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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
I can't think of anything else without knowing more about what's going on "under the hood".
If you disable the graphics client and load in console-mode only, does it crash?
What we might need to do, is have you build the debug version, attach the debugger and see where exactly it crashes in...
There should be no issue with the D3D9 DLL location. It's in the same place for me.
What jumps out immediately to me is that the log seems to have cut off earlier than what I'd expect.
This is more or less what it should look like (I have a few settings that are different):
**** Orbiter.log...
You can use the 2016 high-res textures.
The 2016 textures are level 19 max. Orbiter 2024 supports up to level 21, however no level 21 textures exist yet. These would be absolutely massive in size (hundreds of GB).
If you already have a 2016 install with the high-res textures, you can add...
That sounds like you're missing a mesh. Try reiïnstalling. Make sure you're preserving the directory structure of the files getting copied in.
It could also be something like anti-virus or file permissions (don't install in Program Files), but check the above first.
The name "Dark Matter" is a confusing the name, because it sounds like "mysterious dark stuff".
Dark Matter is not some mysterious dark stuff, that is there to balance an equation. It goes a bit deeper.
All "Dark Matter/Energy" is, is: "The solution to the observations".
What we observe...
I think it was a PR to another branch. "orbitersim/latex_doc_update"
There is a pull request for that branch into main.
There may be a small merge conflict with CMakelists.txt but I tested out rebasing/merging on my local branch and it was pretty easy to resolve.
It should be pretty easy to add new integrators here: https://github.com/orbitersim/orbiter/blob/e0727d026881d179a6514f1e2f85c3458fc4b2a9/Src/Orbiter/BodyIntegrator.cpp if we want to. It would be very cool; I think the necessity is probably vanishingly small. I fully support adding it to future...
I agree. I think the challenge with any navigation tool is that we typically want the "best" solution, which for the average Orbiter user is probably something along the lines of "fast and accurate enough to do with a vessel that has 50km/sec of DV", for an NASSP user that may be: "rendezvous in...
GMAT is a good option. GMAT's internal propagator functions are comparable to Orbiter's.
IMFD is the most accurate tool that we currently have...but I don't believe it accounts for every perturbation source. (radiation pressure, n-body). It also calculates trajectories with large step sizes...
I have not reread everything yet, but once, I do, and pending any typos. I think it should be merged.
If we consider the state of bugfixes and improved documentation especially in comparison with O2016 and O2010 at the time of their release. I think we are in really good shape; comparable or...
Would having better controls/custom limits in Orbiter be useful? If you're checking and setting the time aceleration in clbkPreStep you can run into the issue where you run one timestep at a high aceleration before it gets reset back to what you're code is trying to control....idea for a future...
There can't really be an explicit analytical solution. It would require, at minimimum, an explicit formula for the perimeter of an ellipse. And the aceleration as a function of time while traveling along an elliptical path.
The way to actually determine this is by solving Lambert's Problem. It...
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