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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

FSX as "space flight simulator" ....

This gauge would be an excellent candidate for the GRM-29 by McDonnell Douglas. It was a space bomber design that used SSME's, including one at the nose, and took off like a Harrier, so it didn't require dedicated launch sites. Unfortunately, I haven't been able to get new modeling software yet (Win7 compatible) or VMWare to use the old software. I've been too busy with other bills and time issues. But Rob would be the perfect gauge modeler for it, with his STOVL/VTOL/Space gauge experience.

There's also a Rockwell TAV bomber/attack design I would love to make that would be a good application for his gauges.
 
View attachment 74937View attachment 74938The whole lineage is waiting to be done. BOMI- DYNASOAR-ISSINGLAS, right through to COPPER CANYON.
I think that moving AI space junk has a lot of potental, as formation flying is a breeze, the big ships are much more fun when someone else flys 'em. Docking and landing, yup, geosynchronous orbit and low relative V (full stop). Well... a picture is worth a thousend words...Note also the landing bay...which can easily have a deck fitted now. If I can figure out away to get the doors open...

View attachment 74934View attachment 74935View attachment 74939View attachment 74936

The whole shuttle launch sequence is really slick. I'm hoping a soung guy will get the bug in the ear, a sound pack with the launch event callouts would be pretty amazing. The gauge it self is a breeze to put into anything, config file mods at minimum are 6 notches of flap, and I found it benifical to line out smoke system items.Full functionality, and no conflicts noted at all.
I'm glad I waited a bit on the other spaceplanes, which needed some supplementary grinding and hammering to get right, testing next before publish, so wait a bit,. Got the Viper, CR-14, 7072, Gallieio, Hawk and X-24 fitted, all flight and NAV modes including vertical launch A-OK, um. AI Traffic radar-vital for finding the mother ship; challenging , as you can quickly be outside max radar range(160NM). All will fly off horizontally fly to 300000 for the gauge to kick in, so hang on a bit more today. almost there.
Just thinking out loud-one mod that would be nice is to make it possible to fit the spaceflight multi gauge to the VC in place of a less usefull gauge, as it is the primary instrument for spaceflight.
All around amazing. Totally transforms the sim. BZBZBZ!
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View attachment 75049 Add spaceflight gauge. Panel and ammended config files for:
Piglets 7072 Orion Clipper, ZeusAero Viper, CyberAero CR-14 Raider, and FSX modified X-24A
RicardoPJr's Galileo TypeII shuttle and USS Enterprise
Bruce Fitzgeralds Space 1999 Hawk space Interceptor.
 
Thank you lazarus. I have piglets carrier at 750,000ft above between Yellowknife and CYRB:jump:. Now i just have to build a Arctic spaceport near Mould Bay.
 
Oh boy, my head is spinning :)

FYI:
I'm working on a new version of the gauge, where you can land (and stay put, drive on the deck, and lift off again) on a AICarrier2 generated space carrier, flying at 500 nMile/hour at 900.000 ft.
In fact, it works already in basic. But I have to get all the transitions right.

I finally got AIC2 installed and working, with Piglet's ACV15 carrier flying at 500 mph, at 900.000 ft (finally figured out how the sim.cfg works).

Main problems to solve:

1. In my solution (via SImconnect) I can only command earth-groundspeed, which is relative to the earth; NOT speed relative to the deck of a moving carrier.
Meaning that when an aircraft is sitting on a moving deck, I have calculate groundspeed based on nosewheel rotation. (which is 0 when parked on the deck).

2. The Navigator gauge approach-needles and "ball", are based on static scenery objects.
So I have to find a way to read the actual lon/lat/alt coordinates of a moving AI station (either generated by AIC2, or real AI generated by the FSX AI-engine).
I know it's possible (like in Dino's F35 HUD, using AI-Traffic macro's), but I need some help there since that's all new stuff to me.
Allready arranged :) (Thanks, JR) but that takes some time .....

Cheers, Rob
 
You can use SURFACE RELATIVE GROUND SPEED or STRUCT SURFACE RELATIVE VELOCITY to determine the velocity relative to the surface the SimObject is above. Reading AI lat/lon/alt is fairly straightforward in XML using C:ITrafficInfo or in SimConnect with RequestDataOnSimObject.
 
You can use SURFACE RELATIVE GROUND SPEED or STRUCT SURFACE RELATIVE VELOCITY to determine the velocity relative to the surface the SimObject is above. Reading AI lat/lon/alt is fairly straightforward in XML using C:ITrafficInfo or in SimConnect with RequestDataOnSimObject.

Thanks.
Yes, I know about SURFACE RELATIVE GROUND SPEED; problem is that, like the normal GROUND SPEED var, it's always positive or zero.
So neg. longitudinal speed (compared to the underlying surface) also gives a positive value. :(

As to the C:ITrafficInfo vars: I know they exist; but have no experiance with them (yet).
Where can I find the info on that in the SDK ??
 
Interesting. One can pretty much land on a moving object simply enough, but interesting. Pitch and roll in translation mode would be handy. One thing I am poking at a bit right now on breaks from FSDS tutorials is can the space flight gauge support an atmospheric V/STOL mode., for the sci-fi spacejunk-Dropship- and thrust lift vehicles.
Any way. Jetflap will suffice for now. A really transformative code, Rob. Its a whole new sim. Almost ready with some 3D space spam. A AICarriers scenery, a few rough orbital/ aerospace toys. Get the creative juices floating in freefall.
PA2001 Clipper Orion, Direct service to Space Station V...


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Fascinating work unfolding. Now a theory how about moon travel?? Being curious as I'm building a spaceport between CYVQ and CYZF. I need a perch to put the Northern lights back on as FSX shut them up.
 
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