Orbiter-Forum  

Go Back   Orbiter-Forum > Orbiter Addons > Addon Development
Register Blogs Orbinauts List Social Groups FAQ Projects Mark Forums Read

Addon Development Developers post news, updates, & discussions here about your projects in development.

Reply
 
Thread Tools
Old 04-14-2019, 02:57 AM   #376
Felix24
Orbinaut
Default

I can press Spacebar and get the editor dialog to appear, but when I press Ctrl+Shift+Spacebar, I get a system error that says "The program can't start because VCRUNTIME140D.dll is missing from your computer. Try reinstalling the program to fix this problem."

2 questions:

What runtime do I need to download to solve this issue? And is there an archive I can download that contains all of the latest VesselBuilder files, in case I'm trying to run an outdated version?

Thanks!
Felix24 is offline   Reply With Quote
Old 04-14-2019, 09:11 AM   #377
fred18
Addon Developer

Default

Quote:
Originally Posted by Felix24 View Post
 What runtime do I need to download to solve this issue?
I tried to recompile the CamTarget.dll (which is the FollowMe tool) in mode MT instead of MD. I read online that it should solve the runtime issue you mention that sometimes happens.

I attach here the file, you should replace the CamTarget.dll located in Orbiter\modules folder with the file contained in the zip attached.
Let me know if it is enough to solve the issue.


Quote:
Originally Posted by Felix24 View Post
 And is there an archive I can download that contains all of the latest VesselBuilder files, in case I'm trying to run an outdated version?
Thanks!
I am preparing a small update package with all the latest files, it will come online this afternoon. It will be interesting if the dll attached works for you because I could then decide to switch to that mode to avoid any further issue.
Attached Files
File Type: zip CamTarget.zip (38.9 KB, 7 views)
fred18 is offline   Reply With Quote
Thanked by:
Old 04-14-2019, 10:15 AM   #378
crisbeta
Orbinaut
Default

Do you intend to keep the requirement of animations for control surfaces as mandatory?

Some old addons don't have this animations defined and some don't have mesh groups.
crisbeta is offline   Reply With Quote
Old 04-14-2019, 10:27 AM   #379
fred18
Addon Developer

Default

Quote:
Originally Posted by crisbeta View Post
 Do you intend to keep the requirement of animations for control surfaces as mandatory?
nope, it will be removed asap
fred18 is offline   Reply With Quote
Old 04-14-2019, 08:46 PM   #380
Felix24
Orbinaut
Default

Quote:
Originally Posted by fred18 View Post
 I attach here the file, you should replace the CamTarget.dll located in Orbiter\modules folder with the file contained in the zip attached. Let me know if it is enough to solve the issue.
This solved the issue. Thanks!
Felix24 is offline   Reply With Quote
Old 04-14-2019, 09:39 PM   #381
Buck Rogers
Major Spacecadet
 
Buck Rogers's Avatar
Default

Latest CamTarget.dll fully functional with inline gfx & winxp

TP set2 changeover ani not saving: I rewrote my .cfg changing the gear from ani 0 to 1 and it saves fine; so the problem is with the linkage to ani 0 for some reason.
Buck Rogers is offline   Reply With Quote
Old 04-14-2019, 09:42 PM   #382
fred18
Addon Developer

Default

Quote:
Originally Posted by Buck Rogers View Post
 TP set2 changeover ani not saving: I rewrote my .cfg changing the gear from ani 0 to 1 and it saves fine; so the problem is with the linkage to ani 0 for some reason.
you got it right!

in my code:
Code:
if (changeoveranim > 0) {
it shall be >=0!!! thanks, it will be corrected immediately and available next round of release!
fred18 is offline   Reply With Quote
Thanked by:
Old 04-16-2019, 03:10 AM   #383
Donamy
Beta Tester


Default

I set up an event that jettisons 4 fairings, with one key press "J". It works fine, but they move away very slowly. When set to one fairing, that one moves like normal.

