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FSX Spaceflight dynamics module for FSX

Well then, prepare for a deep bow :D

I HAVE overcame all these limitations by implementing what SimConnect was intended for. Forget about speed limitations, time compression... I've removed FSX's flight model completely (possible in SimConnect) and I'm using it only as a visual environment - that's it. Every object that is designated as "spacecraft" becomes completely devoid of any FSX influence. I can do with it whatever I want... and, yes, I've implemented a third party game physics model that governs these bodies implementing a deterministic solver and a high fidelity collision engine. So, the physics part of it is not a hurdle any longer. BTW, I could have just as well implemented a proper driving or boating model, using FSX as a display engine only. As a matter of fact, ballistic model is the simplest of them all!

I DID have a major hurdle to solve, which I did back in April, and it had to deal with coordinate conversion, from FSX's local topocentric to more general geocentric cartesian. But that's all behind now :)

What I still do have a problem with is, as Rob mentioned above, volume shadow and fx shifting issues, which get really exaggerated with the higher altitudes. Today, I somewhat diminished the fx shifting issue by using Arno's RADItor utility (Thanks Arno!). Other limitations are strictly FSX engine limitations, as for example, the altitude limit, greatly expanded in FSX as compared to FS9, which reaches to almost (but not quite) geostationary orbit. I hope this module takes off (pun intended ;) ) so that Dovetail might consider addressing the issues and hopefully fixing them, giving this great hobby of ours yet another dimension!

I do have a day job, so working on this is taking time... but I will persist on it, as it brings me a great deal of joy! Plus, I'm not that great of a programmer so sometimes I take a detour when I need to learn new coding skills. Anything else you'd like to know, feel free to ask!
 
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Great work looking forward to you doing the SpaceX landing on a barge option. :D

Have you considered Prepar3D and their ISimObject functionality? It should allow you to create the space dynamics as part of the Sim process.

Thanks Ron. What exactly is ISimObject? I have to admit that I haven't had time to check out what Prepar3D has to offer in their latest version (except, awesomely, an ability to use Flash Actionscript to create gauges and instrumentation... which would be beyond my wildest dreams :) )
 
I just not able to wait.... #downloadingorbiter2016
btw, can we expect the small thrust (for precision maneuvering to dock/undock ISS or what ever) will work?

RCSs (Reaction Control Thrusters)? Hell yes. That's working now :cool: When you design your own spacecraft (I'll release a SDK), you'll be able to specify position, angle and force of the thrust... so that the simulation will be as close to the real thing as possible... isn't that the point of FSX?
upload_2016-9-22_22-44-9.png


Also, I need explanation about your addon.
example, If I'm building the Space shuttle, do I will need to add your module on the "spacecraft" (Space shuttle folder)? or is all coding? or it I just have nothing to do and it will work (if placed on "spacecraft" folder) (example if I put the default 747 is "Spacecraft" it will orbit once in space and fly normally on earth.)

It is all coding. Right now, all I have is a simple, fairly small DLL which is activated in DLL.xml. It recognizes which objects are "spacecraft" and uses ballistic flight model on them. Everything else, as before, is flyable. So yes... if you load your 747, it will be still 747, not affected by spaceflight module. Everything I'm doing is per SDK standards - there are no proprietary black boxes or any "tricks" you'll need to do to get this going.

Im confused as as I said, its looks waaaayyyyyy too complex for me to understand, if you can, do a small video to show how its looks like already, because I want the FSX world to enjoy (all airports, scenerires etc) as I have no idea how Orbiter2016 is :)

Yes, I wanted to do a video, but I have to manage my time wisely (I have a day job, this is just a hobby), and I guess I have to update my FRAPS license, right? Or is there a better way of recoding in-game videos? Any suggestions are welcome.
 
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WOW..............! WOW WOW WOW.....!

Great work, Misho. My goodness man.

I always wanted to do Mars.

Great work on the various cloth textures and modelling on the station and in the orion.


Bill
LHC
Thanks Bill! :)
 
AFAIK, once you buy fraps, there are no license to reactivate :)

Can't wait to have your addon :), also, will you include your vessels in the pack? so we already have something to play with before creating our own shuttle :)

Yes, I was talking about RCT :)

If im correct:

Codding for RCTs, Contact points (docking etc) and what else?

