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  1. johnnymanly

    General Question Set animation from scenario file

    Yes the vessel class is written in Lua. I believe the methods for saving to a scenario are not implemented. After some thought I realize my initial question is moot anyway. Lua vessel classes don't have "consumebufferedkey" so I'm retracting and extending the gear via altitude not keystroke. It...
  2. johnnymanly

    General Question Set animation from scenario file

    This is a vessel that I created. Sometimes I'd like to start a scenario with the gear up and sometimes down. Lua vessels don't currently save their animation states between saving and loading(at least I don't know how to do it). I was hoping I could manually edit a scenario to do what I want...
  3. johnnymanly

    General Question Set animation from scenario file

    Can I set an animation from the scenario file? This is a Lua vessel.
  4. johnnymanly

    Linux playground

    Very good. :)
  5. johnnymanly

    Linux playground

    The makepkg doesn't install anything, pacman does. Just don't run pacman after you build the package. Instead copy the relevant package files to whatever orbiter directory.
  6. johnnymanly

    General Question Propeller animation [solved]

    This seems to do it and ties rpm to thrust. --configuration part anim_Prop = vi:create_animation(0) Prop1 = { type = 'rotation', mesh = 0, grp = 13, ref = {x=0,y=0.467,z=8.928}, axis = {x=0,y=0,z=1}, angle = -360*RAD } animcomp_Prop =...
  7. johnnymanly

    General Question Propeller animation [solved]

    Thanks for answering but your talking past me a bit. I assumed the angle would increase the correct amount so the animation would finish at 1. (or where I set it )
  8. johnnymanly

    General Question Propeller animation [solved]

    Thanks for the answer. Do you mean I have to set the animation state back to 0 before I can make another revolution?
  9. johnnymanly

    General Question Propeller animation [solved]

    I'd like to animate a prop in a Lua vessel. I can set the animation like this: pwr = vi:get_animation(anim_Prop) da = simdt * 0.1 pwr_proc = pwr + da gas = vi:get_thrusterlevel(thmain) if gas > 0 then vi:set_animation(anim_Prop,pwr_proc) end but I don't know how to repeat...
  10. johnnymanly

    Question animation duration in Lua vessel [solved]

    Thanks again. This is working code though it seems peculiar. function clbk_poststep(simt,simdt,mjd) alt = vi:get_altitude() lgr = vi:get_animation(anim1) da = simdt * 1 lgr_proc1 = lgr - da lgr_proc2 = lgr + da if lgr > 0 and alt > 250 then...
  11. johnnymanly

    Question animation duration in Lua vessel [solved]

    Thanks for the quick response. I'll get back to it and see what I can do.
  12. johnnymanly

    Question animation duration in Lua vessel [solved]

    Hello, I'm animating the landing gear in a Lua vessel like this: function clbk_poststep(simt,simdt,mjd) alt = vi:get_altitude() lgr = vi:get_animation(anim1) if lgr == 1 and alt > 250 then vi:set_animation(anim1,0) end if lgr == 0 and alt < 200 then...
  13. johnnymanly

    Petit bonjour.

    Very Good!... ... and Hello There!
  14. johnnymanly

    Problem 2016 + d3d9 + Linux = screen artifacts

    Still no luck. The squares aren't on the ecliptic but along the horizon. They're in the fore ground as well, that is, if they appear where a ship is they are in front of the ship.
  15. johnnymanly

    Problem 2016 + d3d9 + Linux = screen artifacts

    Also on my laptop running Kubuntu. Both machines have Nvidia graphics.
  16. johnnymanly

    Problem 2016 + d3d9 + Linux = screen artifacts

    Hello, I'm running Orbiter 2016 with Arch Linux. Using the d3d9 client I'm getting artifacts in the form of dark squares randomly flashing on the screen. Have any other Linux users seen such a thing? Frame rates are good and everything looks fine otherwise.
  17. johnnymanly

    Back after a while...

    Thanks Folks!
  18. johnnymanly

    Back after a while...

    Hello, I'm back at Orbiter after a few years off. Glad to see that there's still a lot going on.
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