Introducing P3D SpacePort - spaceflight module for P3D

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P3D SpacePort Team
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[FREE DEMO RELEASED] Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

Hi everyone!

Finally, SpacePort Demo is here! We are pleased to announce that the free demo of our upcoming spaceflight module SpacePort for FSX and P3D series simulators has just been uploaded to our Web Site!

To download, please go to our Web Site or directly to our downloads page and download "SpacePortDemo.exe" (256 Mb). The installer detects versions of the simulator (currently supporting FSX:SP2, FSX:SE, P3Dv4.x and P3Dv5.x) and if you have multiple simulator installs, you can choose for which versions you want to install.

Also, we have released an accompanying PhotoRealistic scenery of Kennedy Space Center area, that goes along with the active 3D infrastructure included in the main SpacePortDemo package. It can also be downloaded from the above links, and it is 1.39Gb in size.

A few notes on the SpacePortDemo package:
  • SpacePortDemo will be installed to only one (user-chosen) location, and all the platforms that are using it will be referring to it.
  • For P3Dx.x platforms, the installation is fairly benign and un-intrusive, thanks to the LM's super friendly and simple add-on installation scheme. The only things added to the P3Dvx.x is an entry to add-ons.xml, and a few settings overridden in P3D.CFG file (things like default ATC, traffic disabled, virtual copilot disabled, aircraft-specific warnings disabled, etc.). There is an installer option to save the copy of the P3D.CFG file before any changes are made, so that if anything goes wrong, you can revert back to the original P3D.CFG.
  • For FSX:x platforms, the installation is a bit more involved. There are content entries added to FSX.CFG, DLL.XML and Scenery.CFG. As with the P3D install, backups of those 3 files will also be created so that the user can safely revert to the state of the sim before SpacePortDemo. Also, as with P3D install, there are entries changed in FSX.CFG, and in addition, there are FLT files copied to user directory, and some content (effects, bitmaps, sounds) copied to the FSX:x install directory. These files are automatically removed upon in-installation of SpacePortDemo.
  • For FSX.x platforms, first time you run the simulator, you will have to acknowledge 1 main app and 8 new gauge DLL security permissions (P3D does not have this requirement). You will have to do this only once, and the DLL's will be listed as "friendly" in the FSX.CFG.
  • Since there is no way we can check and cover all the possible ways users have configured their simulator platform(s) (especially the add-ons they are using), we have tested the SpacePortDemo on clean installs of all the FSX:x and P3Dvx.x versions. If things are not working, please disable all the add-ons you are using in the simulator and try again. We have, through the course of the development, found that some third-party add-ons grossly misbehave in the execution of their code and the cleanup of their content. For example, we've found that VRS's TacPack promptly deletes ALL the spawned AI objects (not just the ones it spawns) above certain altitude, rendering SpacePortDemo unusable (as you can imagine).
  • We'd love it if you would report on problems and overall experience you are having during installation and usage of SpacePort demo - it helps us improving our product and making user experience more enjoyable. As for bugs and features, we are aware of some of them, but feel free to report any minor or major showstoppers.
  • SpacePortDemo works best with P3Dv4.5 (version we did most testing on). P3Dv5.5 has some issues with the menu/UI system we're looking into, and a few other minor hiccups, such as going into "pause" mode upon starting or reloading of the flight. FSX:x version is showing its age and is generally slower - especially with a lot of smoke effects (rocket smoke trails and plumes) because this portion of the sim wasn't optimized as well as the P3D versions.
  • As with real spaceflight, the GNC (Guidance, Navigation and Control) is fully automated, meaning, the launch is a "ride" that astronauts are monitoring all the way into orbit. This means that the launch in the demo FLT has pre-set orbital parameters. However, these parameters are specified in SpacePort-specific CFG files and can easily be changed by the user. The guidance at this stage of development is in its "pseudo" mode, meaning, it is only partially functional. Nonetheless, it will get you into orbit every single time you launch. SpacePort is a complex spaceflight environment consisting of many new "moving parts". SpacePort development is on-going, and as we continue to expand the capabilities, we will release Software Development Kit so that the users can create their own spaceflight content and explore this new dimension of simulation.
That's it for now. Keep watching this thread for updates on the development of this exciting new way to enjoy our simulator hobby.

P3D SpacePort Team
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P3D SpacePort Team
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

Hi everyone!

check out the Cupola module for the space station! It is all but wrapped up, and we will include it in our next demo update!

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Mitch
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SpaceFlightNut
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by SpaceFlightNut »

Spectacular!! Are the window covers animated? How do you open them? Can you go inside the cupola? :)

SpaceFlightNut
P3D SpacePort Team
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

Hi,

Yes, fully animated with staggered animation, just like the real thing. Every module has its own control menu where you can trigger appropriate tasks (window opening on cupola or outside hatch opening on Quest airlock.

And yes, you will be able to go inside any object and make it a "user" object. This is a P3D feature only, because P3D SimConnect has functionality to change user object.

Mitch
P3D SpacePort
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SpaceFlightNut
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by SpaceFlightNut »

Hi P3D SpacePort team!

I've been enjoying your demo on and off since it was released last summer - really nice work! Are you guys making progress towards the eventual release? I haven't seen any announcements or progress shots in a while.

Looking forward to seeing more spacey stuff!

SpaceFlightNut
P3D SpacePort Team
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

Hi there!

