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Old 01-08-2013, 04:54 PM   #181
RisingFury
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Quote:
Originally Posted by wehaveaproblem View Post
 Can we have one called 'Wide_____' and the other called '_____awake'...?
I recommend you just move the Wideawake International somewhere else. In the base config, it's placed where the position of your base is, so if you change this line a bit, it should be ok:

Code:
Location = -14.405	-7.955

Keep in mind though, that as the camera gets further away, the two labels will again move close together, so you'll have to find an appropriate spot for it...
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Old 01-08-2013, 05:01 PM   #182
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Quote:
Originally Posted by RisingFury View Post
 I recommend you just move the Wideawake International somewhere else.
<snip>
Keep in mind though, that as the camera gets further away, the two labels will again move close together, so you'll have to find an appropriate spot for it...
Well, you'll always have some superimposing at some angle.
TBH, I don't think this is worth the time invested in re-adjusting the height offsets to compensate for the earth curvature due to a base/mesh offset. That plus the usual case of having the vessel auto-generated with the same name - and therefore being the optimum viewing experience - is making it a no-action issue to me.
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Old 01-08-2013, 05:10 PM   #183
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Aye, I've made 'trivial' issue for this, as I don't think it's worth loads of work on. I'm happy with two identical names occasionally being blurry. F9 is hardly a key feature wrt a base I think.
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Old 01-08-2013, 05:12 PM   #184
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Quote:
Originally Posted by wehaveaproblem View Post
 Aye, I've made 'trivial' issue for this, as I don't think it's worth loads of work on. I'm happy with two identical names occasionally being blurry. F9 is hardly a key feature wrt a base I think.
That's true. I tend to avoid F9 on Windows 7 anyway. I just happened to turn it on because I had a problem when working on the code for the dish.
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Old 01-08-2013, 05:22 PM   #185
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Quote:
Originally Posted by RisingFury View Post
 That's true. I tend to avoid F9 on Windows 7 anyway. I just happened to turn it on because I had a problem when working on the code for the dish.
Still a good find! Even if we don't "fix" it, it could be a valuable addition to the documentation, so users can get an explanation for what they might encounter as a bug.
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Old 03-28-2013, 03:49 PM   #186
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Hi gents.

Apologies for the delay with the next test, life is life etc etc.

We're not quite ready for the next beta, but I've just tested the latest build of the LFMC launch wizard... and boy is it awesome! face is such a dude. I just had to share some info with you ahead of time, at risk of getting a telling off at the next PR staff meeting...

The LFMC Launch Wizard is the MFD component of the AscensionTower mfd that controls winged launches. Basically, it is a stage-by-stage launch procedure which walks a pilot/vessel through the preflight and launch of all DG class vessels.

There are 5 pre-launch stages:-
-LMFC Approach.
-Pre-Launch Checks Hold.
-Passenger Boarding Hold.
-Fuelling Hold.
-Launch Hold.

It works like this. You request a launch and the mfd will direct you to each hold in turn and allow you to do relevant actions at each one. When ready, it directs you to the next etc. Once you have reached the launch hold and the blast shield is in place, you contact the ATC and get launch clearance.

The system allows for multiple vessels to queue up, and only allows a vessel to proceed to the next stage if the next stage is clear of other vessels.

You can abort a launch at any stage and will be directed out through a new exit in the launchway wall to join the existing taxiways.(I am starting work on the mesh component of that today).

There is also a new treat as part of all of this too, but I'll keep that under wraps for now. But suffice to say everyone loves talking...

There are still a few things that need doing before we can release a test build. The bugs/tweaks need doing, the beacons and sound suppression/exhaust system needs coding, the mesh needs the exit added and the related animations done. But face has broken the back of the main coding. So I can't say exactly when it will be ready, but it'll definitely be a Tuesday soon I hope.


Cheers
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Old 03-28-2013, 04:17 PM   #187
Interceptor
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You made,my day WHAP,and Face can't wait to try it out.Thanks
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Old 03-28-2013, 04:19 PM   #188
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Quote:
Originally Posted by Interceptor View Post
 You made,my day WHAP,and Face can't wait to try it out.Thanks
Ha cheers, face made my day!
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Old 03-28-2013, 05:22 PM   #189
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Why stop for food, why have a social life, you don't really need to go to work and as for all that other stuff ..... sleep that for wimps .. any way who cares.....

