maybe so that is why if D3D9 it runs faster?Isn't this IUS ASE movement FPS dependant? Because in Orbit I get 3-4 times faster times. (~ 10 secs!). On launch pad (I know it seems strange and unrealistic to do it there), it's 25 s (I use HD launch pads, so some FPS difference can explain this?).
anim_ius = CreateAnimation(0.0);
ius_anim[0] = new MGROUP_ROTATE(LOCALVERTEXLIST, MAKEGROUPARRAY(arm_ius), 3, pl1_ofs, _V(1, 0, 0), (float)(-59.0));
AddAnimationComponent(anim_ius, 0, 1, ius_anim[0]);
if (USEIUS == 1){
if (ius_status >= HATCH_RAISING) {
double da = simdt * .1;
if (ius_status == HATCH_RAISING) {
if (ius_proc > 0.0) EXT_proc = max(0.0, ius_proc - da);
else ius_status = HATCH_UP;
}
else {
if (ius_proc < 1.0) ius_proc = min(1.0, ius_proc + da);
else ius_status = HATCH_DOWN;
}
SetAnimation(anim_ius, ius_proc);
sprintf(oapiDebugString(), "armtip3x %2.2f ", ius_proc);
xp1 = arm1_tip[1] - arm1_tip[0]; normalise(xp1);
xr1 = arm1_tip[2] - arm1_tip[0]; normalise(xr1);
SetAttachmentParams(sat_attach4, pl4_ofs, xp1, xr1);//ase
SetAttachmentParams(sat_attach, pl1_ofs, xp1, xr1);
ius_anim[0] = new MGROUP_ROTATE(LOCALVERTEXLIST, MAKEGROUPARRAY(arm_ius), 3, pl1_ofs, _V(1, 0, 0), (float)(-1));
AddAnimationComponent(anim_ius, 0, 1, ius_anim[0]);
anim_ius = CreateAnimation(0.0);
ius_anim[0] = new MGROUP_ROTATE(LOCALVERTEXLIST, MAKEGROUPARRAY(arm_ius), 3, pl1_ofs, _V(1, 0, 0), (float)(-1.03));
AddAnimationComponent(anim_ius, 0, 1, ius_anim[0]);