Problem Solar system I'm working on is causing a crash to desktop

Graham2001

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I'm working on a solar system addon based on one that appears in the Gurps Space Atlas. I've completed a config file for the star and thought that I'd begin with a simple testing scenario to ensure that it appears correctly.

Instead I keep getting crashes to desktop when it reaches the config file for the star, with no clue as to what is wrong. A comparison of the config file for the star with other system config files shows nothing different or missing to my eye.

The orbiter log is unhelpful, but is included below.

Code:
**** Orbiter.log
Build Sep 29 2006 [v.060929]
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (RADEON 9250)
==> Direct3D T&L HAL (RADEON 9250)
Found 1 joystick(s)
Module AtlantisConfig.dll [API v.060425]
Module DGConfig.dll [API v.060425]
Module ScreenCapture.dll [API v.060425]
Module ScnEditor.dll [API v.060425]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Zbuffer: 32 bit
Stencil buffer: 8 bit
Render device: Window 794 x 568
Device has hardware T&L capability
Finished initialising world

I've attached my working files for anyone who wants to try this out.
 

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Last edited:
You need a vessel in your test scenario.

I created a new version of the test scenario including the ISS, since I simply want to test if the star appears right. But again with a scenario that should work, all I get is a crash to desktop with the following orbiter log:

Code:
**** Orbiter.log
Build Sep 29 2006 [v.060929]
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (RADEON 9250)
==> Direct3D T&L HAL (RADEON 9250)
Found 1 joystick(s)
Module AtlantisConfig.dll [API v.060425]
Module DGConfig.dll [API v.060425]
Module ScreenCapture.dll [API v.060425]
Module ScnEditor.dll [API v.060425]

The new scenario is attached below, I am at a loss to figure out what is going on.
 
Last edited:
your zip files listed DEV_BLAZON as the root folder. Is this where they are in you orbiter installation as well?
 
your zip files listed DEV_BLAZON as the root folder. Is this where they are in you orbiter installation as well?

No, in my installation the CFG files are in the Config directory, the scenario file is in the Scenario directory and the dds file is in the Texture directory.
 
I created a new version of the test scenario including the ISS, since I simply want to test if the star appears right.

Try adding a newline at the end.
 
So you're suggesting I press <enter> after 'END_SHIPS'?

Yes.

Educated guess, because:

  • many proprietary parsers have this common problem (and the good doctor was certainly not interested in spending hours just to get a water-tight parser implementation when it was much more interesting to get the physics right)
  • there even was a utility out once to add newlines in config files (although I think it is obsolete now due to a fix in the config file parser)
  • all scenario files have a trailing newline and your uploaded one doesn't
  • I had a similar issue with the parser not accepting a newline after BEGIN_SHIPS before the first vessel entry
regards,
Face
 
Yes.

Educated guess, because:

  • many proprietary parsers have this common problem (and the good doctor was certainly not interested in spending hours just to get a water-tight parser implementation when it was much more interesting to get the physics right)
  • there even was a utility out once to add newlines in config files (although I think it is obsolete now due to a fix in the config file parser)
  • all scenario files have a trailing newline and your uploaded one doesn't
  • I had a similar issue with the parser not accepting a newline after BEGIN_SHIPS before the first vessel entry
regards,
Face

Thanks for the suggestion, but, I'm still getting the CTD at scenario launch even with the extra line at the end of the scenario, I've attached an updated version of my development files to the OP if you want to test them out.

The orbiter log for the last attempt to run the scenario is below.

Code:
**** Orbiter.log
Build Sep 29 2006 [v.060929]
Devices enumerated: 6
Devices accepted: 5
==> RGB Emulation
==> Direct3D HAL
==> Direct3D T&L HAL
==> Direct3D HAL (RADEON 9250)
==> Direct3D T&L HAL (RADEON 9250)
Found 1 joystick(s)
Module AtlantisConfig.dll [API v.060425]
Module DGConfig.dll [API v.060425]
Module InterMFD53.dll [API v.060425]
Module transx.dll [API v.060425]
Module Fuel.dll [API v.050206]
Module ScnEditor.dll [API v.060425]
Module FlightData.dll [API v.050206]

**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Zbuffer: 32 bit
Stencil buffer: 8 bit
Render device: Window 794 x 568
Device has hardware T&L capability
Finished initialising world
Finished initialising status
Finished initialising camera
Finished initialising panels
 
Have you tried this on a clean installation of orbiter?
 
Thanks for the suggestion, but, I'm still getting the CTD at scenario launch even with the extra line at the end of the scenario, I've attached an updated version of my development files to the OP if you want to test them out.

I tested it... the problem seems to be a solar system configuration consisting of only a star without planets.

As soon as I uncomment the planet entry and give something like earth for it, it works.

regards,
Face
 
I tested it... the problem seems to be a solar system configuration consisting of only a star without planets.

As soon as I uncomment the planet entry and give something like earth for it, it works.

regards,
Face

Thanks for that, I did'nt realize a star without planets would be a problem. I can use Jupiter for testing. Then it will be time to plunge into the heavy maths!

I need to turn a distance of 408.8 astronomical units into a SemiMajor axis in meters, any advice or pointers to software to simplify the process would be welcome.
 
1 Astronomical Unit = 149,598,000,000 meters
408.8 AU x 149,598,000,000 m = 611,556,624,000,000 m
 
1 Astronomical Unit = 149,598,000,000 meters
408.8 AU x 149,598,000,000 m = 611,556,624,000,000 m

So that should appear in the config file as:

Code:
SemiMajorAxis = 611,556,624e10          ; meters
?
 
Thanks to everyone who has contributed to this thread so far. I now have a better understanding of what I am doing as well as several useful sets of numbers that I could use in future projects.

I have replaced the working files version of the addon with what I am calling an Alpha version. The planet is in orbit and seems to be in the right place.

Now for the moons and doubtless more questions in the future.
 
I have still not got round to the moons for this system yet. With the receipt of some new information I have been able to update the star config to more accurately reflect the systems central star. I'm not sure though if I've done the calculation for the stellar radius correctly. Below is the updated Blazon.cfg file, could someone look over it and double check the maths.

Code:
; === Configuration file for star Blazon ===
Name = Blazon
Mass = 42.56287611016e+30
Size = 11.9016e8     ; mean radius

;Star is a B3II Bright Giant.
;Mass and radius parameters are derived from information from the Stellar Classification table:
;(http://isthe.com/chongo/tech/astro/HR-temp-mass-table-byhrclass.html).
;Radius determined by 6.96e8 * 1.71e+01 (Actually 6.96 * 1.71). Not sure if calculation correct.
;Texture parameters for the star require a color of R:168 G:198 B:255
 
I'm having problems with another system I'm working on. It causes a crash to desktop on launch as the earlier one did.

I've tried to narrow down the fault by switching the planets 'on and off' one at a time but have had no luck. I'm posting a 'no textures' version of the system below in the hope that someone can identify the mistake I've made. This is mildly frustrating as I thought I had learned enough to avoid this sort of thing.
 

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