• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Spaceflight dynamics module for FSX

Success! I have created this space station using 5 separate objects (4 AI and one user-controlled). They are all "hard" linked, so that the whole structure is rigid. Any object can be separately controlled, so for instance, if I fire up-down thrusters on the bottom-docked Orion, the physics will properly start rotating the whole space station according to where the force was applied. Since the force is asymmetric, there will be some "wobble" around the centre of gravity of the whole structure...

I think I have the core of the functionality in place to be able to assemble a launch "stack" (a multi-staged rocket) and launch it off the ground. The bulk of the work from now on, hopefully, will be the UI, the saving/loading of the structures and instrumentation programming (I need to be able to find stuff up there in order to rendezvous and dock with it :cool: ).


upload_2016-11-7_11-3-58.png
 
Hi Marc, Happy New Year to you too! I'm doing well, thanks! I making good progress, but at the moment in a holding pattern, waiting for the author of the physics engine to make some crucial updates pertaining specifically to spaceflight case ;)

I hope to have a demo out... "soon" :D
 
Thanks you :)
Amazing, can't wait to have it :)
I wonder if you get rid of the speed limit (wich is mach 4) to get more speed like Mach16 or even more :)
 
Speed is unlimited, however, altitude above earth is limited to 30,480 km (absolute FSX limit, nothing I can do about it...)... which is just short of geostationary orbit. Still plenty to play with, since ISS altitude is usually between 400-600 km...
 
Haha - no. Just as is FSX, this will be space extension of FSX, dealing with realistic physics and existing or soon-to-be space hardware.
 
Anyway :) I would creats an ecaxt 747, but replacing actual engines by engines that can work on space lol but hey whay not making fictuinal airlined to do Paris-Tokyo in minutes ? :) (okay, Im going too far :) )
 
Yayyyyy :D
But for now, I only hope someone will make a realistic space Shuttle (Atlantis) to put object in orbit (preset sateltite, or user custom satelite)
 
Yes, it will be dockable.
Yes, you can put it in orbit.

If you have a nice Space Shuttle (Orbiter) model, yes, you can use it as a visual model and define an "aircraft.cfg" file for it so that it has spacecraft properties. However, you will have to do a bit of research as far as orbiter's astrodynamic properties, as in coefficient of drag, blunt body properties, angle of attack body area, etc... I am making new entries in aircraft.cfg for spacecraft-specific features, such as:

  • Reaction control thruster engine parameters (positions, strengths, propellant amount...)
  • Main rocket engine(s) parameters
  • docking hatch(es) locations and parameters (for instance, only compatible docking systems will be able to mate)
  • Solar array power generation
  • ... and much more.
I am following the FSX philosophy of "As real as it gets" and this will be geared towards nerds who like to model every switch, button and display. This sucker will be realistic, just as FSX is (or can be)...

However - if you use an EXISTING model, then the animations, like cargo bay doors, solar array deploys and stuff like that won't work insofar as being recognised in the simulator as spacecraft "operation". For example, my models have specific animations that are tagged as what they are: Solar array deploy, hatch open, antenna extend, etc, and as such, they are recognised by the spaceflight module. I will also release a SDK so that, if you want to create your own spacecraft model in 3DS MAX for use as a spaceflight module object, I will make available my animation tags so that you can tag them properly.

A model designed without my animation tags won't be able to take advantage of the space-specific tagging system, so for example, If you use CS Shuttle, I am almost certain that its cargo door open/close animation is tagged as exits:

[exits]
number_of_exits = 2
exit.0 = 0.4 // (0=Main 1=Passenger)
exit.1 = 0.4 // (0=Main 1=Passenger)

So, you will be able to activate these animations by default FSX keys, but they won't register in spacecraft instrumentation as being activated, or what they are. I MIGHT look into this a bit more carefully and perhaps have some kind of method of naming these and having them recognised properly, but this would be on the lowest of the priorities.
 
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Oh - and, I've set up a FaceBook page for this project:

https://www.facebook.com/TerraBuilder/

If you're interested in this project, please like it and follow it as I'll be making announcements and updates there first.

Once I get a bit more time I will (obviously) create a proper official standalone website. These days it is a bit more complex, as it has to flawlessly work on mobile devices as well :D
 
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