Code:
EVENT_0_ID = 0
EVENT_0_NAME = fairing1
EVENT_0_TYPE = 2
EVENT_0_TRIGGERTYPE = 2
EVENT_0_REPEAT = -1
EVENT_0_KEY = 36
EVENT_0_KEYMOD = 0
EVENT_0_JETTNEXT = FALSE
EVENT_0_JETTIDX = 0
 
EVENT_1_ID = 1
EVENT_1_NAME = fairing2
EVENT_1_TYPE = 2
EVENT_1_TRIGGERTYPE = 2
EVENT_1_REPEAT = -1
EVENT_1_KEY = 36
EVENT_1_KEYMOD = 0
EVENT_1_JETTNEXT = FALSE
EVENT_1_JETTIDX = 1
 
EVENT_2_ID = 2
EVENT_2_NAME = fairing3
EVENT_2_TYPE = 2
EVENT_2_TRIGGERTYPE = 2
EVENT_2_REPEAT = -1
EVENT_2_KEY = 36
EVENT_2_KEYMOD = 0
EVENT_2_JETTNEXT = FALSE
EVENT_2_JETTIDX = 2
 
EVENT_3_ID = 3
EVENT_3_NAME = fairing4
EVENT_3_TYPE = 2
EVENT_3_TRIGGERTYPE = 2
EVENT_3_REPEAT = -1
EVENT_3_KEY = 36
EVENT_3_KEYMOD = 0
EVENT_3_JETTNEXT = FALSE
EVENT_3_JETTIDX = 3
Donamy is offline   Reply With Quote
Old 04-16-2019, 03:55 PM   #384
4throck
Enthusiast !
 
4throck's Avatar
Default

I have a problem with animations.

I defined animation components and tested them.
All was OK so I saved the scenario.
When I reloaded the vessel, the animation components are there, but have lost their names, and all data is set to zero....

This happened on the last animation. The others are OK.
4throck is offline   Reply With Quote
Old 04-16-2019, 03:59 PM   #385
fred18
Addon Developer

Default

Quote:
Originally Posted by Donamy View Post
 I set up an event that jettisons 4 fairings, with one key press "J". It works fine, but they move away very slowly. When set to one fairing, that one moves like normal.
Can I have the docking section as well? I don't know if this is an issue due to orbiter itself handling multiple undockings or something within VB. I will investigate it, it's a bit easier if I have the docking section together with events

Quote:
Originally Posted by 4throck View Post
 I have a problem with animations.

I defined animation components and tested them.
All was OK so I saved the scenario.
When I reloaded the vessel, the animation components are there, but have lost their names, and all data is set to zero....

This happened on the last animation. The others are OK.
Seems like the safety check is applying so instead of crashing it resets the values... I am working to avoid this issues but sometimes they still happen, I hope to null them out asap. If you need to recover your work you should have it in the backup text file. Can I have the animation section or at least the last one to see if I can get a clue of the issue?
fred18 is offline   Reply With Quote
Old 04-16-2019, 05:24 PM   #386
Donamy
Beta Tester


Default

Quote:
Originally Posted by fred18 View Post
 Can I have the docking section as well? I don't know if this is an issue due to orbiter itself handling multiple undockings or something within VB. I will investigate it, it's a bit easier if I have the docking section together with events



Here is the docking info.


Code:
DOCK_0_ID = 0
DOCK_0_NAME = SMfairing1
DOCK_0_POS = 0 0 -2.725
DOCK_0_DIR = 1 0 0
DOCK_0_ROT = 0 0 1
DOCK_0_JETT = TRUE
DOCK_0_SOFTDOCK = FALSE
 
DOCK_1_ID = 1
DOCK_1_NAME = SMfairing2
DOCK_1_POS = 0 0 -2.725
DOCK_1_DIR = 0 1 0
DOCK_1_ROT = 0 0 1
DOCK_1_JETT = TRUE
DOCK_1_SOFTDOCK = FALSE
 
DOCK_2_ID = 2
DOCK_2_NAME = SMfairing3
DOCK_2_POS = 0 0 -2.725
DOCK_2_DIR = -1 0 0
DOCK_2_ROT = 0 0 1
DOCK_2_JETT = TRUE
DOCK_2_SOFTDOCK = FALSE
 
DOCK_3_ID = 3
DOCK_3_NAME = SMfairing4
DOCK_3_POS = 0 0 -2.725
DOCK_3_DIR = 0 -1 0
DOCK_3_ROT = 0 0 1
DOCK_3_JETT = TRUE
DOCK_3_SOFTDOCK = FALSE
 
DOCK_4_ID = 4
DOCK_4_NAME = to trunk
DOCK_4_POS = 0 0 1.55
DOCK_4_DIR = 0 0 1
DOCK_4_ROT = 0 1 0
DOCK_4_JETT = FALSE
DOCK_4_SOFTDOCK = FALSE


---------- Post added at 05:24 PM ---------- Previous post was at 04:33 PM ----------

Does anyone have any configuration examples to look at ?
Donamy is offline   Reply With Quote
Old 04-16-2019, 06:33 PM   #387
4throck
Enthusiast !
 
