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Old 07-29-2016, 10:18 AM   #1
martins
Orbiter Founder
Default Orbiter 2016 - RC.2

Please try out the second release candidate.

It's available as ZIP and MSI package:

This supersedes the RC.1 package. For package details see the RC.1 description which still applies.

This RC addresses various points raised with RC.1:
Quote:
The Surface mode HUD always used to have a little marker pointing to the direction of the spaceport you were headed to. I see the .doc still says it's there, in Section 14.3. But I can't bring it up. It neither triggers off a spaceport selected in an MFD, nor using CTRL-R. How do I get the blasted surface marker to work?
This issue should be fixed. Selecting a base target in the Map MFD should now activate the target heading marker in the Surface HUD compass ribbon.

Quote:
I am getting an error: MSVCR120.dll missing

I think we need a list of requirements for Orbiter 2016.

Like: microsoft redistributable 2013 ???
This issue should be fixed. The zlib.dll library Orbiter uses has now been compiled with the MSVC90 toolchain, the same as the Orbiter core. Please let me know if you find any other MSVC120 dependencies.

Quote:
2) The alt readout on the DG attitude indicator does not display negative alt (ie <planetRad) correctly e.g. /Delta-Glider/Brighton Beach.scn shows 2.564k alt. at the start. Maybe it should show Radio Alt like the HUD?
This issue should be fixed. The DG attitude indicator now displays altitude above ground at lower altitudes.

Quote:
Minor point: Orbiter 2016 MSI installs to folder Orbiter2014.
This issue should be fixed now.

Quote:
There is a CTD giving some trouble. I was investigating a cloud layer related anomaly when I noticed it. D3D9Client is required to produce it, haven't noticed it with the inline engine. Vertical sync seems to have major effect in ability to reproduce it. With the sync enabled it becomes very hard to reproduce.

1. Load "DG Mk4 in Orbit" scenario
2. Choose Camera -> Target -> Sun -> Earth -> Apply -> Close the window -> Zoom a bit closer to the Earth
3. Frequently change between the two highest time accelerations while rotating the Earth with mouse.

Here it takes something like 10s-40s to produce the CTD without vertical sync. With the sync enable it's something like 5-10 minutes.
There are no references to any other software in the call stack than the Orbiter.
This issue has been addressed. I would like to hear from anybody who observed related problem if has been fixed / has changed in behaviour / is unchanged in this RC.
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Old 07-29-2016, 10:40 AM   #2
martins
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Quote:
A small issue I saw on the launchpad: after exiting a scenario all folders and scenarios show up twice:
This issue hasn't been addressed yet.
  • On affected installations, does this happen consistently, is there a reliable way to reproduce it?
  • What is the path to your orbiter root directory?
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Old 07-29-2016, 11:12 AM   #3
Frankynov
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Thank you martins !
That announces a very good weekend
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Old 07-29-2016, 11:38 AM   #4
birdmanmike
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Will we have the archived/compacted high-res texture files for Earth/Moon/Mars soon or do we still download the high-res as is and run the conversion - I have a terrible download speed at moment and every bit helps. Thanks
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Old 07-29-2016, 12:30 PM   #5
martins
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Quote:
Originally Posted by birdmanmike View Post
 Will we have the archived/compacted high-res texture files for Earth/Moon/Mars soon
Yes.
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Old 07-29-2016, 12:49 PM   #6
GLS
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Martin, not sure you have seen these issues so I'll just put them here:
>> about the changes to the first time step (the camera distance issue in there has already been fixed, thanks!): http://www.orbiter-forum.com/showthr...&postcount=201

>> new vessel MFD issues: http://www.orbiter-forum.com/project.php?issueid=1242 and http://www.orbiter-forum.com/project.php?issueid=1243

>> a small request: http://www.orbiter-forum.com/showthr...&postcount=223
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Old 07-29-2016, 01:02 PM   #7
DaveS
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Any estimate on this: http://www.orbiter-forum.com/showthread.php?t=36944
I'm in need of it so I can convert our Vandenberg and Edwards bases from the 2010 format over to the new 2016 terrain format.
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Old 07-29-2016, 01:50 PM   #8
Eduard
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Quote:
Originally Posted by martins View Post
 This issue should be fixed. Selecting a base target in the Map MFD should now activate the target heading marker in the Surface HUD compass ribbon.
O yes, thank you. It's indeed working now, the Surface HUD is updated when I change the target base in the Map MFD.
This is very good!

I have discovered a time ago that the calculated "Offplane Dist" and "Pe dist to Base" values in TransX completely depend on this target Base setting of the Surface HUD.
That's why these things where not working anymore for Orbiter Beta.

So I tested this now, changing the Ref in the Map to the celestial body I want (Moon) and set the target base (Brighton Beach):
These values are finally shown now, just like TransX in Orbiter 2010.
Now I can ajust my trajectory correctly towards the surface base when doing mid-course corrections.
This makes TransX fully usable again!

Last edited by Eduard; 07-29-2016 at 01:54 PM.
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Old 07-29-2016, 01:51 PM   #9
Fabri91
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Quote:
Originally Posted by martins View Post
 This issue hasn't been addressed yet.
  • On affected installations, does this happen consistently, is there a reliable way to reproduce it?
  • What is the path to your orbiter root directory?
I haven't been able to identify any pattern other than that it happens upon exiting a scenario "most of the time", but never on first launch of the launcher.

My Orbiter installation path is "C:\Orbiter 2016". The only peculiar thing I can see about this name is that it contains a space.
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Old 07-29-2016, 02:42 PM   #10
jedidia
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This one still reproduces like a clockwork on my machine, although it seems other people have been less succesful at reproducing it.
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Old 07-29-2016, 04:51 PM   #11
jarmonik
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Quote:
Originally Posted by jedidia View Post
 This one still reproduces like a clockwork on my machine, although it seems other people have been less succesful at reproducing it.
The only way that I can get that scenario to crash (CTD) is to let the ISS do a lunar fly-by and let it to collide with the earth at 10000x

EDIT: BTW, do you have orbit stabilization enabled ?
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Old 07-29-2016, 05:34 PM   #12
jedidia
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Quote:
The only way that I can get that scenario to crash (CTD) is to let the ISS do a lunar fly-by and let it to collide with the earth at 10000x
Darn... Must take a very specific memory allocation to get that thing to happen. Though I don't quite understand why it would happen with 100% reliability on my machine, then.

Quote:
BTW, do you have orbit stabilization enabled ?
I don't even know where I would enable that...
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Old 07-29-2016, 05:50 PM   #13
Face
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Quote:
Originally Posted by jedidia View Post
 This one still reproduces like a clockwork on my machine, although it seems other people have been less succesful at reproducing it.
Can't reproduce it, either. I even tried stepping back to 100x and let it run some minutes there. Clean install of RC.2, all visual effects activated, all else on default.
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Old 07-29-2016, 05:50 PM   #14
JMW
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martins - first of all - THANK YOU for a stupendous sim !!!

I have not a clue how all this works but would it be possible to have a patch rather than full downloads for the RC's ?

My internet provider's service is going down, as it's business is getting bigger ! (I'll leave you to guess which it is - suffice to say "British" is not always Best in these days)
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Old 07-29-2016, 06:34 PM   #15
Face
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Quote:
Originally Posted by JMW View Post
 I have not a clue how all this works but would it be possible to have a patch rather than full downloads for the RC's ?
Without the texture trees, this RC amounts to ca. 85MB if bzipped. Against what do mean to get a patch? The last RC?
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