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− | {{Addon | + | novarr |
− | |1=[http://www.orbithangar.com/searchid.php?ID=2761 OrbitHangar] | + | {{Addon|1=[http://www.orbithangar.com/searchid.php?ID=2761 OrbitHangar]|2=Kwan3217, Donamy, Panchi, [[#Help Wanted|You!]]}} |
− | |2=Kwan3217, Donamy, Panchi | ||
− | | | ||
− | }} | ||
[[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 | + | 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. | 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. | ||
== Credits == | == Credits == | ||
− | IK Arm, aerodynamic and mass model improvements, and MPS engine gimballing by Chris Jeppesen (kwan3217). Copyright | + | IK Arm, aerodynamic and mass model improvements, and MPS engine gimballing by Chris Jeppesen (kwan3217). Copyright © 2006-2007 Chris Jeppesen. |
− | Payload bay and RMS cameras by Francisco | + | Payload bay and RMS cameras by Francisco López (panchi). Copyright © 2006-2007 Francisco López. |
− | VC 3D panels and textures by Don Gallagher (Donamy). Copyright | + | VC 3D panels and textures by Don Gallagher (Donamy). Copyright © 2006-2007 Don Gallagher. |
− | + | 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 didnât change. Martinâs original work is used by permission. | |
+ | |||
+ | == Help Wanted == | ||
+ | If you want to add any features to Space Shuttle Deluxe, and you feel you have the skills, let us know! We need | ||
+ | *Test Pilots | ||
+ | *Feature Suggestions | ||
+ | *People willing to code features | ||
+ | |||
+ | 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. | ||
+ | |||
+ | 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. | ||
+ | |||
+ | Discuss changes here on the [[Talk:Space Shuttle Deluxe|Talk Page]], or on the Orbiter Forum (http://orbit.m6.net/forum/) | ||
+ | |||
+ | === Project SVN Server === | ||
+ | |||
+ | NOTE! You don't ''have'' to get the project this way. You can get it off of OrbitHangar, source code and all, updated irregularly once every few weeks. This is mostly intended for people who want to actively help write the program. | ||
+ | |||
+ | This project is hosted on an [http://subversion.tigris.org/ SVN] source control server at '''svn://dejiko.kwansystems.org:3691/trunk/''' . This is not a normal URL that you can point a web browser at. Instead, it is used in an SVN client such as [http://tortoisesvn.tigris.org/ Tortoise SVN]. | ||
+ | |||
+ | Anyone can check out code. The most convenient way to do it is as follows: | ||
+ | |||
+ | *Create a blank directory. This will have a clean install of Orbiter and Deluxe when we are done | ||
+ | *Enter that directory and check out the project into it. Using Tortoise SVN, right click on the directory window and select 'SVN Checkout'. Then enter the URL above. With command-line SVN, use the command | ||
+ | |||
+ | svn checkout svn://dejiko.kwansystems.org:3691/trunk/ | ||
+ | |||
+ | *Unpack the normal Orbiter base and SDK zips into this folder, overwriting as necessary | ||
+ | *Now here's the important step: Use the revert command to get back all the new files from Deluxe which were overwritten. Using Tortoise SVN, right click on the directory window, and select Tortoise SVN/Revert.... With command-line SVN, use the command | ||
+ | |||
+ | svn revert | ||
== User Manual == | == User Manual == | ||
=== Inverse Kinematics RMS Arm === | === Inverse Kinematics RMS Arm === | ||
[[Image:IK Control Panel.png|right]] | [[Image:IK Control Panel.png|right]] | ||
− | Kinematics is the study of motion, independent of force ( | + | Kinematics is the study of motion, independent of force (thatâs 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. |
− | Think about how you move your own arm. When you reach out to grab something, you | + | Think about how you move your own arm. When you reach out to grab something, you donât consciously think âWell, I have to rotate my shoulder so much, my elbow like this, and do it all at the right speed.â You just think of your hand being in the right place, and your motor control center (down in your cerebellum) figures out how to do it. Itâs instinctive for a person, and can be programmed into a robot. |
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. | ||
− | 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 | + | 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 âTranslationâ. These buttons are used to directly command the end effector to move in a straight line along one of the cargo bay axes. |
The cargo bay reference frame is as follows: The origin is at the center of the shoulder pitch joint. | The cargo bay reference frame is as follows: The origin is at the center of the shoulder pitch joint. | ||
