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Old 09-28-2016, 11:11 AM   #196
GLS
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Quote:
Originally Posted by GLS View Post
 Same here in Jupiter. It seems to be the redish cloud layer that appears around the planet, when the ship is at a high phase angle to the planet. The layer starts missing slices.
... and I'm seeing the same issue on Earth, high-phase angle and about GEO distance.
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Old 09-28-2016, 12:54 PM   #197
turtle91
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Quote:
Same here in Jupiter. It seems to be the redish cloud layer that appears around the planet, when the ship is at a high phase angle to the planet. The layer starts missing slices.
... and I'm seeing the same issue on Earth, high-phase angle and about GEO distance.
I have his on Earth, too. But it is even worse on Mars. (D3D9 client)
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Old 09-28-2016, 09:30 PM   #198
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ok. I noticed in a dialogue box not x to close. I can't close the window.




But it is there in d3d9
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Old 09-28-2016, 11:18 PM   #199
turtle91
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I don't have the "X" at all(i.e. ExtMFD).
However, I have "focus-follow-mouse" active and a "ALT+F4" works fine for me AFTER moving the mouse over the whatever-control-box.

I have Windows 7, I tried various "compatibilty-modes" and disabled all the windows-visual-stuff-options....but still...no "X"...just "Space".
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Old 09-29-2016, 05:59 AM   #200
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Doesn't the window close anyway if you click where the "x" should be?
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Old 09-29-2016, 10:06 AM   #201
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Quote:
Originally Posted by Ripley View Post
 Doesn't the window close anyway if you click where the "x" should be?
No.

Whats odd is the Orbiter Windows have it.


So it makes me thing it is the add on person code that something is missing.

ALT+F4 does work. Be careful because you can exit easily the whole program
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Old 09-29-2016, 10:30 AM   #202
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Why don't you submit this to Martin? This way he can more easily track issues and such. Do it here:
http://www.orbiter-forum.com/project.php?projectid=1

Otherwise, it could be overlooked and get lost in the thread.

Quote:
Originally Posted by AssemblyLanguage View Post
 Very minor difference:

The Map MFD no longer supports both a base target and an orbit target at the same time. The scenario entry BTARGET is over ridden by OTARGET. The base will show if you enter it manually with the TGT button but it disappears if you enter an orbit target manually. While you only need one target at a time, it was nice to have the base showing on the map.
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Old 09-29-2016, 11:15 AM   #203
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Originally Posted by turtle91 View Post
 I have his on Earth, too. But it is even worse on Mars. (D3D9 client)
I haven't been able to reproduce it. Could someone post a scenario using the stock DG.
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Old 09-29-2016, 11:43 AM   #204
turtle91
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Here is a scenario wth a standard DG using external view.
In my case, I have a black-flickering at the distance horizon a couple of seconds after the scenario loads.
It flickers between black and the normal horizon in a very fast pattern (multiple times per second).

Code:
BEGIN_DESC
Orbiter saved state at T = 45914
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 52007.2799218982
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship GL-NT
END_FOCUS

BEGIN_CAMERA
  TARGET GL-NT
  MODE Extern
  POS 95.670164 167.276672 -20.830420
  TRACKMODE TargetRelative
  FOV 50.00
END_CAMERA

BEGIN_HUD
  TYPE Surface
END_HUD

BEGIN_MFD Left
END_MFD

BEGIN_MFD Right
END_MFD

BEGIN_SHIPS
GL-NT:DeltaGlider
  STATUS Landed Mars
  POS -135.4300000 12.7400000
  HEADING 70.00
  ALT 2.532
  AROT 151.614 -45.324 -82.449
  AFCMODE 7
  PRPLEVEL 0:1.000000 1:1.000000
  NAVFREQ 0 0 0 0
  XPDR 0
  HOVERHOLD 0 1 0.0000e+000 0.0000e+000
  GEAR 1.0000 0.0000
  AAP 0:0 0:0 0:0
END
END_SHIPS

BEGIN_DX9ExtMFD
END

And here my D3D9 settings (I am using standard textures btw...no hires):

