In development: Kennedy Space Center VAB area detailed scenery, including launch complex 39A (SpaceX) and 39B (NASA Artemis/SLS)

Here is a bit more of a context on my previous post. This is the default area in question. The black bodies around the Pad39A are supposed to be water - they are just dark flat areas - they look like dried tar pits. We superimposed the aerial imagery to aid alignment and add some detail to show through the grass overlay. But we may have to expand this aerial coverage, because the default is so coarse, their coastlines are just straight lines.

Saturn 5 will be really cool to see

1 Like

I am soooo pumped for this project. I truly hope Asobo implement your physics model to 2024 for Low Earth Orbit (up to 2,000 km) atmospheric conditions so it can support proper LEO missions (Space shuttle - ISS dockings, satellite deployment, experimental high altitude planes X-15 etc).

Talking about X-15, are we gonna be able to use a third party airplane like the X-15 or the NF-104 for experimental high altitude research flights with realistic atmospheric (or microgravity) conditions at those altitudes?

Note: a nice Easter egg will be to have an OMEGA Speedmaster strapped on the wrist of some of the astronauts featured. Especially Apollo.

3 Likes

In FS24 weā€™ll be able to get out of the plane and take photos of the world around us.

How cool would it be if we could step out of a capsule and take photos of the world below?

2 Likes

Ok, since you asked, Iā€™m going to nerd out for a bit here :nerd_face:.

We have implemented the physics model that simulates forces on a blunt body (space capsule) during the ascent, while in orbit, and descent - basically, a flight model of a falling rock. As the rocket ascends, it experiences comparatively simple forces which are easy to calculate and simulate. There is practically no aerodynamic lift, and the drag is experienced on its cylindrical body and of course, the ogive nose cone, but that drag is rather small compared to the lift, and it is practically negligible (we DO calculate it, however, for thoroughness). While in orbit, the primary forces are thrust (for orbital maneuvering) and gravity (which is actually microgravity, a result of gravity and centrifugal force that cancel each other out, and also negligible). During the re-entry, the primary forces are gravity and drag. We also calculate and take into account lift forces, but the blunt bodies (capsules) have very simple geometry (a cone or a ā€œbellā€ shape) and coefficients of drag and lift are very well researched and known for these simple (ā€œprimitiveā€) geometric bodies. We would not even dare to attempt to create a supersonic or hypersonic flight model for an experimental aircraft with complex geometry - that is a University Thesis, or someoneā€™s lifeā€™s work. So, for high altitude research aircraft, if Asobo is not handling that, we certainly wonā€™t either.

However - there IS a way to deal with certain spaceflight modes, in particular, winged spacecraft such as Space Shuttle or X-37B. SimConnect allows for real time switching between FSā€™s flight model and custom flight model. So, in case of a Space Shuttle re-entry, we would be able to let it behave like a blunt body in a very thin atmosphere, falling like a rock at 20,000 km/h, going through re-entry heat plasma, and getting slowed down by drag. When at a certain altitude the atmosphere gets thicker and the aerodynamic forces start to play a major part, FSā€™s default glider flight model (fine tuned for Shuttle Orbiter) kicks in, and the user can glide it down for a landing.

2 Likes

We already have EVA in P3D, and I see no reason why we canā€™t have that in MSFS2020 and MSFS2024. Here is a YT video of the SpacePort EVA, check it out!

2 Likes

Wow! Having that might just push me to get VR.
Barf bag optional. :rofl:

1 Like

That would be really cool. Assuming Xbox compatibility too

1 Like

To be fair, it would still be cool and desirable for us PC users even if XBOX compatibility turns out to be a major problem for this particular feature.

1 Like

If this works on PC, I honestly donā€™t see a reason why this wouldnā€™t work on XBox. This is all ā€œlegitā€ SimConnect code and fairly simple SimObjects, no trickery or special workarounds.

4 Likes