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{{Addon
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{{Addon|1=[http://www.orbithangar.com/searchid.php?ID=2761 OrbitHangar]|2=Kwan3217, Donamy, Panchi, [[#Help Wanted|You!]]}}
|1=[http://www.orbithangar.com/searchid.php?ID=2761 OrbitHangar]
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[[Category:Addons]]
|2=Kwan3217, Donamy, Panchi
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[[Category:Vessel addons]]
|4=Orbiter 2006
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[[category:realistic addons]]
}}
 
 
 
 
[[image:SpaceShuttleDeluxeCover.png|right|300px]]
 
[[image:SpaceShuttleDeluxeCover.png|right|300px]]
Space Shuttle Deluxe is based on the code and model of the stock Atlantis which comes with Orbiter 2006. Since it is in a state of continuous slow flux, it is better to host its manual here.
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Space Shuttle Deluxe is based on the code and model of the stock Atlantis which comes with Orbiter 060929. Since it is in a state of continuous slow flux, it is better to host its manual here.
  
Our aim is to make a model of the Space Shuttle which is as realistic as possible, at the expense of everything, including possibly ease of use.
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Our aim is to make a model of the Space Shuttle which is as realistic as possible, at the expense of everything, including possibly ease of use. Remember, Orbiter is no game.
  
 
== Credits ==
 
== Credits ==
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VC 3D panels and textures by Don Gallagher (Donamy). Copyright © 2006-2007 Don Gallagher.
 
VC 3D panels and textures by Don Gallagher (Donamy). Copyright © 2006-2007 Don Gallagher.
  
The changes are released under the GNU Library GPL. As this is a derivative work of the stock Atlantis, Martin Schweiger and the other original authors retain copyright on the parts the authors didn’t change. Martin’s original work is used by permission.
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Our changes are released under the GNU Library GPL. As this is a derivative work of the stock Atlantis, Martin Schweiger and the other original authors retain copyright on the parts we didn’t change. Martin’s original work is used by permission.
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== Help Wanted ==
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If you want to add any features to Space Shuttle Deluxe, and you feel you have the skills, let us know! We need
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*Test Pilots
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*Feature Suggestions
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*People willing to code features
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Our project is intended to be open to anyone with skills relating to developing addons. Coding, modeling, texturing, documentation, test pilots, whatever. If you wish to participate, send a forum PM to kwan3217 stating how you wish to contribute.
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Anyone is welcome to look at our code, see how we did stuff, and incorporate our ideas into their projects. Anyone is welcome to include code from our project into theirs, subject to the terms of the GNU Library GPL. I’m in the process of setting up read-only anonymous access to the source code repository, but before that, PM me to get instructions on how to get the code.
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Discuss changes here on the [[Talk:Space Shuttle Deluxe|Talk Page]], or on the Orbiter Forum (http://orbit.m6.net/forum/)
  
 
== User Manual ==
 
== User Manual ==
 
=== Inverse Kinematics RMS Arm ===
 
=== Inverse Kinematics RMS Arm ===
[[Image:IK Control Panel.png|right]]
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==== Introduction ====
 
Kinematics is the study of motion, independent of force (that’s dynamics). In robotics, forward kinematics is the method of using the joint rotation angles and other actuator states to determine the location of the end effector. Inverse kinematics, or IK, is the method used to find joint angles given a target location.
 
Kinematics is the study of motion, independent of force (that’s dynamics). In robotics, forward kinematics is the method of using the joint rotation angles and other actuator states to determine the location of the end effector. Inverse kinematics, or IK, is the method used to find joint angles given a target location.
  
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On the real space shuttle, the RMS arm is controlled primarily by the aft translation and rotation controllers. The translation controller is used to move the end effector, and the rotation controller is used to aim it. In this mode, the arm computer figures out what speed to rotate each joint at in order to satisfy a translation or rotation command. The crew can control the arm manually by moving each joint, but this is clearly not the easiest way to do it. Up to now in Orbiter, only this manual joint-by-joint mode has been available. This addon fixes that. It allows you to command a translation of the end effector, and have the machine satisfy it in whatever way is necessary.
 
On the real space shuttle, the RMS arm is controlled primarily by the aft translation and rotation controllers. The translation controller is used to move the end effector, and the rotation controller is used to aim it. In this mode, the arm computer figures out what speed to rotate each joint at in order to satisfy a translation or rotation command. The crew can control the arm manually by moving each joint, but this is clearly not the easiest way to do it. Up to now in Orbiter, only this manual joint-by-joint mode has been available. This addon fixes that. It allows you to command a translation of the end effector, and have the machine satisfy it in whatever way is necessary.
  
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==== How to use IK ====
 
The control panel (pictured to the right) is similar to the standard RMS control panel, with the addition of a new cluster of buttons, marked “Translation”. These buttons are used to directly command the end effector to move in a straight line along one of the cargo bay axes.
 
The control panel (pictured to the right) is similar to the standard RMS control panel, with the addition of a new cluster of buttons, marked “Translation”. These buttons are used to directly command the end effector to move in a straight line along one of the cargo bay axes.
  
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All of the other direct joint buttons still work as before. The only other difference is that the arm, when stowed, goes to a perfectly straight configuration.
 