Yes, we most definitely are! We are making progress on several fronts:
  • We developed a NASA Crawler Transporter model, which will enable user to assemble a launch stack inside a VAB (Vehicle Assembly Building) and have it transported onto a launch pad. We made this with extensibility in mind, so that this model can be used to create other launch transporter systems.
  • We have developed a very user friendly EVA physics model, which is something akin to being tethered (free floating in zero gravity but still constrained). This will enable user to egress, perform EVA and ingress the space station through a Quest airlock module. We are also considering putting into place a task-oriented model where user can be tasked to, for example, replace a space station component using tools and performing specific goal oriented tasks.
  • Finally, we have improved DreamChaser model with a new virtual cockpit, folding wings and other movable parts, and re-worked RCS system for a much more realistic maneuverability. This will enable us to launch DreamChaser into orbit by assembling a launcher and stacking it on top.
Cheers,
Mitch

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rocketjockey
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by rocketjockey »

P3D SpacePort Team wrote: Tue Feb 22, 2022 6:36 am Hi there!

Yes, we most definitely are! We are making progress on several fronts:
  • We developed a NASA Crawler Transporter model, which will enable user to assemble a launch stack inside a VAB (Vehicle Assembly Building) and have it transported onto a launch pad. We made this with extensibility in mind, so that this model can be used to create other launch transporter systems.
  • We have developed a very user friendly EVA physics model, which is something akin to being tethered (free floating in zero gravity but still constrained). This will enable user to egress, perform EVA and ingress the space station through a Quest airlock module. We are also considering putting into place a task-oriented model where user can be tasked to, for example, replace a space station component using tools and performing specific goal oriented tasks.
  • Finally, we have improved DreamChaser model with a new virtual cockpit, folding wings and other movable parts, and re-worked RCS system for a much more realistic maneuverability. This will enable us to launch DreamChaser into orbit by assembling a launcher and stacking it on top.
Cheers,
Mitch

P3D SpacePort Team
I just saw this and all I have to say is woooooooooo wow! I love everything space flights and I can't understand why there aren't any good simulators out there! This looks reeeeeeeeally fantastics. Keep up the GREAT work guys! I look forward to the final versin!

Jorge
rocketjockey
SpaceFlightNut
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by SpaceFlightNut »

P3D SpacePort Team wrote: Tue Feb 22, 2022 6:36 am Hi there!

Yes, we most definitely are! We are making progress on several fronts:
  • We developed a NASA Crawler Transporter model, which will enable user to assemble a launch stack inside a VAB (Vehicle Assembly Building) and have it transported onto a launch pad. We made this with extensibility in mind, so that this model can be used to create other launch transporter systems.
  • We have developed a very user friendly EVA physics model, which is something akin to being tethered (free floating in zero gravity but still constrained). This will enable user to egress, perform EVA and ingress the space station through a Quest airlock module. We are also considering putting into place a task-oriented model where user can be tasked to, for example, replace a space station component using tools and performing specific goal oriented tasks.
  • Finally, we have improved DreamChaser model with a new virtual cockpit, folding wings and other movable parts, and re-worked RCS system for a much more realistic maneuverability. This will enable us to launch DreamChaser into orbit by assembling a launcher and stacking it on top.
Cheers,
Mitch

P3D SpacePort Team
That sounds fantastic!!! Can you please provide videos or screenshots of the work in progress? I'd love to see it, and judging by the number of views on this topic, there is a lot of interest in this project! Keep up the great work and... please release it soon :D

SpaceFlightNut
P3D SpacePort Team
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

SpaceFlightNut wrote: Thu Mar 03, 2022 5:29 pm Can you please provide videos or screenshots of the work in progress?
Certainly - here are a few of DreamChaser ("baby shuttle") with its RCS firing.

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Mitch
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P3D SpacePort Team
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

SpaceFlightNut wrote: Thu Mar 03, 2022 5:29 pm Can you please provide videos or screenshots of the work in progress?
Here are a few shots of the massive empty Crawler Transporter in front of the VAB:

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Mitch
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

SpaceFlightNut wrote: Thu Mar 03, 2022 5:29 pm Can you please provide videos or screenshots of the work in progress?
... and here is the fully loaded Crawler Transporter:

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Mitch
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SpaceFlightNut
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by SpaceFlightNut »

Oh WOW! Looking great!!!

Is the intention of the ground vehicles to be able to transport rockets from assembly to launch pad? Or is it just static scenery?

How far along is the DreamChaser? Will it be included in the next release?

Keep up the GREAT work!

SpaceFlightNut
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by rocketjockey »

Aahhhhhh perfeito!! Looking really good gentlemen!!

I am waiting patiently forthe next demo.

Jorge
P3D SpacePort Team
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by P3D SpacePort Team »

SpaceFlightNut wrote: Sun Mar 06, 2022 7:41 pm Oh WOW! Looking great!!!

Is the intention of the ground vehicles to be able to transport rockets from assembly to launch pad? Or is it just static scenery?

How far along is the DreamChaser? Will it be included in the next release?

Keep up the GREAT work!

SpaceFlightNut
Hi! Thanks for your support!

The ground vehicles will be coded to carry the rocket, the platform and the launch tower all the way to the launch pad. So, the workflow will be, assemble the launch stack in the assembly hall and have it picked up and carried to the launch pad. The transporter motion will be pre-programmed (no need for the crawler to be user-driven) and the motion will be able to be time-advanced (otherwise you'd have to wait a few hours for the crawler to deliver the rocket :) )

Dreamchaser is not ready yet as a flyable vehicle, as in, it does not have a fully functional cockpit. There is still a lot of work to be done, especially when we are working from extremely scarce reference material available on line (mostly, cockpit is a guesswork right now)

Mitch
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SpaceFlightNut
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Re: Introducing P3D SpacePort - spaceflight module for P3D

Post by SpaceFlightNut »

Sounds good!

How is the SDK coming along? I've been dabbling with 3DS Max and P3D object design... I'd love to be able to design my own spacecraft.

SpaceFlightNut
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