DLL (when will we need to add it?) to be able to orbit? (Spacecraft only)

Grtz, Marc
 
About the floating or moving eyepoint at high altitude: If you set the center point at (or very near) your eyepoint, it will minimize the floating/movement.
 
Yes, I wanted to do a video, but I have to manage my time wisely (I have a day job, this is just a hobby), and I guess I have to update my FRAPS license, right? Or is there a better way of recoding in-game videos? Any suggestions are welcome.

If not, I can do it for you as I have recording software and time
 
Okay, who will I have to bribe for a Gemini, Titan II GLV and Agena model with a complete, functional cockpit and sound set? Would accept stuck thrusters and sandwich crumbs in the cabin. Will not accept an ATDA.
 
Wow! Fantastic work, and very creative.

It would also be cool to see a Saturn V. but that's just a suggestion (of course).

Cheers,
 
Thanks Ron. What exactly is ISimObject? I have to admit that I haven't had time to check out what Prepar3D has to offer in their latest version (except, awesomely, an ability to use Flash Actionscript to create gauges and instrumentation... which would be beyond my wildest dreams :) )

From the P3D SDK quote.

The SimObject API utilizes a service-based methodology for building simulation behaviors to be visualized in Prepar3D. The API enables a solution developer to create a simulation object (SimObject) complete with customized behaviors, input properties (also referred to as events or triggers), and state properties (also referred to as simvars or simply properties).These properties can be referenced in content such as SimObject gauges, animations, and scenario scripts which are discussed in more detail in other parts of the SDK. The properties are text-based, and can be referenced in the same way as the stock simvars and events referred to in other parts of the Prepar3D SDK.

It's COM based and allows you to create new SimObject types.
 
yeah, OBS :) but I prefer using Fraps ;)

when will you make the video sir :)

Im trying to search blueprints for ATV or Ariane V to try in blender ;)
 
From the P3D SDK quote.



It's COM based and allows you to create new SimObject types.
Ok, yes... It is definitely something I could use. Right now my objects are "aircraft" type, and this would allow me to create my own custom "spacecraft" type. I am also "hijacking" aircraft variables which won't be used for my needs, and this would allow me to define my own properties. Neat. One thing though - It is unclear from their licensing options if P3D can be used for commercial products? Also, will something that's developed using P3D require P3D purchase and installation? I'd like my users to be able to run this on plain vanilla FSX or FSX SE...
 
yeah, OBS :) but I prefer using Fraps ;)

when will you make the video sir :)

Im trying to search blueprints for ATV or Ariane V to try in blender ;)
LOL impatient? I will try to do something this coming week... Right now, All I have is Orion and an inflatable space station concept, but I can showcase manoeuvring, docking/undocking...
 
if it was just impatience :)
I just can't live without this :O GITMN Please GITMN
Show us all of what is already ready or almost ready :)
 
and yes, there is some impatience :P
upload_2016-9-24_18-46-22.png


Just unable to wait :P

Or maybe?
upload_2016-9-24_18-48-18.png


(what the hell am I doing xD) (99999999ft)
 
Ok, yes... It is definitely something I could use. Right now my objects are "aircraft" type, and this would allow me to create my own custom "spacecraft" type. I am also "hijacking" aircraft variables which won't be used for my needs, and this would allow me to define my own properties. Neat. One thing though - It is unclear from their licensing options if P3D can be used for commercial products? Also, will something that's developed using P3D require P3D purchase and installation? I'd like my users to be able to run this on plain vanilla FSX or FSX SE...

The SDK is free to download from Lockheed Martin, but how would you test if you didn't have P3D? FSX does not have this feature. So you could first look over the documentation and sample projects to get an idea if it would suit your purposes.
 
Actually, looking at it a bit closer, the content seems to be "gauges, animations, and scenario scripts" - and NOT the actual internal sim variables, which I was after. It seems I would still have to "hijack" existing sim variables for my purposes.

It all boils down to this: Would I want to force my users to dish out some extra $$$ to buy P3D to use my product? Definitely not.
 
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