Difference between revisions of "Orbiter cockpits"

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Building your own simulation cockpit (simpit) is one way to extend the realism of flying Orbiter. Such cockpits have already been built for both personal and educational use. There are several levels of complexity that can be achieved through adding additional controls.
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Building your own simulation cockpit (a.k.a. 'simpit' or just 'pit') is one way to extend the realism of flying Orbiter. Such cockpits have already been built for both personal and educational use. There are several levels of complexity that can be achieved through adding additional controls.
 
* Programming joysticks
 
* Programming joysticks
 
* Generating key presses via switches
 
* Generating key presses via switches
 
* Communicating directly via an Orbiter Add-on
 
* Communicating directly via an Orbiter Add-on
 
* Visuals - Using multiple monitors and projectors
 
* Visuals - Using multiple monitors and projectors
* Building control panels
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* Building Display and Control Panels (DCP)
  
 
Please note that mention of hardware and software devices does not represent an endorsement of those devices.
 
Please note that mention of hardware and software devices does not represent an endorsement of those devices.
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==What makes Orbiter different?==
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A couple of things make Orbiter different from other flight simulators that people normally build pits for. The biggest is ''focus''. In aircraft flight simulators, you normally fly a single aircraft through the entire scenario. In Orbiter, you can 'focus' your flight between different vehicles, MMUs, and space stations, and you should take this into account. Another difference, alluded to previously, is the large variation in the types of vessels you may wish to control. Engines? Your vessel may not have any; or it may have multiple sets of engines. Landing gear? Maybe not.
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Another difference is autopilots. Aircraft autopilots and their Mode Control Panel (MCP) center around holding course and speed, following routes, etc. In orbiter, trajectories are king. One controlled engine burn, and coast the way to your destination. Then do it again. If you have a vessel controllable in reentry, maintaining an energy profile is the target, and creating switches, knobs, and displays to do that would be significantly different from that of a typical aircraft MCP.
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==Basic Guidelines==
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* What are you going to model? Will you focus on a single spacecraft type or make it generic?
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* Spend some time in design. Build mockups to try things out before expending money to do them for real.
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* Consider switch types. Toggle and rocker switches may be more 'correct' by matching the look of virtual panels (or actual panels for existing spacecraft), but can lose synchronization with the Orbiter panels, especially if continuing a saved scenario. Pushbutton switches alleviate that problem and can be paired with annunciators. Consider how much effort you wish to embrace with switch configuration prior to starting your flight.

Revision as of 12:25, 13 June 2007

Building your own simulation cockpit (a.k.a. 'simpit' or just 'pit') is one way to extend the realism of flying Orbiter. Such cockpits have already been built for both personal and educational use. There are several levels of complexity that can be achieved through adding additional controls.

  • Programming joysticks
  • Generating key presses via switches
  • Communicating directly via an Orbiter Add-on
  • Visuals - Using multiple monitors and projectors
  • Building Display and Control Panels (DCP)

Please note that mention of hardware and software devices does not represent an endorsement of those devices.

What makes Orbiter different?

A couple of things make Orbiter different from other flight simulators that people normally build pits for. The biggest is focus. In aircraft flight simulators, you normally fly a single aircraft through the entire scenario. In Orbiter, you can 'focus' your flight between different vehicles, MMUs, and space stations, and you should take this into account. Another difference, alluded to previously, is the large variation in the types of vessels you may wish to control. Engines? Your vessel may not have any; or it may have multiple sets of engines. Landing gear? Maybe not.

Another difference is autopilots. Aircraft autopilots and their Mode Control Panel (MCP) center around holding course and speed, following routes, etc. In orbiter, trajectories are king. One controlled engine burn, and coast the way to your destination. Then do it again. If you have a vessel controllable in reentry, maintaining an energy profile is the target, and creating switches, knobs, and displays to do that would be significantly different from that of a typical aircraft MCP.

Basic Guidelines

  • What are you going to model? Will you focus on a single spacecraft type or make it generic?
  • Spend some time in design. Build mockups to try things out before expending money to do them for real.
  • Consider switch types. Toggle and rocker switches may be more 'correct' by matching the look of virtual panels (or actual panels for existing spacecraft), but can lose synchronization with the Orbiter panels, especially if continuing a saved scenario. Pushbutton switches alleviate that problem and can be paired with annunciators. Consider how much effort you wish to embrace with switch configuration prior to starting your flight.