Recent content by martins

  1. M

    Orbiter is now open source

    Yes, that is correct. All source development has switched over to git.
  2. M

    SDK Question API compatibility strategy?

    Yes, essentially that. I plan to have a final x86 release that incorporates bug fixes and the handful of feature enhancements since Orbiter 2016 and retains backward compatibility as much as possible. That should happen sooner rather than later. After that, the plan is to drop the 32-bit build...
  3. M

    General Question Orbiter/CMake with Visual Studio 2019 16.11.2

    Just wanted to ask if anybody has tried the latest update to VS 2019 yet in combination with Orbiter/CMake. After reports that the previous update (16.11.1) broke CMake cache generation, I've held off updating my VS installation. According to the release notes, 16.11.2 addresses that problem...
  4. M

    Advanced Question Problem with keplerian elements?

    Did you take this into account?
  5. M

    Finding the North on Mars

    I haven't got my copy of the Guide to hand, but this should be fairly obvious: Ensure approximately uniform anaerobic microbial growth throughout the towel (generally a given for hitchhiking towels) Moisten towel Drape over a rock of suitable size, covering all sides Wait a few days North is...
  6. M

    Finding the North on Mars

    Edit Config/Sol/Marker/Common star names.mkr
  7. M

    Spacecraft DeltaGlider Black

    But ultimately futile, I suspect. All the incoming radiation (plus anything generated on the ship) has to be re-emitted one way or the other. If not by direct reflection, then as black body radiation. You may need detectors for a longer wavelength band, but you'd still spot it.
  8. M

    Spacecraft DeltaGlider Black

    Vantablack? Stylish, but possibly not the best choice for a spacecraft... You might have to upgrade the cooling system, and you will definitely have to fit bigger radiators ...
  9. M

    x64 Development

    Yes, it looks like I missed to add the dependencies. Must have been just lucky that I didn't run into that problem myself. I have added the dependencies now and created a pull request. Could you check if this is working for you (you may have to start from a clean build directory to give it a...
  10. M

    x64 Development

    Do you know which of the projects is failing? Is it something I should look into?
  11. M

    x64 Development

    That doesn't sound good. I haven't yet upgraded to the 16.11.1 version, and maybe I should hold off for now. I just checked that, and while the build folder does have the Debug/Release subdirectory problems, my install folder is ok and does produce a working Orbiter setup. And if I build the...
  12. M

    Discussion Increase the capacity of mesh groups

    You are right, the vertex limitation is imposed by DX7, and the Orbiter Mesh class is currently closely following that format. So once the DX7 connection is dropped, that limitation can be relaxed as well. Before that happens, I want to have one more release with x86 architecture and DX7...
  13. M

    New Release D3D9Client Development

    That is fine as long as you are not relying on the side effect of the argument of assert() being evaluated even if the assertion is not tested. So you can do res = someFunction() assert(SUCCEEDED(res)) but not assert(SUCCEEDED(someFunction())) if you rely on someFunction() being called.
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    New Release D3D9Client Development

    I have defined my own macros (in Src/Orbiter/Log.h: ASSERT and dASSERT). Log.h isn't currently exported to the SDK, so probably not visible to external plugin code. If it looks useful, I could copy it to Orbitersdk/include.
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    New Release D3D9Client Development

    I finally managed to compile D3D9Client x64 and run it under Orbiter x64! Thanks for your help in getting my problems worked out. FYI, It worked straight away for me when doing a debug build, but to get it to work in a release build, I had to fix problems with _wassert and assert, by adding the...
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