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  1. O

    Linux playground

    Yup that solves it. Awesome!
  2. O

    Linux playground

    Yay! I got it to run! It works quite well. Thank you very much for all your work. One issue I get is that I sometimes randomly get floating point exceptions sometimes, for example when using the VOR/VTOL HUD (with a useful frequency). Do you have the same issue?
  3. O

    Linux playground

    gdb recieves SIGSEGV in some unknown stack. It doesn't get to the main. I can't find anything significant in strace: the beginning is: execve("./Orbiter", ["./Orbiter"], 0x7fff355cf7f0 /* 59 vars */) = 0 brk(NULL) = 0x55f9addf6000 arch_prctl(0x3001 /* ARCH_??? */...
  4. O

    Linux playground

    In fact: I get Max core profile version: 0.0 I was doing that in a VM since I work on a machine I don't have root rights on, and that was probably not the best idea, though glfwCreateWindow does work in other contexts. I copied the installation onto the host and added some missing shared...
  5. O

    Linux playground

    Hi, I'm having some issues doing all this. First of all, I don't have enough storage space left to install the addons, so I selected the git update paths manually and commented the addons out in the makefiles. It compiled fine, but when I run Orbiter, nothing happens at all. In a console window...
  6. O

    SDK Question [SOLVED] Landed state and surface interaction

    I found something interesting. The issue appears when the z-coordinate exceeds exactly 20m. After that, the vessel drops to an altitude of 20m (touchdown points underground) and begins acting weird (not locking into landed state, doing micro-jumps, tipping over. This is not related to other...
  7. O

    SDK Question [SOLVED] Landed state and surface interaction

    Yes, the only thing that changes is the z coordinate of the touchdown points. I have made sure the triangle is isometric and perfectly centered. Since I have 6 touchdown points, the first three describe a triangle, and the last three complete the hexagon.
  8. O

    SDK Question [SOLVED] Landed state and surface interaction

    Sooo, I found two functions that were causing problems: - SetTouchdownPoints() - AddForce() When you call any of those two functions, you exit the landed state at the end of the frame. Unfortunately it was hard to find them because they don't do it right away on the call. Especially...
  9. O

    SDK Question [SOLVED] Landed state and surface interaction

    So I tried that but it still doesn't really work. When in landed position. The vessels enters landed state every five seconds for just one frame and then returns to freeflight right after it. What can cause this to happen? Any function calls that are not compatible with landed state?
  10. O

    SDK Question [SOLVED] Landed state and surface interaction

    This doesn't go into much detail regarding landing a vessel, which is the problem at hand, but thank you! That's why I play around with the surface normals. Now if the ground is not following the same surface normal as where you are, you indeed have a problem, but that's rare. Hmmmm you might...
  11. O

    SDK Question [SOLVED] Landed state and surface interaction

    Alright thank you! I could already improve it a little bit: no CG updating while the vessel is in landed state. But when it refuels, it reenters active flight (still don't know why). To keep it from tipping over when full, I set the CG to zero (height) right when it comes back into active state...
  12. O

    SDK Question [SOLVED] Landed state and surface interaction

    Hi everyone, I've been trying to implement a realistic center of mass simulation, that is that it moves as fuel levels change. Now a few problems have arisen: when I start the simulation in a landed state, it immediately jumps into active state. The same happens when I set the location with...
  13. O

    Question Recording of YOUR voice for the incoming OrbiterSound 5.0

    Are the 22050hz important? I think most microphones have double. Or can I just send it to you and you tune it down?
  14. O

    Orbiter Screenshot Thread

    A little something I've been working on. Can't really get the reflections right for some reason, but they look nice here.
  15. O

    Discussion Tutorial on how to create animations for 2D panel

    Ok, so here I go. I will show you how to make dynamic elements, like MFD buttons, for which the content is created at runtime. Or at least, I will show you how I did it... You will find all the files necessary for this here. It's a working add-on, though it is very basic. Source code can be...
  16. O

    Discussion Tutorial on how to create animations for 2D panel

    Great! I have actually ended up making a MeshAnimation class because you can't always use loops if the panel gets more complex. Then after having it intialized with the translation vector, the detail on the vertices to transform and even an initialState parameter to get fancy. The constructor...
  17. O

    SDK Question 2D panel drawing

    Sure! It might be a while until I get to that point though. As I understand it, the panel is rerendered at each frame anyways. So I think that the mesh modification method is actually faster than the clbkPanelRedrawEvent method: no need to have uncompressed surfaces, no blitting, and I'm also...
  18. O

    SDK Question 2D panel drawing

    So I had a look I had a look into the DG code and it turns out that it was very similar to what I had written. Just modify the panel mesh with either oapiMeshGroup() or oapiEditMeshGroup() (I didn't actually understand where the difference is, apparently the latter is better), and the rest is...
  19. O

    SDK Question 2D panel drawing

    Haha fair enough. So I tried implementing those animations through mesh modifications, but I couldn't find a method to redraw the panel (or only a specific mesh group), so my screen is static. Unfortunately, Martin's masterclass ended right when he was going to explain that. But he was talking...
  20. O

    SDK Question 2D panel drawing

    I did not in fact. Thank you for it. I'm specifically having trouble with textures of different (and variable) size. I'll give it a try with mesh modification, see how that goes. To my understanding, redraw surfaces are blitted directly on the surface provided to RegisterPanelArea. Is that...
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