Recent content by D-mo

  1. D-mo

    Problem Multiple errors in Orbiter headers at compile time

    Yeah, installing Build Tools for VS is sufficient. You can find them here: https://visualstudio.microsoft.com/downloads/ under Tools for VS section. Or direct link: https://aka.ms/vs/17/release/vs_BuildTools.exe In terms of download/install size it's about 60% of the full VS install.
  2. D-mo

    Launch News International Lunar Research Station

    @MaxBuzz is that a human lander or something else?
  3. D-mo

    API Question Trying not to break existing add-ons

    @Gondos wow that looks nice. :hailprobe: The only thing I would ask is that we make it a submodule instead of importing all their code into Orbiter.
  4. D-mo

    API Question Trying not to break existing add-ons

    I believe there are some binary-only DLLs that are causing issues with 64-bit builds, so we might have to keep it around until those are replaced. @n72.75 can chime in if I am wrong. I believe he was looking into that.
  5. D-mo

    API Question Trying not to break existing add-ons

    @GLS I believe you. I am just saying that this shouldn't have to happen. And if it is, then something needs to be fixed upstream.
  6. D-mo

    API Question Trying not to break existing add-ons

    I would like to see these fixed: The XR vehicles get buried in some of the scenarios. Not all. I am guessing this might be some rounding error and the vehicle ends up being partially underground?
  7. D-mo

    API Question Trying not to break existing add-ons

    If the APIs are the same between 32 and 64 bit builds, the add-ons shouldn't have to make any changes. Now, the last thing we want to do is have different APIs between the two versions. That will be a nightmare for both the Orbiter devs and the addon devs. The route that we can go is to start...
  8. D-mo

    API Question Trying not to break existing add-ons

    Sadly, @Gondos is probably correct. We start with replacing some of the Windows-specific code with STL (eg, filesystem, strings, math, etc.). IMHO anything outside of the Orbitersdk dir can and should be replaced with generic C++ code. But, yeah, at some point we'll have to bite the bullet and...
  9. D-mo

    API Question Trying not to break existing add-ons

    I am. But life is not that simple. For example, I thought I could replace a struct with an alias to a specialized template. It turns out I can't. The fact that certain function parameter is a struct or a union is embedded into the function signature (not just the name of the type). So, to make...
  10. D-mo

    API Question Trying not to break existing add-ons

    I've been making some changes to the Orbiter code and trying carefully not to break the existing add-ons. I know this is very subjective, but are there like 5 top add-ons that everybody uses that I can test against? I am thinking: IMFD, LunarTransfer, XR ships. Any others?
  11. D-mo

    Orbiter Screenshot Thread

    Got another spare Roadster you can loan me? ;)
  12. D-mo

    Advanced Question Orbiter core

    Is my understanding correct that all planets and moons in Orbiter move along certain modeled paths (eg, VSOP87) and all vessels' motion is determined by the computed gravitational forces?
  13. D-mo

    General Question Rendering issues with D3D7 and D3D9 clients (Open Orbiter)

    huh... @kuddel so you are saying launching D3D7 client through Orbiter_ng.exe is not the same as launching Orbiter.exe?...
  14. D-mo

    General Question Rendering issues with D3D7 and D3D9 clients (Open Orbiter)

    @n72.75 could you try with OO + Orbiter_ng.exe + D3D7?
  15. D-mo

    General Question Rendering issues with D3D7 and D3D9 clients (Open Orbiter)

    The thing is: With OpenOrbiter, if I start Orbiter.exe which only allows the built-in D3D7 client, everything is fine (first screenshot). But if I start Orbiter_ng.exe and pick D3D7 client in the Video tab, I see the rendering issues (second screenshot). Can't do that with 2016 because it...
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