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FSX Spaceflight dynamics module for FSX

Coding those displays will be an awful lot of work. :confused:
Yup. But I coded MFDs before, for my Moon project (all in XML to boot). The hard part will be to figure out what exacly they do. Maybe NASA can fill me in ;). Looking carefullly at them, there is functionality that I already implemented (RCS configuration).
 
This is good stuff right here...There isn't any reason why FSX shouldn't remain relevant as a software package for the flight simulator ( space ) hobbyist!
 
Looking forward to this project reaching the public! Any plans for retro spacecraft? Mercury, Gemini, Apollo, Dynasoar, etc...? Lots of potential with this! Best of luck...
 
Looking forward to this project reaching the public! Any plans for retro spacecraft? Mercury, Gemini, Apollo, Dynasoar, etc...? Lots of potential with this! Best of luck...

Most definitely! I have already toyed with the Apollo hardware, and terraformed Earth into Moon :cool: (Yes, I know, the reflection map is blue skies and lush greenery :D)
Also - I will release a SDK, and the development is identical to FSX content, so there will be lots of opportunities for third party developers to expand content, freeware or payware.

CSM01.jpg
 
so there will be lots of opportunities for third party developers to expand content, freeware or payware.
Eagle Clavius.jpg
.
1999_eagle_landing_on_moonbase.jpg

So now we need a Moon (and Mars?) base scenery SDK ask well :-)
 
Wait, now I'm confused. What size is the moon in the screenshot?

Earth-sized. It is "simply" a "normal" FSX earth, with a global photoreal lunar texture applied to it. To shrink it, it needs its global terrain re-sampled to lunar topography (possible), plus, it needs to be defined at a lunar surface radius, which is way below Earth's, but I think that might be possible using resample parameters (haven't tested it yet)
 
Earth-sized. It is "simply" a "normal" FSX earth, with a global photoreal lunar texture applied to it. To shrink it, it needs its global terrain re-sampled to lunar topography (possible), plus, it needs to be defined at a lunar surface radius, which is way below Earth's, but I think that might be possible using resample parameters (haven't tested it yet)

That's what I initially suspected.

If you succeed with rescaling Earth, you basically have the gateway to FSX:Sol. Except that the gas giants might drive the terrain rendering engine toward its altitude limit.
 
That's what I initially suspected.

If you succeed with rescaling Earth, you basically have the gateway to FSX:Sol. Except that the gas giants might drive the terrain rendering engine toward its altitude limit.

Yes, with the FSX altitude limit of 30,000 km, Jupiter and Saturn would be impossible to orbit.

It is important to note that I'm developing this in a very modular format, so it could be adaptable to other visual display systems out there (as/if they become available), such as the SpaceEngine and Celestia. The reason FSX is suitable for this, despite its shortcomings regarding the Earth-centric coordinate system and limits on altitude, is that FSX is already geared (obviously) towards aircraft simulation, especially with its instrumentation and cockpit interior infrastructure in place. That would have to be built from ground up in other generic space visual platforms.
For example, if LMart continued to update Prepar3D and it enables a much higher altitude ceiling (and perhaps other improvements), it could be a very capable platform for SpacePort.
 
For example, if LMart continued to update Prepar3D and it enables a much higher altitude ceiling (and perhaps other improvements), it could be a very capable platform for SpacePort.

Might want to give them a shout. If it's easy enough to implement, increased rendering altitude might find its way into v5. If not, convince them that there's a professional(!) market for space-related simulation elements (maybe ASAT missions or private space enterprise training) and they'll listen.
 
Might want to give them a shout. If it's easy enough to implement, increased rendering altitude might find its way into v5. If not, convince them that there's a professional(!) market for space-related simulation elements (maybe ASAT missions or private space enterprise training) and they'll listen.

I want to have some essential spaceflight functionality first. I'm working on a component-assembled ground launch at the moment.
 
Docking gauge work-in-progress. Basically, a FSX DLL GDI+ gauge, reading custom parameters from SpacePort DLL (no FSX parameters involved)
2018-1-27_2-3-39-190.jpg

Cupola vistas from the orbit...
2018-1-27_1-27-9-870.jpg2018-1-27_1-25-21-163.jpg2018-1-25_0-55-15-945.jpg

A quick orbital assembly
2018-1-27_2-0-0-912.jpg2018-1-27_1-56-31-946.jpg
 
Looking at the cupola, a camera add-on for interior operations would be nice. Maybe with a bit of inertia to simulate zero gravity movement and collision detection.
 
Looking at the cupola, a camera add-on for interior operations would be nice. Maybe with a bit of inertia to simulate zero gravity movement and collision detection.

Yes, I had something like that in mind... custom SimConnect EZDOK-style cameras on per-object basis. It would also be nice to switch user objects mid flight, so that the virtual cockpit can be used as well...
 
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