Martin Schweiger's Orbiter simulator: Archives -- December 2002
EVA on canadarm and other issues
Hi, orbiterfans.
First of all thanks a lot to Martin and all the other contributors for this
fine version crammed with all sorts of new toys to play with...
I played with the new Atlantis based scenarios and got these experiences:
-It is apparently impossible to grapple the carina satellite with the
canadarm, although the config file says " SAT_GRAPPLED 1" the satellite
stays in free floating mode. It is also not possible to stow the sattelite
back in its cradle for return to Earth. (After jettison, I got it back in
the cradle using only the Atlantis RCS system but the sat did not "lock
in") Would be nice to be able to rendez-vous with Carina using Atlantis,
grapple the sat with Canadarm, stow it in the cradle and bring it back home.
-While trying various key combinations with the satellite repair scenario,
suddenly an astronaut appeared atop the canadarm. (actually i noticed it
when the cargo doors were closed for re-entry, sitting on the side of the
shuttle)
Nice, but this is apparently an undocumented function, and I don't know
which key i used to get it, so does anyone know the key to get the
astronaut on the Canadarm and back?
-The original ISS resupply mission scenario crashes on startup with a
null-pointer error. (i use windows XP pro)
I modified the scenario to start with focus on the other ship, landed on
earth, then i changed manually to the STS-110. It worked then. Grappling
works here, but apparently the MPLM module is always locked with Atlantis,
it can even stay firmly afloat above the Shuttle when re-entering...
I also noted other things (and wishful thinkings) while using Orbiter:
-I tried weird things like landing with two docked vessels (the GL-01 and
the PB-01) and after landing i suddenly found myself in a fast outbound
trajectory. I let it run and oribiter finally crashed when i was almost
half a lightyear away in deep space...
-I accidentally used x10000 while docked to ISS and suddenly me and the
whole station were also suddenly on a fast outbound trajectory. Less than a
minute later at x10000 the ISS passed by Neptune's orbit....
Okay, we can live with that since these things should be avoided in a
"serious" simulation....
A really annoying issue:
-The x10000 timewarp, which is really needed for interplanetary flight,
destroys all low earth orbits very rapidly. So it is impossible to arrive
from Mars and dock with ISS since by the time you arrive at earth, the ISS
orbit has completely gone mad, even crashing the program when you try
selecting it as a target on arrival.
I know this is due to the inaccuracies introduced in the Newtonian model
when using the x10000 at a high gravity gradient (like for all objects in
LEO), so it is difficult to fix directly.
I have a proposal for a workaround: If it is possible to get an estimate of
the gravity gradient on a given object, why not lock all tight orbits to
the last computed good orbital elements and keep these elements constant as
long as the x10000 is in effect? (i mean to calculate postition and
velocity vector from fixed orbital elements instead of calculating orbital
elements from newtonian dynamics)
This would introduce an error because station orbits must be able to change
when you treat it a s a vessel, but at least it keep the stations in the
correct orbit even when using x10000 for a long time. It wouls also fix the
ejection problem on accidental x10000's when in LEO
I remember the really old-style space station based on fixed orbital
elements. Crude, but its orbit never went wrong, not even when returning
from a moon trip.
The gravity gradient on a vessel in interplanetary transit is very low so
here the normal newtonian model can stay in effect.
Another thing that should be easy to implement:
Why is the minimal FOV still limited to 20°? Direct3D certainly allows for
accurate viewing with much smaller FOV angles.
I suppose any astronaut would at least pack a small telescope in his
baggage (if the ship isn't already equipped with a navigation scope) A
small amateur telescope can easily get a x200 magnification, (about 0.1°
FOV) which would mean you can easily see Saturn's rings and moons. (would
be a great idea for a Hubble Space Telescope module, to be able to really
look at the solar system with it)
Related to that, it would be nice of all planets had a star-like appearance
in the sky whenever they are too small to be rendered in 3D. (ever seen
Venus in the evening sky?)
Brightness can easily be estimated using distance, albedo and phase.
Additionally, it would be nice to have labels on the planets in
"planetarium" mode so one can find em easily.
Apart from looking at the planets from earth, it would enable the
possibility for "fast trajectories", to have a spacecraft travel between
planets in a matter of a few days of real-time (instead of months and
years) using continuous forward thrust the first half and reverse thrust
the second half. But one has to be able to see the target planet to
accurately point the ship, sicne the normal orbital instruments cannot be
used for that.
I once did such a fast trip home using the docking HUD for a trip from
Neptune to earth with an unlimited-fuel deltaglider.The old-style docking
HUD always showed the position and distance of ISS (and thus Earth), even
from Neptune! With new style docking HUD this no longer works. :-(
And finally, just a cosmetic issue: The sun glare should in fact disappear
when the sun itself is eclipsed, either by a planet or a vessel. Is it
possible to detect this easily? Would be also nice if a corona appeared
instead of the glare when the sun's disk is covered fully, so one could see
(natural or artificial) solar eclipses like they should be seen...
Chris.
______________________________________
Thank God our brain doesn't run on Windows.
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