NOW GET A MOVE ON and release this ....

Sorry sorry really sorry its just we can not wait
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Old 03-29-2013, 03:21 PM   #190
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Originally Posted by paddy2 View Post
 ...we can not wait
"Good things come to those who wait."

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Old 07-08-2014, 08:05 PM   #191
Face
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Hy there,

long time, no updates . So let me first start with a little apology for the long radio silence from Ascension International Aerospace. Both WHAP and I were severely distracted from the project by real life. However, given the year(!) or so since the last version, we still managed to make some progress.

I'm therefore proud to present version 0.4 to you, with the following changes/additions to 0.3:
  • [MFD] Ground Control: LFMC Launch wizard implemented
  • [MFD] Air Traffic Control: Request Launch Clearance
  • [MFD] Ground and ATC text chatter added for LFMC activity
  • [MODULE] VLC lights now move with animations
  • [MODULE] Recorder Save: Hangar Doors, Crane and Taxiway Beacon states now save
  • [BASE] Abort Exit doors added to LFMC Launchway
  • [BASE] Abort Exit added to end of LFMC Launchway
  • [BASE] New Airport Mesh. Control Room and UMMU access added.
  • [BASE] Port and Dockyard Facility added (static mesh)
  • [BASE] Palm Trees added, sign textures added to hangar doors.
  • [BASE] Site for possible Capitol Ship Facility removed.
  • [FIX] Doppler radar now maintains its previous target when AU Vessel is the focus.
  • [FIX] Doppler radar rotation speed now limited for realism. Thank you to Rising Fury.
  • [DOCU] added LFMC Launch Wizard instructions

Heart of this release is the automated launch tunnel procedure, assisted by customizable voice call-outs. In addition, beacon "animations" also take a prominent place in this version.

Furthermore - partly due to the mentioned distraction still going on in both of our lifes - we decided to make the beta phase public at this point. It never was much of a hidden thing, anyway, but now you can "officially":
  • pull the source code from the public repository here: http://bitbucket.org/face/ascensionultra ,
  • put issues up in the tracker there,
  • help building the documentation by means of adding to the Wiki pages, and last but not least,
  • fork the project and enhance the code.

However, please consider discussing issues here instead of over at BB, as the forum is a much better place to keep in check with us.

We also want to thank all beta testers for giving their valuable feedback in the private beta phase, and would like to encourage them to continue to do so now that it is public.

At last - if you don't know already - you can always download a ZIP archive of the newest version directly from here: http://bitbucket.org/face/ascensionultra/get/tip.zip

Have fun ,
Ascension Ultra Development Team

P.S.: Please excuse the jovial slang alternative texts that were used for voice chatter randomization tests .
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Old 07-08-2014, 08:17 PM   #192
PeterRoss
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Wow! A sleeping giant awakes!
This is something what can make me to launch the good old Orbiter again. Thantks for your work!
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Old 07-08-2014, 08:31 PM   #193
wehaveaproblem
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I'm almost scared to add a post for fear of the thread rolling over to the next page and people missing your post, face... that and scared of getting a lynching by disgruntled people from page 1 of the thread lol... 3 years and still not done, even I didn't think that would happen.. next tuesday indeed!

So yes, thank you to all for your continued patience, hopefully it will get finished one day. And a big thank you to face again for even making it possible.

Hopefully more people will try the current beta and find there is enough to work with, the bones are in there now for sure., and there's a fair bit of flesh too

One note to the nitpickers *ahem* I mean hardcore beta testers out there. some of the current atc chatter has the wrong syntax in the messages, I'll try at least to fix that quickly, although now it's open beta and open source maybe others will feel motivated...?

Anyhoo, cheers again to all, and apologies once more!
WHAP
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Old 07-09-2014, 02:32 PM   #194
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It's not working with D3D9 R12 client for me.

