Running into a new odd issue.
When I start a new scenario from launch, after I get to orbit and I go to try to open the cargo doors, none of the switches on the starboard aft panel (with the payload bay door controls) function. They don't move at all when I click on them.
However, if I save...
See, I'm sitting here thinking that if one's goal was VR, then using Unity to do the visuals makes a lot of sense because there's tons of VR support readily available. Rather than trying to bake something from complete scratch with OVP. I am but a programming peon and I've made functional VR...
Second question, this one from compiling: Any plans to move support over to OrbiterSound5.0 vs 4.0? Minor issue, nothing pressing. Just an extra step in the process for me to have to go get OrbiterSound4.0 and extract it to get the libraries when I'm running 5.0 otherwise.
EDIT - resolved, update to latest DX9 client did the trick. Leaving it here in case anyone else has this problem. Thanks!
Hey all,
Just coming back to this addon after a bit away. I got a new 2016 setup, and compiled version r.3282 under VS 2019. Everything seems to have gone fine and it's...
Stop, you're making me blush!! lol I appreciate the kind words.
I'm actually curious now... I will take a look at my computer. I MAY have some of my old files... I'll let you know.
Thank you! I just wish I could do more now, as there were always plenty of updates and inaccuracies I wanted to fix! lol But I am glad you are making use of them!
I thought we actually had programmed in the periscope door and periscope movement, although it may have just been a beta version...
I can confirm, I am having the same issue. Orbiter 2016, clean install, latest D3D9 client.
I checked my logfile but it's not showing anything out of the ordinary that I can see.
**** Orbiter.log
000000.000: Build Aug 28 2016 [v.160828]
000000.000: Timer precision: 1e-007 sec
000000.000...
Hello there!!
Brian Sikkema here, used to be known by the handle liljohn118th waaaaaay back in the day. I actually did some of the models (and a teeeeeny tiny bit of the coding - not holding a single candle to any of Rob Conley's work) on the original Mercury addon. I'm so glad to see someone...