Code:
FrameRate = 60
EnableLimiter = 1
CustomCamMode = 0
PlanetPreloadMode = 0
PlanetTexLoadFreq = 500
Anisotrophy = 8
SceneAntialias = 0
SketchpadFont = 0
PreLoadBaseVisuals = 0
EnableNormalMapping = 1
NearClipPlaneMode = 1
RwyLightAnimate = 1
RwyLightAngle = 120
RwyBrightness = 1.8
NightLightsAngle = 10
BumpMapAmplitude = 1
PlanetGlow = 0.7
EnvMapSize = 512
EnvMapMode = 1
EnvMapFaces = 1
ShadowMapMode = 1
ShadowMapSize = 1024
EnableGlass = 1
EnableMeshDbg = 1
TileMipmaps = 1
TextureMips = 1
TileDebug = 0
StereoSeparation = 65
StereoConvergence = 0.2
DebugLvl = 1
VCNearPlane = 0.1
LightSourcesInUse = 12
DisableDrvMgm = 0
NVPerfHUD = 0
DebugLineFontSize = 18
DisableVisualHelperReadout = 0
LODBias = 2
MeshRes = 1
MicroMode = 1
MicroFilter = 3
BlendMode = 1
MicroBias = 3
PostProcess = 1
ShaderDebug = 0
PresentLocation = 1
PlanetTileLoadFlags = 3
SolCfg = Sol
DebugLineFont = Fixed
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Old 09-29-2016, 12:29 PM   #205
jarmonik
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Quote:
Originally Posted by turtle91 View Post
 Here is a scenario wth a standard DG using external view.
In my case, I have a black-flickering at the distance horizon a couple of seconds after the scenario loads.
It flickers between black and the normal horizon in a very fast pattern (multiple times per second).
That has been fixed already from the latest SVN. But isn't that entirely a different issue than the one discussed above ? What was the talk about cloud layers, GEO distance and high phase angle ?
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Old 09-29-2016, 01:34 PM   #206
turtle91
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Ok, I am still on official Orbiter release + D3D9 client R1.
Just an example what I did, to make this flicker-issue even getting worse, as might be seen in my previous scenario:

Still on Mars(so..no clouds above Mars in Orbiter-2016 I guess):
-flying from Olympus (night time) to Valles-Marineris (day-time)
-my altitude is about 6500 meters above ground (radio-alt as seen in the surface HUD)
-during my way to the destination, I encounter a nice sun-dawn, still no issues here
-as I am coming more close to my destination (the sun is nearly "above" me),the flickering starts a little as seen at the far horizont.
-right above my destination, I am still at 6500 meters above the surface, while Surface- MFD reads about 1200 meters altitude (so..sea altitude). So I am still in the positive range (not in a hole).
Here the flickering is much worse, I can see a black flicker, mugh more thick in its "altitude" just in front of my view.
This means, I am not playing around with external views and different view-angles, just the 2D-cockpit-view at FOV 50.

-If I swing the view a bit around, the flickering might stop, but will come back, as soon as my camera is set back to standard/neutra("HOME" key).

The problem is, I cannot provide a screenshot, where the issue can be seen.
All screenshots are fine...not showing-up the problem.
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Old 09-29-2016, 03:11 PM   #207
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What if you hit Ctrl+PrtScr and select "Save frame sequences"?

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Old 09-29-2016, 06:00 PM   #208
turtle91
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Quote:
What if you hit Ctrl+PrtScr and select "Save frame sequences"?
Cool...nice one....I need todo more RT*M...

Ok, I have one example-picture. But it shows the problem at the very beginning.
Here the flicker is very small(thin).

In the far distance, there is a thin black "flicker".
This flickers at about 20-30 per second and ruins the scene.
If I would continue my flight, the black "flicker" goes wider and wider.

Attached the captured example-frame.
Attached Thumbnails
0011.jpg  
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Old 09-30-2016, 09:37 PM   #209
DoyleChris
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I am having problems with the hires pack I installed them into the \textures\earth\archive.
And when i go to run orbiter eithier in the default or with dx9 client all i get is a blue marble no textures.
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Old 09-30-2016, 10:04 PM   #210
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Quote:
Originally Posted by jarmonik View Post
 That has been fixed already from the latest SVN. But isn't that entirely a different issue than the one discussed above ? What was the talk about cloud layers, GEO distance and high phase angle ?
I think I've got more info about the tearing now:
>> only shows up in internal view
>> only when the planet is not centered in the window
>> the tearing is restricted to the side of the planet closest to the center of the window (day or night)
>> the "holes" change place several times per second, and they stop when the simulation is paused
>> only happens when using MOGE (nothing to report with D3D9 r25.1)

I'm using the latest orbiter revision (r64).
Image of the tearing on Earth:
Attached Thumbnails
tearing.PNG  
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