That would be a great short solution! Thank you very much!I can host/mirror them in my very slow home server if you want. Temporarily at least.
That would be fine. Also maybe some admin could add the client among the Orbiter downloads.I can host/mirror them in my very slow home server if you want. Temporarily at least.
This is a graphics client/engine for Orbiter Spaceflight Simulator 2016. To install the client you need to download a package and extract it in the root folder of the Orbiter. Any previously existing files should be replaced.
You will need a DirectX June 2010 End-User Runtimes to run the client. If the package isn't installed in your computer you will receive an error message "The program can't start because d3dx9_43.dll is missing from your computer". Or you may see a pop-up window in Orbiter LaunchPad telling about a missing runtimes. If that happens then download the package from a link below and extract the content of the package in any empty directory you want and then find a Setup.exe and run it. It is a common mistake to forget to run the Setup.exe You can delete the contents of the directory after the setup is completed. The directory is just a temporary storage for the installation files.
Here is the link: DirectX9 Runtimes
I've uploaded the latest release that I had on my PC (Wayback download didn't work for me and I think it's the same version).That would be fine. Also maybe some admin could add the client among the Orbiter downloads.
Here's a quote from the old website:
Yeah, stars should not be visible across a major region when the sun is present (except for very bright ones, perhaps). But when the camera is in any shadow, stars should become visibleOne thing I'd like to add regarding the sun glare: currently it appears to emphasize the background stars in its vicinity; I'm not an expert on this matter by any means but generally I'd assume that opposite should happen and the sun would make it very difficult to make out any of those nearby stars due to brightness of the glare itself - hopefully this can demonstrate the 'issue' better (using default celestial sphere settings - added circle for clarity):View attachment 31911
I believe this used to occur with the old lens flare implementation as well so I'm not really sure if it's something that can be 'fixed' easily, but I figured I'd point it out anyway while the new sun glare option is being introduced.
We haven't switched yet. There are some things we need to fix in our code first. It's very high up on the priority list for us, though.I tried the new pre-release version of orbiter dev build. Wanted to test NASSP on it however it doesn't seem to work. I guess this is by design?
There's probably a simple additive blending going on. The star pixel's value is getting added to the glare value for the same pixel, and displaying the sum. This is how the real world works, except that the sun is much brighter in reality and completely washes out all stars within its glare.Yeah, stars should not be visible across a major region when the sun is present (except for very bright ones, perhaps).