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  1. n72.75

    Better Ephemerides, Rotation Models, and a Solution to X64 Builds

    I swear I'm not completely distracted making moons L5 Phoebe, also from Phil Stooke shape models.
  2. n72.75

    General Question All planets are too dark during night on 2024.

    There is also an improved moon shader iirc by @CaptainSwag101
  3. n72.75

    General Question All planets are too dark during night on 2024.

    The shaders do make things a bit darker in OO24 than in O16 by default. I would recommend adjusting the gamma if you find things too dark. A big challenge is the fact that we only have the sRGB dynamic range to play with.
  4. n72.75

    Better Ephemerides, Rotation Models, and a Solution to X64 Builds

    The MIT license friendly version of Amalthea here in all it's Level 5 glory. It's quite low res, but it's a good representation. Maybe someone can release a high-res version under GPL. Good enough to prevent a "Missing textures error". It's a very lumpy potato. It's also huge, given it's shape...
  5. n72.75

    Question Custom Planet Elevation Maps for Orbiter 2016?

    Attempting to get a version of Amalthia working but I keep getting this hole, no matter what heightmap or resolution I use. It's like there's somekind of overflow going on with the height map, where the hightest parts are wrapping around and ending up at the bottom. Lowest point is ~-19.5km...
  6. n72.75

    Project Orbiter texture tree tools (OT3)

    @Face Is there an archive somewhere of your OT3 tools. In particular the ele2png.exe There are a few versions floating around, and I have no idea which is the latest...also if you'd be willing to share the source. It would be nice to be able to rebuild this in the future, given how exceedingly...
  7. n72.75

    Better Ephemerides, Rotation Models, and a Solution to X64 Builds

    @BrianJ has very generously contributed his Ceres Addon. Now Vesta's sister has joined the party, and thanks to the same Dawn mission that brought us Vesta textures, elevation, and gravity model, Ceres also has these things.
  8. n72.75

    Project N1 Lunar

    Yeah, I think the occams razor answer here is "they were green". But also probably less green than the saturated green we see on some soviet film. That much is evident comparing to the ASTP photo. If anything, the source of the perception idea that early Soviet space hardware was grey not green...
  9. n72.75

    Ease of changing simulation paramteters.

    This is a general question to gage how comfortable users are with changing simulation parameters in Orbiter and how often people change settings from the defaults. Hoping this will help with direction for development. Orbiter had a number of simulation options avaliable to the user that can be...
  10. n72.75

    Better Ephemerides, Rotation Models, and a Solution to X64 Builds

    Ahh okay. I think I'd perhaps misunderstood a few things. How is this stored in memory?
  11. n72.75

    Better Ephemerides, Rotation Models, and a Solution to X64 Builds

    @Ajaja I'm trying to understand a few things and put some documentation together. The sun.cfg has: Kernel = Kernels\orbiter.bsp,Kernels\codes_300ast_20100725.tf,Kernels\naif0012.tls,Kernels\pck00010.tpc But only orbiter.bsp for the other bodies. Why are these needed for the sun, but not...
  12. n72.75

    Orbiter Screenshot Thread

  13. n72.75

    Better Ephemerides, Rotation Models, and a Solution to X64 Builds

    I'm coming back to this one after a long while, and finally manager to get this building under cmake-OpenOrbiter: Here's a nice shot of 64bit Orbiter. Phobos is behaving nicely, as you can see :) (this is obviously quite unsurprising, given that Ajaja's original version is from circa 2008)...
  14. n72.75

    Project TrajectoryOptimizerMFD open for testing

    Would it be useful it Perhaps we can share kernals files: https://github.com/n7275/orbiter/tree/SPICE2 (no promise on timing) https://www.orbiter-forum.com/threads/better-ephemerides-rotation-models-and-a-solution-to-x64-builds.41231/
  15. n72.75

    UI rework

    I think we're talking about the "detents" that let you drag the slider to exactly to: 10x, 20x, 30x, etc. exactly. I quite like the continuous slider, but the fact that it's a log scale slider can be a little dangerous in some situations.
  16. n72.75

    Project D3D9 to Vulkan

    I think that was in this branch: https://github.com/orbitersim/orbiter/pull/379 But I don't think I had seen any posts about this yet. Perhaps he wanted to get more done on it before posting.
  17. n72.75

    gcc error diagnostics

    Do you get anything useful with the -s assembly listing option, by seeing the actual code that's getting generated, or the -E option to see the result of the per-processor. Is this a modern version of GCC? What C standard are you using? What architecture (the unsigned char thing on ARM...
  18. n72.75

    Project D3D9 to Vulkan

    Mars and the moon's surface elevation, with respect to mean radius, are actually correctly shaped. The earth is a big o'le sphere though. The proper way to do this, is in the elevation data itself......buuuut we need to add an "oblateness" variable to the celbody[2,3?] class so that the...
  19. n72.75

    Project D3D9 to Vulkan

    64 bit Orbiter is very usable, you just need to remove some offending 32bit celestial bodies from your sol.cfg (the moons of Mars, Uranus, and Neptune) See: https://orbiter-forum.com/threads/64-bit-orbiter-builds-are-not-currently-useable.41937/
  20. n72.75

    Console mode

    I have a memory of being able to start scenarios by passing them as command-line arguments? Not at my desk right now and I honestly can't remember it that's a real thing or not...
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