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The port gets deleted and recreated in the IMS vessel, as every unocupied port. I don't know what Orbiter will do, probably it will delete the assigned frequency along with the port. If not, weirdness may abound.
The frequency will not get reassigned to the new port, i.e. it won't be carried over in integration.
---------- Post added 07-15-13 at 12:13 PM ---------- Previous post was 07-14-13 at 02:12 PM ----------
ou-kay. Looks like I have D3D9 compatibility for this beasty. No definitive confirmation before some more extreme tests, but so far it seems to work.
vchamp used the trick of zooming out the camera and zooming it back in to destroy the visual and force its recreation with the new mesh. I assume this was because AddMesh back in Orbiter 2006 did add a new mesh only when the whole visual was recreated. Or vchamp just never figured out that this workaround wasn't necessary at all, but I highly doubt that. Might also have been coupled to some VC issues, since IMS back in the days had virtual cockpit, something I am very glad I abandoned first thing.
Anyways, that little hack didn't work in D3D9 client. The solution was not to use it at all... Just add the new mesh, don't wait for the destruction of the visual, which never came. So far, everything seems fine...
EDIT:
*sigh* more bugs... now that the graphic side works as intended (well, I seem to have an inverted angle somewhere, but that's easy prey), other bugs rear their head. I start to wonder if it was a good Idea to even touch this code another time. I hope I see the end of this snake soon, or I might just go crazy...
:thumbup: good to hear! Graphics client support is going to be a big step forward for IMS.
A couple of things Ive been wanting to bring up:
-What the heck does the first item under clbkConsumeBufferedKey do in IMS? (some combination of L and another key) I accidentally pressed it while flying the altair and my ships meshes went all colorful.
-I finally got around to isolating that large part-number, time-specific crash that I was having. In this scenario file, the vessel known as Orbital_Yards causes a crash at the same time in every simulation, and removing it fixes the problem. I suspect that it may be the same one that I mentioned earlier
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