  STATUS Landed Earth
  POS -52.5596280 5.0600480
  HEADING 130.00
  PRPLEVEL 0:1.000 1:1.000 2:1.000
  NAVFREQ 0 0
  CONFIG_FILE Config\W-Ariane5\arES-ATV.ini
  GUIDANCE_FILE Config\W-Ariane5\ATV-ISS.txt
  CONFIGURATION 0
  STAGE_STATE 2
  STAGE_IGNITION_TIME 0.000
  CURRENT_BOOSTER 1
  CURRENT_STAGE 1
  CURRENT_INTERSTAGE 1
  CURRENT_PAYLOAD 1
  FAIRING 1
END
END_SHIPS

BEGIN_ExtMFD
END

Quote
problem with the station is that she's some quarter of an orbit ahead when the orbital path
passes directly over Kourou Launch Site so I'll just have to estimate when to lauch
You can reach ISS in that situation too, it is just longer.


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