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Old 09-01-2016, 11:13 AM   #61
Ripley
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160828, if that's what you're asking.
See lower left corner of Launchpad.
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Old 09-01-2016, 05:02 PM   #62
pappy2
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Merci "Doc" et les autres Orbinautes pour ce formidable travail
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Old 09-01-2016, 06:55 PM   #63
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Originally Posted by Zatnikitelman View Post
 I'm noticing the same behavior with D3D9.

[UPDATE]: I played around with the graphics settings just to make sure 60fps just didn't happen to be what my hardware could produce and 60fps is all I can get.
I would double-check that you don't have vsync forced on in your nvidia control panel settings.
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Old 09-01-2016, 08:16 PM   #64
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Anyone else run the Atlantis demo and get the shuttle ascending to heaven?

Last edited by Zach121k; 09-01-2016 at 08:49 PM.
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Old 09-01-2016, 09:04 PM   #65
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Thanks Martin for all your work!

Now I guess I've got to relearn how to fly this thing.

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Old 09-01-2016, 09:53 PM   #66
JMW
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Originally Posted by Zach121k View Post
 Anyone else run the Atlantis demo and get the shuttle ascending to heaven?
Yes, jumps skywards and then engines fire.....
Paused start screenshot below...
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Old 09-01-2016, 10:44 PM   #67
Ripley
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I opened the "DG-S ready for takeoff" scenario, clicked on Retro Doors Open (on lower right of 2D cockpit) and OrbiterSound4 said "Nose Cone open".
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Old 09-01-2016, 11:34 PM   #68
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Martin! Congratulations, thanks so much for the hard work that you put in to this simulation. I was curious is anyone thinking of adding Oculus Rift (Virtual Reality) support to orbiter sim? It would be quite an epic experience to be able to fly a mission with the delta glider in virtual reality. PRETTY PLEASE =)
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Old 09-01-2016, 11:59 PM   #69
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Originally Posted by boogabooga View Post
 Quick question.

I haven't found any reference to the new atmospheric wind effects in the documentation. How does it work? Are the wind velocities random? Do they change during the mission?
From my experience the winds don't seem to change with different runs of the same scenario, and they seem to remain as they are during the scenario run (or they change very slowly).
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Old 09-02-2016, 12:13 AM   #70
Zatnikitelman
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Originally Posted by dbeachy1 View Post
 I would double-check that you don't have vsync forced on in your nvidia control panel settings.
It was set to "allow application to decide" and I turned it to off which did it. Though I'm not sure why nVidia failed to pick up the setting from Orbiter in that case. I'll have to play with it some more.

More general question to the floor: I haven't been following the technical details of the new goodies, so what is the current "bottleneck" in terms of performance? Loading the textures? Or still primarily the CPU, GPU and Memory?
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Old 09-02-2016, 04:53 AM   #71
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Stupid question time: Do add-ons for Orbiter 2010/P1 work for 2016?
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Old 09-02-2016, 05:17 AM   #72
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I really love it. Orbiter has come a very long way.

But just one thing, the I key doesn't seem to toggle the info anymore (at least for me)
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Old 09-02-2016, 05:34 AM   #73
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Originally Posted by Pipcard View Post
 But just one thing, the I key doesn't seem to toggle the info anymore (at least for me)
That was removed intentionally (and pretty early in the beta) AFAIK. You can use the sidebar displays instead.
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Old 09-02-2016, 06:07 AM   #74
JonnyBGoode
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Originally Posted by Zach121k View Post
 Anyone else run the Atlantis demo and get the shuttle ascending to heaven?
It does it for me, too.

Also, when you start the "Moon through atmosphere" level, the shuttle pops up into the air a few hundred feet and then drops to the ground. The camera also tilts into the ground sharply when this happens.
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Old 09-02-2016, 06:32 AM   #75
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Originally Posted by JonnyBGoode View Post
 Stupid question time: Do add-ons for Orbiter 2010/P1 work for 2016?
Some of them work and others don't, you just have to try.
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