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Old 06-21-2012, 01:10 PM   #31
jangofett287
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A quick point for anyone who uses this. It would appear that the data set downloads listed in World Studio are now invalid. I've looked around and found that worldwind25.arc.nasa.gov is down and unlikely to return (this server accounts for 4 of the 6 data sets), and terraserver-usa.com is returning a forbidden error, and besides only returned US data anyway (and this one accounts for the other 2).
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Old 06-21-2012, 01:26 PM   #32
Artlav
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Quote:
Originally Posted by jangofett287 View Post
 A quick point for anyone who uses this. It would appear that the data set downloads listed in World Studio are now invalid.
Well, it's been over 4 years.
Google Earth appeared and matured, WorldWind i used back then has dwindled and vanished.
Orbiter 2010 was released, times changed, and so on.
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Old 06-27-2012, 05:01 PM   #33
BruceJohnJennerLawso
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My apologies if this has already been answered, but how can I avoid having orulex blow the ummu's and everything else at my lunar base into orbit? Ive tried to get orulex working twice now, with no success
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Old 06-27-2012, 05:05 PM   #34
jedidia
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Strange, it never did that to me... ?
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Old 06-27-2012, 05:13 PM   #35
BruceJohnJennerLawso
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Maybe Ill have to try a third time, but besides some odd graphics rendering around KSC, when I switched to a ship on my moon base, orulex blew everything into orbit while loading.
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Old 06-27-2012, 05:46 PM   #36
Artlav
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Quote:
Originally Posted by BruceJohnJennerLawso View Post
 when I switched to a ship on my moon base, orulex blew everything into orbit while loading.
Sounds like you have some sort of collision detection module enabled. None that i am aware of are not experimental things capable of weirding out, so you'd better check that.

There is nothing in Orulex itself that can affect physics in any way.
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Old 06-28-2012, 04:28 PM   #37
BruceJohnJennerLawso
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Do we not need a collision detection module to land on orulex terrain? or is there some collision libraries built into orulex itself?
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Old 06-28-2012, 05:12 PM   #38
jedidia
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Do we not need a collision detection module to land on orulex terrain?
Yes, but they're all rather awkward in their own way... I think Dumbo2007 is on to something really solid currently, at least the Alpha demo has never ctd'd on me and I never dove through the terrain. But it will proably still be a while until its actually usable.
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Old 06-28-2012, 07:02 PM   #39
Artlav
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Quote:
Originally Posted by BruceJohnJennerLawso View Post
 Do we not need a collision detection module to land on orulex terrain? or is there some collision libraries built into orulex itself?
Well, lack of a practical collision detection is what killed Orulex in the first place.
None are included in it, but it have an API to allow external ones to be connected. I wasn't been able to make one that would be practical, and neither have someone else, AFAIK.
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Old 06-29-2012, 09:36 PM   #40
BruceJohnJennerLawso
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Quote:
Originally Posted by jedidia View Post
 Yes, but they're all rather awkward in their own way... I think Dumbo2007 is on to something really solid currently, at least the Alpha demo has never ctd'd on me and I never dove through the terrain. But it will proably still be a while until its actually usable.
Any Idea where I can find this?

Quote:
Originally Posted by Artlav View Post
 Well, lack of a practical collision detection is what killed Orulex in the first place.
None are included in it, but it have an API to allow external ones to be connected. I wasn't been able to make one that would be practical, and neither have someone else, AFAIK.
But you did include a link with the orulex release on OHM right? Visoad 2.0 or something?
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Old 06-29-2012, 09:43 PM   #41
Loru
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AFAIK Visoad 2.0 (or meshland) was experiment alpha stage and I'm not sure it works at all.
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Old 06-29-2012, 10:04 PM   #42
Columbia42
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Meshland works to an extent but it's pretty buggy and as far as I remember, doesn't work well with Ummu.
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Old 06-29-2012, 10:15 PM   #43
jedidia
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Orulex_Collisions_UCGO


Is pretty nice actually, but seems to have a ctd on Vista and 7.
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Old 06-29-2012, 10:37 PM   #44
BruceJohnJennerLawso
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Quote:
Originally Posted by jedidia View Post
 Orulex_Collisions_UCGO

Is pretty nice actually, but seems to have a ctd on Vista and 7.
Thankyou. I wasnt exactly sure what that was
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Old 07-04-2012, 04:26 AM   #45
CaptBlanc
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I gotta say, that I consider this addon to be just as vital as OrbitSound and UMMU. I have spent hours and days tweaking and customizing terrain files for various planets in various system addons. Got so I can't even look at a standard flat landscape in orbiter anymore! LOL!

I seem to have a handle on the "CTD-when-loading-new-planet" issue by setting Orulex to the following:

//Systems
Enabled=1
Collisions=0
Debug=0
Multithread=1
MultithreadEx=1
Props=1

//Timing
PriT=4536
SecT=3130
TriT=35717
QuaT=7946

//Limits
MaxPolyCount=103508 ////20000-100000 limits
AltLimit=30000
BlendLimit=10000
LevLimit=14
GlobalHMapLimit=2

//Paths
Configs=Config\terrain
Textures=Textures
Heightmaps=Heightmaps

...Makes less of a strain on my Nvidia GeForce 9400GT GPU...and I no longer have to save before landing or launching. Plus the terrain loads in under 5 seconds. Some CDT's still occur, but very rarely, now.

I don't use the collision module...that turned out to be buggy-beyond-all-reason. But I can live with that. (Just find a flat space to land that's at sea-level!) I kinda miss my mountain-climbing from the really old version, however.)

All it needs is a random tree-and-rock generator, and perhaps someway to declare certain colors in the surface texture as "flat" or "Ocean" to facitlitate more fun!
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