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Old 05-25-2008, 05:50 AM   #16
computerex
Addon Developer
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Quote:
Originally Posted by Voyager_VI View Post
 Where is beta 080514 available at?

When I go to the beta page http://download.orbit.m6.net/betaNG/orbiter_beta.html the last update I see is 070927.zip...I've refreshed the page, so that's not the problem...
http://orbitervis.wiki.sourceforge.n...iterPublicBeta
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Old 05-25-2008, 02:56 PM   #17
Voyager_VI
Sailor Tim
 
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Thanks computerex, don't know how did I miss that one....
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Old 05-25-2008, 07:36 PM   #18
Poscik
Addon Developer
 
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Can I compile D3D9 client by the same way as for D3D7 client?
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Old 05-25-2008, 08:22 PM   #19
computerex
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Quote:
Originally Posted by Tschachim View Post
 
CHANGE: "New KSC launch pad and VAB positions"

The attached screenshot explains the change well, I hope. I'm quite sure this is no bug, but it can cause some work (in the case of NASSP a lot of work) to change all positions according to the new tiles.
That's troublesome, because most add-ons use the pre-calculated (Checklist\quickstart) coordinates to place their vessels on say the runway 33, which means that people will start finding their vessels in the middle of nowhere(still on KSC of course). But we can use this to our advantage, see the attachment.
Attached Files
File Type: zip ValRep.zip (85.3 KB, 26 views)
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Old 05-25-2008, 09:54 PM   #20
zippy
Orbinaut
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I get a CTD every time it tries to load a scenario.
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Old 06-09-2008, 02:30 AM   #21
SPASE_1976
Addon Developer
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The 'MAP MFD' crashed , and didnt respond to mouse clicks ,the rest MFDs were ok , i just click this and that ( << >> ZM TRK etc) - i think i accelerate the sim while i was clicking it- and it stopped responding.I switch back from other MFDs (orbit etc) switch it on/off but it didnt respond.
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Old 06-09-2008, 03:40 PM   #22
SPASE_1976
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The texture is ABSOLUTELY AMAZING AND 100% REALISTIC
so earth textures add ons will not exist!
but the hires tiles are appear if you r very close to them and the blur/sharp difference is slightly visible so i got this idea...

What about placing the hires over the lowres tile using transparency and gradually reduce the transparency when the cam approaches the tile





ALSo i switch night lights off but still i see night lights (?)
ALSo can i extend the hires range using Lua script or something ?

Last edited by SPASE_1976; 06-09-2008 at 04:49 PM.
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Old 06-09-2008, 03:57 PM   #23
markl316
XR2 Ravenstar Commander

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Hi.
I saw the Earth L14 hyperlink. It is about 265 MB. Is this level 11 global AND level 14 Flordia, or just one or the other?
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Old 06-09-2008, 05:03 PM   #24
computerex
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Quote:
Originally Posted by markl316 View Post
 Hi.
I saw the Earth L14 hyperlink. It is about 265 MB. Is this level 11 global AND level 14 Flordia, or just one or the other?
I believe it's level 11 global textures, and level 14 Florida.
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Old 06-09-2008, 05:50 PM   #25
markl316
XR2 Ravenstar Commander

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Quote:
Originally Posted by zippy View Post
 I get a CTD every time it tries to load a scenario.
That's wierd. I do too.
Is this because I edited some of the parameters?

edit: sorry. Accidently deleted the Sol.cfg file.
Will Level 11 global textures be for mars too, or just earth?

Last edited by markl316; 06-09-2008 at 06:24 PM.
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Old 06-29-2008, 04:59 AM   #26
SPASE_1976
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just found another bug

prepare to launch the sts in the bright side (day) in real time
now accelerate (T) time till you go to the dark side (night)
now use scenario editor to go back in real time (Date > now )
the sts is totaly black , and will remain like this untill you switch aircarfts using F3.
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Old 06-29-2008, 12:13 PM   #27
reverend
Beta Tester
 
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Quote:
Originally Posted by SPASE_1976 View Post
 just found another bug

prepare to launch the sts in the bright side (day) in real time
now accelerate (T) time till you go to the dark side (night)
now use scenario editor to go back in real time (Date > now )
the sts is totaly black , and will remain like this untill you switch aircarfts using F3.

posting this to project tools... confirmed bug
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Old 09-17-2008, 07:57 AM   #28
no matter
Addon Developer
 
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Default oapiParticlesSetLevelRef

I am not really sure (no time to troubleshot more :sorry: ) but it seems like oapiParticlesSetLevelRef is not working the same as in 2006p1.

For example, writing this :
Code:
header:
double lvl = 1;
PostStep:
if (MainExhaustStream != NULL)
  oapiParticlesSetLevelRef(MainExhaustStream, &lvl);
was displaying my main engine's exhaust (MainxhaustStream is my main engine exhaust's PSTREAM_HANDLE) at full level even if the thruster was not firing.
Using the beta, I get nothing like this. No exhaust display, even if engine is ignited. I know that particles streams are behaving differently and I have checked that mine can be displayed by the beta.

However, AFAIK the Deltaglider is using oapiParticlesSetLevelRef (scramjet engines exhausts) and it is working as expected

Can it be because my addon is still compiled using 2006p1SDK?
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Old 09-17-2008, 10:38 AM   #29
martins
Orbiter Founder
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I don't know why this code doesn't work - it should, even without recompile. (Note that it should be oapiParticleSetLevelRef, rather than oapiParticlesSetLevelRef, but I guess this is just a typo in the post and not in your code, otherwise it wouldn't have compiled).

The code in oapiParticleSetLevelRef that links particle generation density to an external variable is exactly the same as the default behaviour of linking it to a thruster level, so if you get exhaust streams to work at all, it's a mystery why it wouldn't work in this case.

Just as a sanity check: is it possible that lvl has been reset somewhere else in the code?
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Old 09-17-2008, 11:33 AM   #30
no matter
Addon Developer
 
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Yes, this is a typo :crazy:

lvl is not reset, I tried a more complex name to be sure the value is not reset somewhere.

The particle stream is not rendered with the code I posted and ( I did not noticed that earlier ) when firing the engine, it is rendered with a serious offset in it's position, really far from the position I have defined.



If I had not the 2006p1 to check it is working as intended, I will immediately suspect my code.
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