4throck's Avatar
Default

Quote:
Originally Posted by fred18 View Post
 If you need to recover your work you should have it in the backup text file. Can I have the animation section or at least the last one to see if I can get a clue of the issue?

Here's the animation section:
Code:
;<-------------------------ANIMATIONS DEFINITIONS------------------------->
 
ANIM_0_ID = 0
ANIM_0_NAME = Elevators
ANIM_0_DEFSTATE = 0.5
ANIM_0_DURATION = 10
ANIM_0_KEY = 0
ANIM_0_CYCLE = 4
 
ANIM_1_ID = 1
ANIM_1_NAME = Rudders
ANIM_1_DEFSTATE = 0.5
ANIM_1_DURATION = 10
ANIM_1_KEY = 0
ANIM_1_CYCLE = 4
 
ANIM_2_ID = 2
ANIM_2_NAME = ElevatorTrim
ANIM_2_DEFSTATE = 0.5
ANIM_2_DURATION = 10
ANIM_2_KEY = 0
ANIM_2_CYCLE = 4
 
ANIM_3_ID = 3
ANIM_3_NAME = LeftAileron
ANIM_3_DEFSTATE = 0.5
ANIM_3_DURATION = 10
ANIM_3_KEY = 0
ANIM_3_CYCLE = 4
 
ANIM_4_ID = 4
ANIM_4_NAME = RightAileron
ANIM_4_DEFSTATE = 0.5
ANIM_4_DURATION = 10
ANIM_4_KEY = 0
ANIM_4_CYCLE = 4
 
ANIM_5_ID = 5
ANIM_5_NAME = Gear
ANIM_5_DEFSTATE = 1
ANIM_5_DURATION = 10
ANIM_5_KEY = 34
ANIM_5_CYCLE = 0
 
ANIMCOMP_0_ID = 0
ANIMCOMP_0_SEQ = 0
ANIMCOMP_0_NAME = ElevComp
ANIMCOMP_0_STATE0 = 0
ANIMCOMP_0_STATE1 = 1
ANIMCOMP_0_ARMTIP = FALSE
ANIMCOMP_0_MESH = 0
ANIMCOMP_0_TYPE = 1
ANIMCOMP_0_REF = 0 -0.4 -6
ANIMCOMP_0_AXIS = 1 0 0
ANIMCOMP_0_ANGLE = 40
ANIMCOMP_0_NGRPS = 2
ANIMCOMP_0_GRPS = 6, 7
ANIMCOMP_0_PARENT = -1
 
ANIMCOMP_1_ID = 1
ANIMCOMP_1_SEQ = 1
ANIMCOMP_1_NAME = RightRudder
ANIMCOMP_1_STATE0 = 0
ANIMCOMP_1_STATE1 = 1
ANIMCOMP_1_ARMTIP = FALSE
ANIMCOMP_1_MESH = 0
ANIMCOMP_1_TYPE = 1
ANIMCOMP_1_REF = 4.36544 2.54306 -6.03
ANIMCOMP_1_AXIS = 0.143 0.975 -0.172
ANIMCOMP_1_ANGLE = -60
ANIMCOMP_1_NGRPS = 1
ANIMCOMP_1_GRPS = 1
ANIMCOMP_1_PARENT = -1
 
ANIMCOMP_2_ID = 2
ANIMCOMP_2_SEQ = 1
ANIMCOMP_2_NAME = LeftRudder
ANIMCOMP_2_STATE0 = 0
ANIMCOMP_2_STATE1 = 1
ANIMCOMP_2_ARMTIP = FALSE
ANIMCOMP_2_MESH = 0
ANIMCOMP_2_TYPE = 1
ANIMCOMP_2_REF = -4.36544 2.54306 -6.03
ANIMCOMP_2_AXIS = -0.143 0.975 -0.172
ANIMCOMP_2_ANGLE = -60
ANIMCOMP_2_NGRPS = 1
ANIMCOMP_2_GRPS = 0
ANIMCOMP_2_PARENT = -1
 
