My only asking is that you add the other shuttle pad in
There's some differences in the hardstands as well as the FSS/RSS. For example, currently the new beta FSS/RSS is a blend of the two. The lightning mast structure is from the 39A post-2003 to 2006 mod period. The 39B lighting mast was still mounted over the remains of the old hammerhead crane.How different were they in reality? I guess as a 0-th order approximation I could just replicate the 39B mesh in 39A.
How different were they in reality? I guess as a 0-th order approximation I could just replicate the 39B mesh in 39A.
Yes, probably. Nothing has changed in that respect.Is there still a 10 MFD limit in play?
Could the limit be increased? The shuttle has 11 MDUs, 9 FWD and 2 aft and we need all of them working.Submitted r.19. This should fix the aforementioned problems on the mode list pages. Also took the opportunity to replicate the LC39B meshes on LC39A. Eventually they should be individualised, but I guess for now it's ok (especially since as Dave pointed out, the structures are currently a mixture anyway)
Yes, probably. Nothing has changed in that respect.
Do they all have to work from every VC position? Wouldn't it be sufficient to activate those that can reasonably be operated from a given position? After all, updating MFDs does affect performance.
Well, if you need to display 9 during launch for the forward panels, the CRT4 is no longer a big penalty. The 11th MFD though is mostly needed for the transition from launch to orbit or from orbit to landing.
I think one big problem we had was related to switching MFDs on/off, which caused problems. The status of one MFD was suddenly transfered to others, making them show different display modes, because one MFD linked to one MDU suddenly became displayed in position of another and we can't control this right now.
Having 11 MFDs would make our job much simpler and could save us a lot of already existing black magic there. But as an almost working solution exists, it has no high urgency.
What could be more interesting for us for really improving performance would be a way to "scale" the MFD refresh rate - so MFDs further away from the camera could be rendered less often than the MFDs closer to the camera.
The DPS screens are for example updated only twice per second in the real Shuttle, while the PFDs and subsystem status displays have a much higher refresh rate. The vessels knows of course best, what MFD has a higher priority to rendering.
Well, there won't be any more updates to the 2010-P1 version, and any bugs still present there will remain forever. So de-facto the bug tracker now is for the beta version (which makes the title of the issue list a bit confusing, admittedly). By the way, to save me a bit of wild-goose-chasing, it would be good if anybody who finds a bug in the 2010 version can check if it is still present in the latest beta before posting a bug report.Huh, I always thought that was only for 2010 p1 and preceding versions...
Anyways, since updating I'm getting a worrying amount of random ctds while debugging. My code is certainly not without flaws, but it did run decently stable on the previous build.
I can't really make any rhyme out of the ctds since they happen pretty much anywhere in my code or in orbiter code (as I said, reeeeally random, rarely ever twice in the same location), but from the timing of their occurence I'd venture a guess that they have something to do with blitting textures or the panel redraw event in general (really not sure here, but it's the best I have).
Has anyone else expierienced a sudden peak in instability since the update when they were clicking around in a pannel, possibly while debugging?
Any news on the CTDs? Are they still present in the latest beta? I did fix one bug that could have caused crashes in the render engine (submitting zero-length vertex buffers to the renderer), but this would probably have caused problems directly at the program start.
Test 3: Checking DirectX
Scanning dxdiag output:
Processor: Intel(R) Core(TM) i7-4500U CPU @ 1.80GHz (4 CPUs), ~2.4GHz
Memory: 16384MB RAM
DirectX Version: 12
Card name: Intel(R) HD Graphics Family
Card name: AMD Radeon HD 8870M
DirectX version >= 7 required!
For full DirectX diagnostics, see file dxdiag.log.
-----------------------------------------------------
Moving Orbiter executable into place.
Overwriting existing Install\testinstall.exe
-----------------------------------------------------
Orbiter installation verification complete.
Potential problems found.
Please examine the installation log file (install.log)
and fix the problems before launching Orbiter.
What does this file say?...
Code:... Please examine the installation log file (install.log) ...
Orbiter installation verification.
w tests to verify a valid
Orbiter installation. Normally, this test needs to be executed
only once after installation. To run it again, execute the
'testinstall' utility in the Install subdirectory.
-----------------------------------------------------
Test 1: Directory structure
Orbiter root directory: F:\Gry\Orbiter beta
Folder Config found.
Folder Meshes found.
Folder Textures found.
Folder Scenarios found.
Folder Doc found.
Folder Script found.
Folder Modules found.
Folder Flights found.
Folder Html found.
Folder Install found.
-----------------------------------------------------
Test 2: C++ runtime libraries
Runtime libraries ok.
-----------------------------------------------------
Test 3: Checking DirectX
Scanning dxdiag output:
Processor: Intel(R) Core(TM) i7-4500U CPU @ 1.80GHz (4 CPUs), ~2.4GHz
Memory: 16384MB RAM
DirectX Version: 12
Card name: Intel(R) HD Graphics Family
Card name: AMD Radeon HD 8870M
DirectX version >= 7 required!
For full DirectX diagnostics, see file dxdiag.log.
-----------------------------------------------------
Orbiter installation verification complete.
Potential problems found.
Please examine the installation log file (install.log)
and fix the problems before launching Orbiter.
Test 3: Checking DirectX
Scanning dxdiag output:
Processor: Intel(R) Core(TM) i3-3110M CPU @ 2.40GHz (4 CPUs), ~2.4GHz
Memory: 6144MB RAM
DirectX Version: 11.2
Card name: Intel(R) HD Graphics 4000
DirectX version >= 7 required!
For full DirectX diagnostics, see file dxdiag.log.
-----------------------------------------------------
Moving Orbiter executable into place.
Overwriting existing Install\testinstall.exe
-----------------------------------------------------
Orbiter installation verification complete.
Potential problems found.
Please examine the installation log file (install.log)
and fix the problems before launching Orbiter.
System Information
------------------
Time of this report: 9/9/2015, 20:46:51
Machine name: ASUS
Operating System: Windows 10 Home 64-bit (10.0, Build 10240) (10240.th1.150819-1946)
Language: English (Regional Setting: English)
System Manufacturer: ASUSTeK COMPUTER INC.
System Model: X75A
BIOS: X75A.415
Processor: Intel(R) Core(TM) i3-3110M CPU @ 2.40GHz (4 CPUs), ~2.4GHz
Memory: 6144MB RAM
Available OS Memory: 6030MB RAM
Page File: 2161MB used, 4828MB available
Windows Dir: C:\WINDOWS
DirectX Version: 11.2
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Available, with HDCP
Microsoft Graphics Hybrid: Not Supported
DxDiag Version: 10.00.10240.16384 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
Yes. If you ask me.Should the installation checker be discarded altogether?