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And there we go, 3D sound is the thing in OS 4.0 that leads to the drop.I have Orbitersound 4.0 on, however with 3d sound disabled
And there we go, 3D sound is the thing in OS 4.0 that leads to the drop.I have Orbitersound 4.0 on, however with 3d sound disabled
This might be an OrbiterSound's issue then and not GenericVessel's.And there we go, 3D sound is the thing in OS 4.0 that leads to the drop.
For me the drop is present even without the message. I haven't seen the message since I installed OS 4.0.I see what you mean, Dave. To me it looks like the welcome message of OS4 is causing this. Even with standard scenario it drops the FPS to around 30. If you press space to get rid of this message, the FPS climbs up again.
This is correct. I get it even if it is the only vessel loaded. SSU which s far mor complex, doesn't drop the FPS.So if you start a scenario without the genericvessel class loaded, you don't get the drop, just with it loaded?
This is correct. I get it even if it is the only vessel loaded. SSU which s far mor complex, doesn't drop the FPS.
SSU is OS 4 compatible. And it seems this is a OS 4.0 bug for sure as all non OS 4.0 vessels exhibit the problem.So two questions here:
Is it also dropping with a standard scenario without any OS4 compatible vessel loaded?
Is SSU - in the version you use to test - OS4 compatible?
SSU is OS 4 compatible. And it seems this is a OS 4.0 bug for sure as all non OS 4.0 vessels exhibit the problem.
Thanks for the help and uncovering a OS 4.0 bug!
Which it does as even the default Carina vessel behaves exactly the same in terms of OS 4.0 FPS drop.All right. I've checked the DLL with dependency walker just to be sure, and there really is no import/export to Dan's SDK. So to OS4 it should look like a stock vessel.
Well, I think it should be rather the other way around, i.e. OrbiterSound should be fully compatible with vessels not using its SDK, e.g. with stock vessels.Sounds like OS4 compatibility just went mandatory :lol: .
[TEXTURE_LIST]
TEX_1=texture1 filename
TEX_2=texture2 filename
TEX_3=texture3 filename
[PARTICLESTREAM_1]
NAME=name used in particular effect
SRCSIZE=8.0
SRCRATE=3
and so on with particle stream defenitions
[B][CONFIG1] [/B]- here we'll define our main vessel
MESHNAME="dg\DeltaGlider"
SIZE=9.
CAMERA=(0,1.467,6.782)
EMPTY_MASS=12000
......and so on with all parameters ALONG WITH AERODYNAMICS, DOCKING PORTS, ATTACHMENTS and ANIMATIONS
in here we're adding bottom/rear) mounting point for booster/tug etc.
STAGE_MOUNT_B=(0,0,-10)
[B][CONFIG2][/B] - here we'll define stage below main vessel (booster, EDS stage etc)
STAGE_MOUNT_T=(0,0,10) <- this line is top mounting point for vessel
DETACH_UPPER=should next stage should be detached??
IGNITE_UPPER=should next stage main engine should be ignited??
MESHNAME="dg\awesome_2nd_stage"
SIZE=19.
CAMERA=(0,1.467,6.782)
EMPTY_MASS=32000
......and so on with all parameters ALONG WITH AERODYNAMICS, DOCKING PORTS, ATTACHMENTS and ANIMATIONS
STAGE_MOUNT_B=(0,0,-10)
[B][CONFIG3] [/B]- here we'll define stage below our 2nd stage )
STAGE_MOUNT_T=(0,0,10) <- this line is top mounting point for vessel
DETACH_UPPER=TRUE
IGNITE_UPPER=TRUE
MESHNAME="dg\awesome_first_stage"
SIZE=19.
CAMERA=(0,1.467,6.782)
EMPTY_MASS=32000
......and so on with all parameters ALONG WITH AERODYNAMICS, DOCKING PORTS, ATTACHMENTS and ANIMATIONS
STAGE_MOUNT_B=(0,0,-10)
BOOSTER_MOUNT1=(2,0,-10) <--------- those are lines for mounting booster rockets, RATOs etc. Could be defined in any stage
BOOSTER_MOUNT2=(-2,0,-10)
[B][BOOSTER1][/B]
BASE_STAGE= number of config stage for booster to attach to
BASE_POINT= number of BOOSTER_MOUNT point to attach to
SEPARATION= TRUE/FALSE - booster separates or not automatically
SEPARATION_TIME= time after burnout for separation
SEPARATION_VECTOR= vector for separation and speed of separation
MESHNAME="dg\awesome_booster"
ZROT=deg - angle for Z axis for booster to attach (to avoid mesh multiplying as in multistage)
SIZE=19.
EMPTY_MASS=10000
......and so on with all parameters.
[B][BOOSTER2][/B]
BASE_STAGE= 3
BASE_POINT= 2
SEPARATION= TRUE
SEPARATION_TIME= 1
SEPARATION_VECTOR= (0,1,0) 3
MESHNAME="dg\awesome_booster"
ZROT=180
SIZE=19.
EMPTY_MASS=10000
......and so on with all parameters.
So we'll combine spacecraft and multistage?
Sorry - first sentence didn't paste :/ Combining it will be nice idea IMO. It would solve a lot of problems and potentially simplyfied payload manager system would make it trully universal launcher design framework.
I think merging multistage with spacecraft3 into single framework would be nice.
<spec proposal snipped>
Pipcard said:So we'll combine spacecraft and multistage?
Thanks for the input. Would you mind me putting this up on the Wiki?
I'm not sure if there is a "we" that can decide this yet.
My idea - that I will outline as code in my repository - is to first produce a module that works as replacement for both SC3 and MS2. If there is sufficient "we" (aka. enough community interest and input) with a specification that is agreed upon, I will also try my hands on developing the replacement into that direction.
If there is not, at least the code for the framework that is used by so many quality add-ons is not lost, as I'll make the replacement framework code GPL.
Thanks for the input. Would you mind me putting this up on the Wiki?
You have what tiny ability I have, if there's any use for it beyond housekeeping.I'm not sure if there is a "we" that can decide this yet.
My idea - that I will outline as code in my repository - is to first produce a module that works as replacement for both SC3 and MS2. If there is sufficient "we" (aka. enough community interest and input) with a specification that is agreed upon, I will also try my hands on developing the replacement into that direction.
Presumably this would only be compiled against the current stable release, and won't need to worry about convex hull points for "anywhere between a year and a (very small) handful of decades."I hope backwards compatibility can work, but Im not sure. For example, how will the new convex hull points work with landing upside down?