All of the other direct joint buttons still work as before. The only other difference is that the arm, when stowed, goes to a perfectly straight configuration.
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==== How to include IK in your own vessel ====
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This section is only for those who code their own vessels. If you don’t intend to build the arm into your own program, you don’t have to read this section.
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The IK arm requires a change to the Atlantis.rc resource file to include the new buttons, new code in the dialog handler to handle these buttons, a couple of functions to handle the IK itself, and additions to the orbiter setup to set things up for IK.
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Most of the new code is in Atlantis.cpp. This includes the new function SetAnimationIKArm to actually move the arm in response to a command, changes to RMS_DlgProc to handle the new buttons and generate IK commands, and additions to DefineAnimations to gather the correct information about the arm geometry that the IK routine needs. It also includes code incidental to the new aerodynamic model and code which flaps the body flap.
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A separate tech note the derivation of the forward and inverse kinematics equations is included in this package.
  
 
=== Aerodynamics and Mass model improvements ===
 
=== Aerodynamics and Mass model improvements ===
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=== Payload Bay Cameras ===
 
=== Payload Bay Cameras ===
[[Image:Camera Control.png|right]]
 
 
There are five new camera views: The four cameras at the corners of the payload bay, and the camera on the RMS end effector. These are accessable as normal VC views by pressing {{Key|Ctrl}}-{{Key|Arrow}}. A chart of the available VC views, including old cockpit views and new camera views, appears below.
 
There are five new camera views: The four cameras at the corners of the payload bay, and the camera on the RMS end effector. These are accessable as normal VC views by pressing {{Key|Ctrl}}-{{Key|Arrow}}. A chart of the available VC views, including old cockpit views and new camera views, appears below.
  
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|}
 
|}
  
Also, the new Payload camera control panel is available. To access it, press {{Key|ctrl}}-{{Key|Space}}, then select Payload camera operations. To rotate a camera, select it with the Camera radio button, then use the rotation controls to pan the camera.
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Also, the new Payload camera control panel is available. To access it, press {{Key|ctrl}}-{{Key|Space}}, then select Payload camera operations. To rotate a camera, select it with the Camera radio button, then use the rotation controls to pan the camera.  
  
 
=== Landing Gear Control ===
 
=== Landing Gear Control ===
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'''DO NOT''' lower the landing gear in space, as you can't re-raise them.
 
'''DO NOT''' lower the landing gear in space, as you can't re-raise them.
  
=== Customizable Name ===
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=== Known issues, bugs, and other unplanned features ===
You can now paint any name you want on the side of the ship. In the scenario file, add this line to the section describing the Space Shuttle:
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Bugs? Surely you jest! Well, maybe one or two…
 
 
WING_NAME Independence
 
 
 
This will paint the name "Independence" below the flag on the right wing, and on each side of the cockpit.
 
 
 
== Known issues, bugs, and other unplanned features ==
 
Bugs? Surely you jest! Well, maybe one or two... Add any bugs (features you know don't work as intended, or features which are only partially implemented) here. New feature requests go in the next section
 
  
 
*Don’t use the Payload camera rotation controls when you are not looking through a payload camera. Doing this will cause the camera to look at an odd angle, and no longer respond to the rotation control butons. To fix this, just hop to a different VC location, then hop back.
 
*Don’t use the Payload camera rotation controls when you are not looking through a payload camera. Doing this will cause the camera to look at an odd angle, and no longer respond to the rotation control butons. To fix this, just hop to a different VC location, then hop back.
 
*MPS engine yaw steering is not pure yaw. Some of the yaw command couples into the roll axis.
 
*MPS engine yaw steering is not pure yaw. Some of the yaw command couples into the roll axis.
*IK only maintains end effector pitch. It should also do yaw and roll.
 
*IK control panel doesn't change its title to reflect the name of the ship as specified by WING_NAME
 
  
== Planned Features not yet implemented ==
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=== Planned Features not yet implemented ===
 
* Use all three main engines to counteract changes in thrust of the SRBs. The MPS engine steering still only uses the center engine to counteract changes in thrust in the SRBs. Near SRB burnout, the center engine pitch will increase to unreasonable levels.
 
* Use all three main engines to counteract changes in thrust of the SRBs. The MPS engine steering still only uses the center engine to counteract changes in thrust in the SRBs. Near SRB burnout, the center engine pitch will increase to unreasonable levels.
 
* Add an animation so main engine gimbal action is visible
 
* Add an animation so main engine gimbal action is visible
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* Add propellant resources so that there is a separate forward RCS tank, and perhaps two separate tanks in the OMS pods. Since all engines in the aft can be cross-fed, maybe it makes sense just to model it as one resource.  
 
* Add propellant resources so that there is a separate forward RCS tank, and perhaps two separate tanks in the OMS pods. Since all engines in the aft can be cross-fed, maybe it makes sense just to model it as one resource.  
 
*Calculate the center of gravity based on the loading of the fuel tanks and payload.
 
*Calculate the center of gravity based on the loading of the fuel tanks and payload.
*Customizable [[W:roundel|roundel]] (NASA Logo) and flag
 
*Correct Rudder deflection.  Rudder currently moves to the left when it should move to the right and vice versa
 
*Disable Flight Control System (FCS) operation on orbit.  Once APU's are shut down, Flight Control Surfaces do not move on orbit.  FCS is phased back in during various times in rentry.
 
*Correct Reaction Control System (RCS) operation.  Only one engine per cluster/direction will fire at a time to preserve redundancy.  Currently three or two per cluster fire.
 
 
==Gallery==
 
<gallery>
 
Image:SSRMS looking at EPJ.jpg|SSRMS looking at itself, demo
 
</gallery>
 
 
==See also==
 
* [[Space Shuttle Ultra]]
 
 
{{HasPrecis}}
 
 
[[Category: Articles]]
 
[[Category:Orbiter 2006 add-ons]]
 
[[Category:Space Shuttles]]
 
[[category:Realistic add-ons]]
 

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