News Add-ons working in Orbiter 2016

jangofett287

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I've tried to get the bits together to recompile this against the new orbiter version, but I can't find several of the libraries. Many things are in the Acknowledgements, but it's not clear what I need to grab. This addon dumps 2 dlls into orbiter-root (libnlopt-0.dll, lpsolve55.dll) and 4 into /modules/plugin (msvcm80.dll, msvcp80.dll, msvcr80.dll and PrecessionMFD.dll) That's all I can say for sure about it right now. I'll look at it some more and see if I can find all the dependencies.

Ok, so here's the dependencies list:
AlgLib
CSPICE
eigen
KOST
LpSolve
nlopt
Orbiter Sound

Obviously Orbiter Sound isn't updated yet, but that's quick enough to remove. The problem is there's 2 more missing headers; bitmap.h and gal.h. The zip contains a bitmap.cpp, so I've been able to almost reconstruct the associated header, but I've no idea where gal.h comes from. There's also several errors in the code I've been able to fix and several I can't.
 

slaver0110

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HUDDrawer for 2016 crashes

No matter which scenario/craft I try to use, Orbiter CTD's before scenario start if HUDDrawer is enabled in Launchpad.

Code:
 Problem Event Name:	BEX
  Application Name:	orbiter.exe
  Application Version:	0.0.0.0
  Application Timestamp:	57c23433
  Fault Module Name:	StackHash_5861
  Fault Module Version:	0.0.0.0
  Fault Module Timestamp:	00000000
  Exception Offset:	PCH_14_FROM_ntdll+0x0003D72C
  Exception Code:	c0000005
  Exception Data:	00000008
  OS Version:	6.3.9600.2.0.0.256.48
  Locale ID:	1033
  Additional Information 1:	5861
  Additional Information 2:	5861822e1919d7c014bbb064c64908b2
  Additional Information 3:	d1d9
  Additional Information 4:	d1d94a13d3609d6b740644c12508f581

Orbiter log:
Code:
**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 3.00654e-007 sec
000000.000: Found 2 joystick(s)
000000.000: Devices enumerated: 6
000000.000: Devices accepted: 5
000000.000: [ ] RGB Emulation (SW)
000000.000: [ ] Direct3D HAL (HW)
000000.000: [x] Direct3D T&L HAL (HW)
000000.000: [ ] Direct3D HAL (NVIDIA GeForce GTX 650 Ti) (HW)
000000.000: [x] Direct3D T&L HAL (NVIDIA GeForce GTX 650 Ti) (HW)
000000.000: Module AtlantisConfig.dll .... [Build 160828, API 160828]
000000.000: Module AtmConfig.dll ......... [Build 160828, API 160828]
000000.000: Module DGConfigurator.dll .... [Build 160828, API 160828]
000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830]
000000.000: Module ExtMFD.dll ............ [Build 160828, API 160828]
000000.000: Module ScnEditor.dll ......... [Build 160828, API 160828]
000000.000: Module XPointerMFD.dll ....... [Build 160619, API 160412]
000000.000: Module AttitudeIndicatorMFD.dll  [Build 160807, API 160220]
000000.000: Module BaseSyncMFD.dll ....... [Build 160717, API 160712]
000000.000: ---------------------------------------------------------------
000000.000: >>> WARNING: Obsolete API function used: oapiRegisterMFDMode
000000.000: At least one active module is accessing an obsolete interface function.
000000.000: Addons which rely on obsolete functions may not be compatible with
000000.000: future versions of Orbiter.
000000.000: ---------------------------------------------------------------
============================ ERROR: ===========================
Failed loading module Modules\Plugin\InterMFD55.dll (code 126)
[Orbiter::LoadModule | .\Orbiter.cpp | 600]
===============================================================
000000.000: Module LunarTransferMFD.dll .. [Build 160829, API 160815]
000000.000: Module InterMFD56.dll ........ [Build 160829, API 160815]
000000.000: Module AeroBrakeMFD.dll ...... [Build ******, API 100830]
000000.000: Module PursuitMFD.dll ........ [Build 160129, API 160129]
000000.000: Module RendezvousMFD.dll ..... [Build ******, API 050206]
000000.000: Module HUDDrawer.dll ......... [Build 130423, API 100830]
000000.000: 
000000.000: **** Creating simulation session
000000.000: DirectDraw interface OK
000000.000: Direct3D interface OK
000000.000: Graphics: Viewport: Fullscreen 1920 x 1080 x 32
000000.000: Graphics: Hardware T&L capability: Yes
000000.000: Graphics: Z-buffer depth: 32 bit
000000.000: Graphics: Active lights supported: 8
000000.000: Loading 15382 records from star database
000000.000: Joystick throttle: Z-AXIS
000000.000: Joystick throttle control detected
000000.000: Module Sun.dll ............... [Build 160828, API 160828]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 160828, API 160828]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 160828, API 160828]
000000.000: Module VenusAtm2006.dll ...... [Build 160828, API 160828]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 160828, API 160828]
000000.000: Module EarthAtmJ71G.dll ...... [Build 160828, API 160828]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 160828, API 160828]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 160828, API 160828]
000000.000: Module MarsAtm2006.dll ....... [Build 160828, API 160828]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 160828, API 160828]
000000.000: Module Jupiter.dll ........... [Build 160828, API 160828]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 160828, API 160828]
000000.000: Module Europa.dll ............ [Build 160828, API 160828]
000000.000: Module Ganymede.dll .......... [Build 160828, API 160828]
000000.000: Module Callisto.dll .......... [Build 160828, API 160828]
000000.000: Module Satsat.dll ............ [Build 160828, API 160828]
000000.000: Module Saturn.dll ............ [Build 160828, API 160828]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 160828, API 160828]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 160828, API 160828]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 160828, API 160828]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 160828, API 160828]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 160828, API 160828]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 160828, API 160828]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 160828, API 160828]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 160828, API 160828]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 160828, API 160828]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module DeltaGlider.dll ....... [Build 160828, API 160828]
000000.000: Module LuaInline.dll ......... [Build 160828, API 160828]
000000.000: Module ShuttleA.dll .......... [Build 160828, API 160828]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: Finished initialising panels