− | *The X axis extends down the cargo bay sill, from nose to tail. As you are looking out one of the aft flight deck windows, +X is directly away from you and | + | *The X axis extends down the cargo bay sill, from nose to tail. As you are looking out one of the aft flight deck windows, +X is directly away from you and âX is directly towards you. |
− | *The Y axis extends across the cargo bay, from arm joint towards the KU antenna. Again, looking out the rear windows, +Y is to the left and | + | *The Y axis extends across the cargo bay, from arm joint towards the KU antenna. Again, looking out the rear windows, +Y is to the left and âY is to the right. |
− | *The Z axis is perpendicular to X and Y, and completes a right-handed system. +Z is | + | *The Z axis is perpendicular to X and Y, and completes a right-handed system. +Z is âupâ and âZ is âdownâ, again from the point of view of the aft flight deck. |
− | Simply push and hold one of the buttons, and the arm end effector (actually the center of the wrist pitch joint) will move in the indicated direction. All the joints will move at the appropriate speed to move the end effector at 0.1m/s. If a translation command would move the wrist to a point the arm | + | Simply push and hold one of the buttons, and the arm end effector (actually the center of the wrist pitch joint) will move in the indicated direction. All the joints will move at the appropriate speed to move the end effector at 0.1m/s. If a translation command would move the wrist to a point the arm canât reach, the arm will ignore the translation command and stop moving. |
There is only a limited amount of rotational IK in place now. The wrist pitch joint is rotated such that it stays at the same angle, regardless of how the shoulder and elbow pitch joints move. Other than that, you are on your own. I recommend using the wrist yaw and roll joints only minimally, and then only after the wrist is already translated to the correct position to grapple an object. | There is only a limited amount of rotational IK in place now. The wrist pitch joint is rotated such that it stays at the same angle, regardless of how the shoulder and elbow pitch joints move. Other than that, you are on your own. I recommend using the wrist yaw and roll joints only minimally, and then only after the wrist is already translated to the correct position to grapple an object. | ||
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Various changes to the mass, engine power, and aerodynamics model have been made. Although these are designed to make the model more realistic, most of them have the actual effect of improving the performance of the vehicle. In particular, the accurate empty mass of the vehicle is much lower than previously coded. The boosters have significantly increased peak thrust, but a more realistic thrust curve. | Various changes to the mass, engine power, and aerodynamics model have been made. Although these are designed to make the model more realistic, most of them have the actual effect of improving the performance of the vehicle. In particular, the accurate empty mass of the vehicle is much lower than previously coded. The boosters have significantly increased peak thrust, but a more realistic thrust curve. | ||
− | Most of these changes are transparent to the pilot. You | + | Most of these changes are transparent to the pilot. You donât have to fly the ship any differently, it just may âfeelâ a little bit different. |
− | The new aerodynamic model is a significant realism improvement over any previous shuttle model, but its performance is somewhat less than that used by | + | The new aerodynamic model is a significant realism improvement over any previous shuttle model, but its performance is somewhat less than that used by David413âs Shuttle Fleet. In particular, this vehicle has significantly less crossrange capability, compared to the fleet. Entries will have to be flown somewhat more carefully with this model, but users report that the AutoFCS addon has no difficulty flying this model. |
=== MPS Engine Steering === | === MPS Engine Steering === | ||
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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 | 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 | ||
− | * | + | *Donât 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 only maintains end effector pitch. It should also do yaw and roll. | ||
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Image:SSRMS looking at EPJ.jpg|SSRMS looking at itself, demo | Image:SSRMS looking at EPJ.jpg|SSRMS looking at itself, demo | ||
</gallery> | </gallery> | ||
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{{HasPrecis}} | {{HasPrecis}} | ||
− | [[Category: | + | [[Category:Add-ons]] |
− | [[Category: | + | [[Category:Vessel add-ons]] |
− | |||
[[category:Realistic add-ons]] | [[category:Realistic add-ons]] | ||
+ | [[Category:Help wanted]] |