I just went back to Orbiter to use it some more after a long time away from it, and I recall an old thread about how precision in long flights have errors because Orbiter uses DirectX 7, which I understand does not intrinsically use double precision. I used earlier versions for long flights. It was said that this problem could be corrected in DirectX 10 or later. Would that problem be fixable with D3D11Client?
Also, for anyone's information, I noticed two big bugs. First, unchecking a module in Orbiter 121103 or Orbiter 100830 causes a Data Execution Prevention violation in Windows XP 32 bit. I have not tested other OSs. I have to erase the modules manually from Orbiter.cfg.
Second, orulex-100721-O2010-alpha (and maybe earlier versions) does not display correctly with Orbiiter 121103 but does display correctly with Orbiter 100830. This problem is big because the orulex layer is erroneously almost at right angle to the planet surface when it should be just layered on top of the surface.
Also, for anyone's information, I noticed two big bugs. First, unchecking a module in Orbiter 121103 or Orbiter 100830 causes a Data Execution Prevention violation in Windows XP 32 bit. I have not tested other OSs. I have to erase the modules manually from Orbiter.cfg.
Second, orulex-100721-O2010-alpha (and maybe earlier versions) does not display correctly with Orbiiter 121103 but does display correctly with Orbiter 100830. This problem is big because the orulex layer is erroneously almost at right angle to the planet surface when it should be just layered on top of the surface.