Code:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 4.27629e-007 sec
Found 1 joystick(s)
Module AscensionUltraConfigurator.dll  [Build 140705, API 100830]
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module EnergyConfigurator.dll  [Build ******, API 060425]
Module D3D9Client.dll ........ [Build 130712, API 100830]
Module ScnEditor.dll ......... [Build 100830, API 100830]

**** Creating simulation session
D3D9Client: [DirectX 9 Initialized]
D3D9Client: Sytem has XNA math support
D3D9Client: [3DDevice Initialized]
D3D9Client: [Compiling Effects for Shader Model 3.0]
D3D9Client: [Loading Stars]
D3D9Client: [Loading Constellations]
D3D9Client: [D3D9Client Initialized]
Joystick throttle disabled by user
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Hyperion.dll .......... [Build 100215, API 100212]
SATSAT Hyperion: Terms 595
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Module Triton.dll ............ [Build ******, API 060425]
Finished initialising world
Finished initialising status
Finished initialising camera
Finished initialising panels
Module AscensionUltra.dll .... [Build 140705, API 100830]
Module Ummu.dll .............. [Build 121224, API 100830]
Orbiter Version 100830
D3D9Client Build [Jul 12 2013]
Exception Code=0xC0000005, Address=0x103FA5B3
EAX=0xC2EC67C6 EBX=0x03CFDB08 ECX=0x03CFDB08 EDX=0x00000000 ESI=0x033DF020 EDI=0x00000008 EBP=0x033DEFC8 ESP=0x009FF3F4 EIP=0x103FA5B3
C:\Games\Orbiter\Modules\AscensionUltra.dll EntryPoint=0x10400331, Base=0x103E0000, Size=225280
Critical exception in gc->RegisterVisObject(0xEA5E8F0, 0x3D01FD0) (Wideawake_Int(AU)).
VesselClass Name = AscensionUltra
!!! Abnormal Program Termination !!!
Inline graphics seems to work well.

---------- Post added at 01:32 ---------- Previous post was at 00:25 ----------

There's a weird problem with DGIV at refuel hold. I can change propellant level at fuel tank #1 to lesser numbers as much as I like, but I can increase it only on 100 kg at a time. I.e. if I have a full tank of 9600 kg I can change the value to 100 kg and it will work as it should. But now I can't change it back to 9600 kg - nothing happens when I type 9600 and press enter. I can only add 100 kg, i.e. if I have 100 kg of propellant in the tank #1 I can change it to 200. Then I can press the MFD button again and change it to 300 and so on. I don't think you made it intentionally to look like I'm refueling my craft with a hand pump
Tank #2 is free of this problem, I can unload and load as much fuel as I want there.
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Old 07-09-2014, 04:20 PM   #195
Face
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 It's not working with D3D9 R12 client for me.
<snip>
Inline graphics seems to work well.
Interesting. I knew that OVP clients are not fully compatible with inline regarding visual effects, but it never crashed for me. Perhaps something with the texture shifting regarding hangar numbers...

Quote:
Originally Posted by PeterRoss View Post
 There's a weird problem with DGIV at refuel hold. I can change propellant level at fuel tank #1 to lesser numbers as much as I like, but I can increase it only on 100 kg at a time. I.e. if I have a full tank of 9600 kg I can change the value to 100 kg and it will work as it should. But now I can't change it back to 9600 kg - nothing happens when I type 9600 and press enter. I can only add 100 kg, i.e. if I have 100 kg of propellant in the tank #1 I can change it to 200. Then I can press the MFD button again and change it to 300 and so on. I don't think you made it intentionally to look like I'm refueling my craft with a hand pump
Tank #2 is free of this problem, I can unload and load as much fuel as I want there.
Of course I did not make it so intentionally. The system currently just sets the propellant level, nothing more. I guess there is some code in the DGIV that is responsible for this effect. Have you tried to use the Scenario Editor on that propellant resource? I think it will suffer from the same problem.

---------- Post added at 18:20 ---------- Previous post was at 17:34 ----------

Yep, looks like although I'm using GetDevMesh and DEVMESHHANDLE, D3D9 R12 is not happy with my code .

I have also just realized that the configurator always saves to orbiter.cfg instead of the appropriate configuration file of the running engine. I'll anyway have to detect if code is running in inline or OVP (*sigh* so much for it going to be transparent), so I can turn of such problems for now.
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