I just "activated" OpenOrbiter with all new atmosphere effects, at last sunrise and sunset are quite realistic, just thought how difficult is to adjust SSV for OpenOrbiter? Although I will continue to use Orbiter 2016, but it would be interesting to launch at "new" sunrise\sunset at some later moment...
There is a branch for the new Orbiter, but other than a rare compile and run, it is waiting for an official Orbiter release. It's a sort of "preview of possible issues", to minimize the time between the release of a new version of Orbiter and a compatible SSV version, but is not under active development.
As for releases, I'll only develop and release for the "current" Orbiter version (2016). That is already hard and time consuming enough. Otherwise, someone wants SSV for Orbiter 2010, someone else wants SSV for the new Orbiter, someone else want SSV for Orbiter 2006, etc, etc, and it quickly becomes a nightmare with maintaining compatibility instead of adding features and fixing issues.
And now some news, a few improvements to the external lights, that should arrive sometime in the Spring:
Gone is the unrealistic glow ball at the light source and now an "on texture" indicates that the light is on. In D3D9 an emissive texture makes the light source visible in the dark (image above).
Also, the PLB floodlights will have a more realistic performance, and will take a couple of minutes to reach full brightness. No failures are planned for now, so turning them on and off like crazy won't make them fail, unlike the real ones.