SSU Development thread (4.0 to 5.0) [DEVELOPMENT HALTED DUE TIME REQUIREMENTS!]

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Urwumpe

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SAME HERE!!!! This thing even shutdown seconds after I woke it up from sleep, but just now I spent 10 minutes "surveying my lands" :lol: in Minecraft and it is still up. You wouldn't know how to fix it? :shrug:


Its some sort of a driver thing here. There is a timer running in the windows kernel checking that the GPU driver is finishing its job properly. When the timer expires, the GPU driver is restarted. From my own research using the kernel debugger, this seems to kill the drivers of pre-Windows-10 GPUs, which are restarted in a dirty power state afterwards. Increasing the timer by registry hacks made the crashes and shutdowns happen slightly less often, but every bigger windows update makes the behavior worse again.



It must be something constrained only to the DirectX pipeline. Even doing some benchmark tests with JOGL is unable to trigger the crashes, while the crashes happen in DirectX even with a cold GPU (44°C), with 30% GPU load and 20% memory consumption on the GPU.



Minecraft and Equilinox work both perfectly fine here, even when they exceed the loads that crash DirectX games.
 

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Its some sort of a driver thing here. There is a timer running in the windows kernel checking that the GPU driver is finishing its job properly. When the timer expires, the GPU driver is restarted. From my own research using the kernel debugger, this seems to kill the drivers of pre-Windows-10 GPUs, which are restarted in a dirty power state afterwards. Increasing the timer by registry hacks made the crashes and shutdowns happen slightly less often, but every bigger windows update makes the behavior worse again.



It must be something constrained only to the DirectX pipeline. Even doing some benchmark tests with JOGL is unable to trigger the crashes, while the crashes happen in DirectX even with a cold GPU (44°C), with 30% GPU load and 20% memory consumption on the GPU.



Minecraft and Equilinox work both perfectly fine here, even when they exceed the loads that crash DirectX games.

Well, I'm using Windows 7 so that shouldn't be it...
Given that unplugging the external screen made it less easy to occur, points to a PSU issue... I managed to keep the battery in much better condition than the internal components. :rofl:
 

Urwumpe

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Well, I'm using Windows 7 so that shouldn't be it...


This timer was already introduced in Windows 7, but I never had problems with it before the SPECTRE updates got into Windows 10...
 

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This timer was already introduced in Windows 7, but I never had problems with it before the SPECTRE updates got into Windows 10...

Hhmm... I think I installed one of those package W7 updates earlier this year. I could try to uninstall them to see what happens.
 

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The final major change in the landing software is up! I still have to figure out what is going on with the NY, but other than that I think it's done... FINALLY!!! :hailprobe: :hailprobe: :hailprobe:

Now, if blender doesn't shutdown my computer I'll shift panels C2 and C3 (and fix a hole in the flight deck floor) so that also get's squared away.
 

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The final major change in the landing software is up! I still have to figure out what is going on with the NY, but other than that I think it's done... FINALLY!!! :hailprobe: :hailprobe: :hailprobe:

Now, if blender doesn't shutdown my computer I'll shift panels C2 and C3 (and fix a hole in the flight deck floor) so that also get's squared away.
Is the trim switch on the RHC(s) implemented yet? I only mention it because it is the primary way the CDR/PLT perform the derotation following MLG touchdown. As of now we have to use the RHC pitch axis to execute the derotation.
 

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Is the trim switch on the RHC(s) implemented yet? I only mention it because it is the primary way the CDR/PLT perform the derotation following MLG touchdown. As of now we have to use the RHC pitch axis to execute the derotation.

No, because I can't find 4 keys for that... :facepalm:
Plus, they didn't use them for about half of the program, so I'm not losing any sleep over this one. :shrug:
 

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No, because I can't find 4 keys for that... :facepalm:
Plus, they didn't use them for about half of the program, so I'm not losing any sleep over this one. :shrug:
How about Shift-arrow keys? That's four keys that makes sense and they're to the left as well which is a bonus. And I just checked the default keymap.cfg file and Shift-arrow keys are completely unused, so we're not hijacking anything.
 

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guys , I have problem in SSU which mean I load STS1 Scenario in orbit and I can't press keypad can you fix it ?
 

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guys , I have problem in SSU which mean I load STS1 Scenario in orbit and I can't press keypad can you fix it ?

That should be the VC panel issue that appears to be an Orbiter issue. I haven't heard back from Martin on it.... for now there's nothing we can do. :shrug:
 

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GLS , in another scenario of SSU the keypad on panel C3 is can be press it's just only STS1 in orbit scenario can't be press
 
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Urwumpe

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How about Shift-arrow keys? That's four keys that makes sense and they're to the left as well which is a bonus. And I just checked the default keymap.cfg file and Shift-arrow keys are completely unused, so we're not hijacking anything.


Both Shift key combinations are by convention reserved for MFDs. Also a few keys are reserved by windows as well (ALT + arrow). BTW, elevator trim already has a key combination....
 

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Both Shift key combinations are by convention reserved for MFDs. Also a few keys are reserved by windows as well (ALT + arrow). BTW, elevator trim already has a key combination....

Which is....?
 

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Just committed the fix for the wrong aspect ratio/position of panel C2! :hailprobe:
While I was in the area, I corrected the operation of the thumbwheels*, and added the STBC takeover buttons, so we now can see when they are being used.

*) felt tempted to remake them, and also add the later pushwheel version, so we could do away with the last of the texture painting schemes, but it would be too much extra work for SSU 5.00, so that will have to wait.
 

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Thank you Dave for Fixing docking port in SSU :thumbup:

---------- Post added at 03:35 PM ---------- Previous post was at 09:15 AM ----------
 
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The HSI now has a few more things being displayed, pretty much only for entry (no data to drive things during ascent so it is all set to 0) and without a functional HSI mode switch.
BTW 1: I updated the font B, so please re-install it.
BTW 2: this is totally untested in D3D9, as I can't run it... :facepalm:

Pretty much only small things missing now on the code side. :hailprobe:
 

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GLS , I have problem with SSU which mean i got text (SSU_MLP) ERROR: Failed to get pointer to T0UmbilicalReference and (SpaceShuttleUltra) [ERROR] Atlantis::SetSSMEParams : No SSME handle ready can you fix it ?
 
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GLS

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GLS , I have problem with SSU which mean i got text (SSU_MLP) ERROR: Failed to get pointer to T0UmbilicalReference and (SpaceShuttleUltra) [ERROR] Atlantis::SetSSMEParams : No SSME handle ready can you fix it ?

The first means the MLP doesn't have the shuttle in it (post-launch?), and the second means the shuttle doesn't have the ET (post-launch?), so unless there is something wrong that I don't know about, I'd say the vehicle is in orbit. :shrug:

But maybe logging "ERROR" in a normal situation isn't a good idea... :uhh:
 
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