misha.physics
Well-known member
Hi,
I would like to clarify several questions about current Orbiter releases and development to create some actual Orbiter state understanding in my (and maybe not only my) head. Please, correct me.
1. The latest stable (official) Orbiter release for today is Orbiter 2016 (v.160828):
a) its D3D9 Client version is R4.26 (https://www.orbiter-forum.com/resources/d3d9-for-orbiter-2016.5493). Is it possible to find out (or read somewhere) its difference from the R4.25 one?
b) the latest sound addon versions for Orbiter 2016 are OrbiterSound 5.0 and XRSound 2.0.
c) also, for example, NASSP 8.0 (https://github.com/orbiternassp/NASSP/releases) is designed (compatible) for Orbiter 2016, not for Orbiter Beta, isn't it?
2. The latest Orbiter Beta version is r90 (https://www.orbiter-forum.com/resources/orbiter-beta-r90.954/) and it doesn't (and won't) develop anymore, since its further development is actually Open Source Orbiter (https://github.com/orbitersim/orbiter), isn't it? Does this mean, that there's not any reasons to use Orbiter Beta (of the latest version r90), because it has been replaced by Open Source Orbiter? However, it seems I'm wrong, since the new D3D9 30.7 version (https://www.orbiter-forum.com/resources/d3d9-for-orbiter-beta.5495/) for Orbiter Beta was published (for the Orbiter Beta r90, as I assume). So, is there any point (and what) in using Orbiter Beta today, when we have Open Source Orbiter?
3. Open Source Orbiter (https://github.com/orbitersim/orbiter). The latest compiled build for "end users" can be download from (https://github.com/orbitersim/orbiter/releases/tag/latest), both x64 and x86. Only users with access can make changes to this development branch on github, isn't it?
4) As I understand, there are a lot of Orbiter forks (other developments), and this — Open Orbiter (https://github.com/OpenOrbiterSim/openorbiter) is one of them. Also, only users with access can make changes to this. And here's no compiled builds for "end users", isn't it? What's the relationship between Open Source Orbiter and Open Orbiter? Are they developing independently?
______________________
I'd like to try Open Source Orbiter. I downloaded x64 build, and I have Orbiter 2016 installation with high-resolution textures. Could you help me to "setting" the PlanetTexDir? As I understand, I need to configure the Orbiter_NG.cfg file in main Open Source Orbiter directory. I found this, but not sure I can do it correctly. My Orbiter 2016 installation folder path is:
C:\Users\xolms\Downloads\Orbiter
I would like to clarify several questions about current Orbiter releases and development to create some actual Orbiter state understanding in my (and maybe not only my) head. Please, correct me.
1. The latest stable (official) Orbiter release for today is Orbiter 2016 (v.160828):
a) its D3D9 Client version is R4.26 (https://www.orbiter-forum.com/resources/d3d9-for-orbiter-2016.5493). Is it possible to find out (or read somewhere) its difference from the R4.25 one?
b) the latest sound addon versions for Orbiter 2016 are OrbiterSound 5.0 and XRSound 2.0.
c) also, for example, NASSP 8.0 (https://github.com/orbiternassp/NASSP/releases) is designed (compatible) for Orbiter 2016, not for Orbiter Beta, isn't it?
2. The latest Orbiter Beta version is r90 (https://www.orbiter-forum.com/resources/orbiter-beta-r90.954/) and it doesn't (and won't) develop anymore, since its further development is actually Open Source Orbiter (https://github.com/orbitersim/orbiter), isn't it? Does this mean, that there's not any reasons to use Orbiter Beta (of the latest version r90), because it has been replaced by Open Source Orbiter? However, it seems I'm wrong, since the new D3D9 30.7 version (https://www.orbiter-forum.com/resources/d3d9-for-orbiter-beta.5495/) for Orbiter Beta was published (for the Orbiter Beta r90, as I assume). So, is there any point (and what) in using Orbiter Beta today, when we have Open Source Orbiter?
3. Open Source Orbiter (https://github.com/orbitersim/orbiter). The latest compiled build for "end users" can be download from (https://github.com/orbitersim/orbiter/releases/tag/latest), both x64 and x86. Only users with access can make changes to this development branch on github, isn't it?
4) As I understand, there are a lot of Orbiter forks (other developments), and this — Open Orbiter (https://github.com/OpenOrbiterSim/openorbiter) is one of them. Also, only users with access can make changes to this. And here's no compiled builds for "end users", isn't it? What's the relationship between Open Source Orbiter and Open Orbiter? Are they developing independently?
______________________
I'd like to try Open Source Orbiter. I downloaded x64 build, and I have Orbiter 2016 installation with high-resolution textures. Could you help me to "setting" the PlanetTexDir? As I understand, I need to configure the Orbiter_NG.cfg file in main Open Source Orbiter directory. I found this, but not sure I can do it correctly. My Orbiter 2016 installation folder path is:
C:\Users\xolms\Downloads\Orbiter