ANIMCOMP_3_ID = 3
ANIMCOMP_3_SEQ = 2
ANIMCOMP_3_NAME = ElevTrimComp
ANIMCOMP_3_STATE0 = 0
ANIMCOMP_3_STATE1 = 1
ANIMCOMP_3_ARMTIP = FALSE
ANIMCOMP_3_MESH = 0
ANIMCOMP_3_TYPE = 1
ANIMCOMP_3_REF = 0 -0.4 -6
ANIMCOMP_3_AXIS = 1 0 0
ANIMCOMP_3_ANGLE = 10
ANIMCOMP_3_NGRPS = 2
ANIMCOMP_3_GRPS = 6, 7
ANIMCOMP_3_PARENT = -1
 
ANIMCOMP_4_ID = 4
ANIMCOMP_4_SEQ = 3
ANIMCOMP_4_NAME = LeftAileronComp
ANIMCOMP_4_STATE0 = 0
ANIMCOMP_4_STATE1 = 1
ANIMCOMP_4_ARMTIP = FALSE
ANIMCOMP_4_MESH = 0
ANIMCOMP_4_TYPE = 1
ANIMCOMP_4_REF = -2.57594 1.49037 -6.03
ANIMCOMP_4_AXIS = 1 0 0
ANIMCOMP_4_ANGLE = -20
ANIMCOMP_4_NGRPS = 1
ANIMCOMP_4_GRPS = 6
ANIMCOMP_4_PARENT = -1
 
ANIMCOMP_5_ID = 5
ANIMCOMP_5_SEQ = 4
ANIMCOMP_5_NAME = RightAileronComp
ANIMCOMP_5_STATE0 = 0
ANIMCOMP_5_STATE1 = 1
ANIMCOMP_5_ARMTIP = FALSE
ANIMCOMP_5_MESH = 0
ANIMCOMP_5_TYPE = 1
ANIMCOMP_5_REF = -2.57594 1.49037 -6.03
ANIMCOMP_5_AXIS = 1 0 0
ANIMCOMP_5_ANGLE = 20
ANIMCOMP_5_NGRPS = 1
ANIMCOMP_5_GRPS = 7
ANIMCOMP_5_PARENT = -1
 
ANIMCOMP_6_ID = 6
ANIMCOMP_6_SEQ = 5
ANIMCOMP_6_NAME = front door
ANIMCOMP_6_STATE0 = 0
ANIMCOMP_6_STATE1 = 1
ANIMCOMP_6_ARMTIP = FALSE
ANIMCOMP_6_MESH = 0
ANIMCOMP_6_TYPE = 1
ANIMCOMP_6_REF = -0.33 1.46268 4.76167
ANIMCOMP_6_AXIS = -0.0503767 0.0503767 0.997459
ANIMCOMP_6_ANGLE = 90
ANIMCOMP_6_NGRPS = 3
ANIMCOMP_6_GRPS = 92, 96, 18
ANIMCOMP_6_PARENT = -1
 
ANIMCOMP_7_ID = 7
ANIMCOMP_7_SEQ = 5
ANIMCOMP_7_NAME = AnimComp_21
ANIMCOMP_7_STATE0 = 0
ANIMCOMP_7_STATE1 = 1
ANIMCOMP_7_ARMTIP = FALSE
ANIMCOMP_7_MESH = 0
ANIMCOMP_7_TYPE = 1
ANIMCOMP_7_REF = 0 0 0
ANIMCOMP_7_AXIS = 0 0 1
ANIMCOMP_7_ANGLE = 90
ANIMCOMP_7_NGRPS = 1
ANIMCOMP_7_GRPS = 16
ANIMCOMP_7_PARENT = -1
 
ANIMCOMP_8_ID = 8
ANIMCOMP_8_SEQ = 5
ANIMCOMP_8_NAME = AnimComp_22
ANIMCOMP_8_STATE0 = 0
ANIMCOMP_8_STATE1 = 1
ANIMCOMP_8_ARMTIP = FALSE
ANIMCOMP_8_MESH = 0
ANIMCOMP_8_TYPE = 1
ANIMCOMP_8_REF = 0 0 0
ANIMCOMP_8_AXIS = 0 0 1
ANIMCOMP_8_ANGLE = -90
ANIMCOMP_8_NGRPS = 1
ANIMCOMP_8_GRPS = 17
ANIMCOMP_8_PARENT = -1
 