Cheers!
 
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Screen Capture


Screen capture seems to be handled quite nicely in vanilla Orbiter 2016 - CTRL+Print Screen brings up a 'capture frames' dialogue where individual shots or sequences can be saved. See the F1 help in-game.
 

Enjo

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No matter which scenario/craft I try to use, Orbiter CTD's before scenario start if HUDDrawer is enabled in Launchpad.
Yup. Uploaded the wrong version. It should be fixed now.
Keep hunting! :hunter:
 

Wolf

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Good news for Shuttle reentry profile management
GPCMFD (both in OPS3 and OPS4) works fine (tested with XR2)
 

Kyle

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BrianJ's Beta compatible F9 and FH still work with the release.
 

Eduard

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TransX is included with Orbiter; I'm not counting included stuff.

Yes, but I am talking about this one: [ame="http://www.orbithangar.com/searchid.php?ID=6393"]TransX 2016.04.04 MMExt for Orbiter 2016[/ame]
This is the updated version by Enjo, with many improvements, which is definitely not included within Orbiter, but replaces the included one.
This updated version was not automatically usable for Orbiter 2016 before, but only for Orbiter 2010. It had to be recompiled by Enjo, apart from the default one in the Orbiter installation. Here is the build.

Yes. I meant that one.
 

Donamy

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ISS AtoZ works in Orbiter 2016, but all .dll vessels, (Soyuz, Progress, P4, CMG etc.) CTD when you press F1 for VC. SC3 vessels work in VC mode however.
 

boogabooga

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I hope UMMU gets sorted out soon.

It will be really good to go explore the new 3D terrain...
 

hutchison66

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Not make a self-promotion here, but why don't you transition over to SSU? That Shuttle Fleet would become non-working one day was always in the cards since it is closed-source and the author isn't around anymore. Now that that day has come, and it is time to make a decision: stick with Shuttle Fleet and watch the world move away from you, or get on the future train and experience something absolutely new and exciting.

its too complicated and always seems to be in development, I've had the Centaur booster working for well over a year now and its still being worked on by SSU. if David 413 doesn't want to do it any more he should just release the source code and let somebody else carry on working on it, its like I don't want to play any more but I'm taking my ball back. not fair on the rest of us who think his addon is great and did nothing wrong.

---------- Post added at 01:32 AM ---------- Previous post was at 01:22 AM ----------

ISS AtoZ works in Orbiter 2016, but all .dll vessels, (Soyuz, Progress, P4, CMG etc.) CTD when you press F1 for VC. SC3 vessels work in VC mode however.
Hi Don with ISS A2Z I don't think its worth it, think about it we both use D3D9 client for it so it makes very little difference to change over for very little return, I would have preferred collision detection rather than ground terrain, it would have put a bit of danger into docking and moving around the station. don't get me wrong I like the new terrain but I don't use Orbiter for Science fiction I've got No man's sky for that, but Orbiter is about realism and the one thing that's missing is Collision detection
 

GLS

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its too complicated and always seems to be in development, I've had the Centaur booster working for well over a year now and its still being worked on by SSU.

Yes, taking a 3D model and putting a propellant resource and a few thrusters is relatively easy and quick to do. Making a 3D model and coding stuff so it can at least sim the basics and separate from the orbiter correctly, while also doing the IUS and the rest of the shuttle system, with all the research and learning it takes, sadly is not so easy or quick.
It's the way it is, believe me I wish it could be faster and easier to do. :shrug:
 

Urwumpe

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Yes, taking a 3D model and putting a propellant resource and a few thrusters is relatively easy and quick to do. Making a 3D model and coding stuff so it can at least sim the basics and separate from the orbiter correctly, while also doing the IUS and the rest of the shuttle system, with all the research and learning it takes, sadly is not so easy or quick.
It's the way it is, believe me I wish it could be faster and easier to do. :shrug:

Exactly. Also it is much harder, if you care about integration into a bigger add-on and also invest much more time researching to have correct data before you implement.