ANIMCOMP_9_ID = 9
ANIMCOMP_9_SEQ = 5
ANIMCOMP_9_NAME = AnimComp_23
ANIMCOMP_9_STATE0 = 0
ANIMCOMP_9_STATE1 = 1
ANIMCOMP_9_ARMTIP = FALSE
ANIMCOMP_9_MESH = 0
ANIMCOMP_9_TYPE = 1
ANIMCOMP_9_REF = 0 0 0
ANIMCOMP_9_AXIS = 0 0 1
ANIMCOMP_9_ANGLE = -90
ANIMCOMP_9_NGRPS = 2
ANIMCOMP_9_GRPS = 9, 12
ANIMCOMP_9_PARENT = -1
 
ANIMCOMP_10_ID = 10
ANIMCOMP_10_SEQ = 5
ANIMCOMP_10_NAME = AnimComp_24
ANIMCOMP_10_STATE0 = 0
ANIMCOMP_10_STATE1 = 1
ANIMCOMP_10_ARMTIP = FALSE
ANIMCOMP_10_MESH = 0
ANIMCOMP_10_TYPE = 1
ANIMCOMP_10_REF = 0 0 0
ANIMCOMP_10_AXIS = 0 0 1
ANIMCOMP_10_ANGLE = -90
ANIMCOMP_10_NGRPS = 2
ANIMCOMP_10_GRPS = 10, 13
ANIMCOMP_10_PARENT = -1
 
ANIMCOMP_11_ID = 11
ANIMCOMP_11_SEQ = 5
ANIMCOMP_11_NAME = AnimComp_25
ANIMCOMP_11_STATE0 = 0
ANIMCOMP_11_STATE1 = 1
ANIMCOMP_11_ARMTIP = FALSE
ANIMCOMP_11_MESH = 0
ANIMCOMP_11_TYPE = 1
ANIMCOMP_11_REF = 0 0 0
ANIMCOMP_11_AXIS = 0 0 1
ANIMCOMP_11_ANGLE = -90
ANIMCOMP_11_NGRPS = 2
ANIMCOMP_11_GRPS = 11, 14
ANIMCOMP_11_PARENT = -1
 
;<-------------------------PROPELLANT DEFINITIONS------------------------->



I can't recover the good settings because they are not on the backup.
VB seems to have saved these "cleaned up" values many times.
So while I was adding animations and seeing them in Orbiter, nothing was being saved...
4throck is offline   Reply With Quote
Old 04-16-2019, 08:13 PM   #388
Donamy
Beta Tester


Default

I'm not having any problems saving animations.
Donamy is offline   Reply With Quote
Old 04-16-2019, 11:30 PM   #389
fred18
Addon Developer

Default

Quote:
Originally Posted by 4throck View Post
 I can't recover the good settings because they are not on the backup.
VB seems to have saved these "cleaned up" values many times.
So while I was adding animations and seeing them in Orbiter, nothing was being saved...
This is extremely unusual, especially if you were seeing the animations in the sim. Did you ever close and reopen the sim? If so, when you did this did the animation got reloaded or not?

From the data I'd say the following:
- The issue appears from ID number 7 onwards
- it is just relevant to name, axis, reference and angle. I don't know about state0 and state1
- there were a lot of deleted components since I see the automatic name to 25 something while the id is still to 7.

First question is trivial, I'm sorry. Are you sure that you pressed "set" for each of those values when you wrote them? it can be skipped inadvertedly sometimes, sorry for asking.

this never happened to me so first thing I am going to try to reproduce the issue but I need the more information possible.
fred18 is offline   Reply With Quote
Old 04-17-2019, 09:49 AM   #390
4throck
Enthusiast !
 
4throck's Avatar
Default

» Did you ever close and reopen the sim?
I did exit the simulator once the landing gear animation was complete and working.
But not for every change on animation components. I simply saved a scenario.
Do I need to close VB to save a scenario? There's no feedback for the user about this.


»there were a lot of deleted components
Yes, I'm doing Hermes based on DG, so I deleted non needed animations. Perhaps I deleted something in the wrong order, don't know.

» Are you sure that you pressed "set"
I pressed enough times to have the animation I wanted.


No worries, I'll redo the animations and see what happens. If all fails, there's always Notepad++
4throck is offline   Reply With Quote
Reply

  Orbiter-Forum > Orbiter Addons > Addon Development


Thread Tools

Posting Rules
BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
Forum Jump


All times are GMT. The time now is 02:48 AM.

Quick Links Need Help?


About Us | Rules & Guidelines | TOS Policy | Privacy Policy

Orbiter-Forum is hosted at Orbithangar.com
Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
Copyright ©2007 - 2017, Orbiter-Forum.com. All rights reserved.