Of course, we could also just make a simple animation there with an attachment and then require the player to switch vessel with F3, press CTRL+1 to deploy the Centaur, press J to jettison it and then switch back to the Space Shuttle for collision avoidance. (Or much worse with a spacecraft3.dll version)

But the resulting add-on would then no longer be SSU. We had always some kind of Burgfrieden with Shuttle Fleet because we never attempted to create a SF clone and IMHO it should stay that way.
 

boogabooga

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Yes, taking a 3D model and putting a propellant resource and a few thrusters is relatively easy and quick to do. Making a 3D model and coding stuff so it can at least sim the basics and separate from the orbiter correctly, while also doing the IUS and the rest of the shuttle system, with all the research and learning it takes, sadly is not so easy or quick.
It's the way it is, believe me I wish it could be faster and easier to do. :shrug:

In fairness, I think that is hutchison66's point. All he wants is a simplified propellant resource and a few thrusters. Shuttle Fleet seems to provide that for him.

The fact the SSU is clearly much more ambitious is why he is rejecting it.
 

GLS

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In fairness, I think that is hutchison66's point. All he wants is a simplified propellant resource and a few thrusters. Shuttle Fleet seems to provide that for him.

The fact the SSU is clearly much more ambitious is why he is rejecting it.
Then there's the default Atlantis that comes with Orbiter2016.

Is SSU confirmed working in 2016?
A version for 2016 is currently in development. Major parts missing are making the GPCs smarter to fly to a runway at any ASL altitude and surface base conversion (runway leveling/etc). It will come out eventually. :thumbup:
 

Wolf

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Sorry to step in guys and please note this NOT a critique to the devs: SSU is probably, as you say, the "future Shuttle" for Orbiter. I know the enormous effort and dedication that you guys are putting in such an ambitious project but let me say something from the "user" side: SSU development started something like 7-8 years ago with huge expectations from everybody in the community. We all had the feeling that the Fleet was eventually getting kind of obsolete with no further development by the author and I think Shuttle enthusiats like hutchinson66 would be very happy to fly SSU on their STS missions. IMHO SSU has one big problem:it is very difficult to understand how it works (and what works so far and what does not). The fact that it is still under development together with (let me say it) the lack of a complete documentation on how to use it (or maybe some tutorials) generates quite a lot of frustration. Yes, you can say "look at the NASA FDF, these are the docs and checklists for SSU" but even using those manuals and checkilists is not straight forward as it may seem: not everybody is a Space Shuttle geek. I wonder how many people currently use SSU and how many don't for the above reasons.
Just my two cents
 

indy91

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Same thing with NASSP. And I say this as one of the developers. AMSO will always be the more accessible Apollo addon. NASSP and SSU can only ever be as user-friendly as the Space Shuttle Orbiter, the CSM and the LM itself. NASSP might have a slight advantage because the simulation of the CSM is more complete than the simulation of the Shuttle in SSU, but NASSP has also been in eternal development and didn't even have a proper release in a decade.

And to stay on topic, NASSP is currently not working with Orbiter 2016. There is a development branch for it, but currently it only has some experimental hold-down forces that are different from Orbiter 2010. Our Saturn rockets currently don't sit on the launchpad in Orbiter 2016 and there is a transient at launch that prevents good guidance. I think in general all of our accelerometers are broken. And without that, our spacecraft are fairly useless. What we are missing is manpower, especially people who are familiar with the Orbiter API and what has changed for Orbiter 2016.
 

Face

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if David 413 doesn't want to do it any more he should just release the source code and let somebody else carry on working on it, its like I don't want to play any more but I'm taking my ball back. not fair on the rest of us who think his addon is great and did nothing wrong.

Sure. And saying so repeatedly here won't change the situation one yota IMHO. I've seen that too often before.

Go to where there is even the chance that he is listening: Dan's place. Worship David's work there, and perhaps you will be able to talk him into updating it again. But perhaps leave out the "angry kid taking ball with him" part, that might be counter-productive.

Also, "just release the source code" is not a very good argument (although of course a valid one) if you know David's past and the recent discussions about open-source licenses.

"Not fair" is invalid IMHO, because the author of the addon owes you (and the rest of the community) absolutely nothing for using his free time to create something enjoyable and releasing it for free. If anything, it is the other way around.

I can understand your frustration seeing how personal decisions make your favorite addon vanish, but please try to understand the author's view, too:
It is his work he gave away for free for you to enjoy, and for whatever reason he now don't want to work on it anymore (or at least not as fast as you would like to have it). Who are you to tell him what he should do now with it?
Perhaps he got frustrated with the community just as much as you are frustrated now, and thought to himself: "don't work for the community, let the community work for you!"

And unfortunately I have to tell you: I would understand that thinking very well, if it is so.
 
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