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Orbiter Visualization Project Orbiter external graphics development.

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Old 10-09-2011, 07:17 PM   #856
Cras
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I am finding I can't raise the gold visor in UMMUs when running in the D3D9 client. I did a search and nothing came up, so I am wondering if this is a known and expected issue with D3D9 or I have a more unique issue with my current installation.

I also have found that the XR2s braking performance drops considerably under D3D9. I found it almost impossible to stop the thing before running of the runway. Had to go into the config file and beef up the braking power considerably in order to get the brakes to behave as I would think they would.
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Old 10-09-2011, 07:21 PM   #857
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 I also have found that the XR2s braking performance drops considerably under D3D9. I found it almost impossible to stop the thing before running of the runway. Had to go into the config file and beef up the braking power considerably in order to get the brakes to behave as I would think they would.
It helps if you open the retro doors before touching down, and then use the retro engines as soon as you touch down. But it's easier said than done. I land with a joystick, so it's difficult to reach over to the keyboard to apply reverse thrust while still trying to steer with the joystick.
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Old 10-09-2011, 07:27 PM   #858
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I too fly with a joystick when in the atmosphere. I was quite a happy man when I finally learned that the air brake has a key board short cut, let me tell you.

I have had to resort to using the retro doors a few times, as a means of a "reverser engines" like you would find on a jet liner, but blasting rockets on a runway seems to lack "elegance", I guess I would say. I thought about attaching a parachute to the thing, ala the Space Shuttle, but that has to come later.

I bring it up in this topic because in the in-line client, brake performance appears to work just fine. I get a nice decceleration when I apply the brakes. But in the D3D9 client, the effect is very very small. I still get the sound of the brakes, and the HUD indications that both the right and left wheel brakes are at 100, but the power is so small, that I have no option but to deploy the retro rockets and burn.

But the brakes are there and working, just not very well. I used one of the "cheat codes" in the xr cfg and cranked up the braking power by a factor of 3 and indeed, I can now brake. So something is amiss here in the D3D9 client, or the Orbiter NG, or maybe something more exotic.
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Old 10-09-2011, 07:37 PM   #859
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Originally Posted by Cras View Post
 So something is amiss here in the D3D9 client, or the Orbiter NG, or maybe something more exotic.
D3D9Client doesn't interface Orbiter physics just graphics. It can however change number of displayed frames per second, which can affect some calculations of physics in some add-ons. Is there a huge difference in frame rates between the inline and D3D9Client when you use brake?

If you aren't sure it is D3D9Client or Orbiter_NG, you can test it with D3D7Client or OGLA, which also use Orbiter_NG.
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Old 10-09-2011, 07:48 PM   #860
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I honestly don't recall if the frame rate is that much different at the exact moments I brake, but on the whole, the D3D9 gives me massive improvements in frame rates.

I will try the D3D7 client and see how it behaves there.
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Old 10-10-2011, 07:08 PM   #861
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 I am finding I can't raise the gold visor in UMMUs when running in the D3D9 client. I did a search and nothing came up, so I am wondering if this is a known and expected issue with D3D9 or I have a more unique issue with my current installation.

I also have found that the XR2s braking performance drops considerably under D3D9. I found it almost impossible to stop the thing before running of the runway. Had to go into the config file and beef up the braking power considerably in order to get the brakes to behave as I would think they would.
The visor doesn't work here either and neither does the HUD without a GDI compatibility mode. I haven't done any detailed diagnostics about the matter but a dependency walker program shows that ummu is using oapiMeshMaterial() function which doesn't work in a graphics client environment.

The braking force of a wheel-brakes has been pretty low always in the Orbiter as far as I remember.
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Old 10-10-2011, 07:47 PM   #862
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I admit I need to do some more work on testing the brakes because I just flew the XR2 and got different braking pefromance than that which I had set up from running a saved scenario where the XR2 was on final approach into KSC. I am using specific vessel config override files, on top of the general xr2 config file, and the braking force line I hvae put into the specific file config override.

As for the visor, I have already got the client in GDI compatability mode, it was the only way to get the HUD to work for UCGO vessels, and thus the same being for UMMU is not surprising.

I wonder than if it is possible to just replace the gold visor mesh with the clear one, as I never found the gold mesh to be that useful in orbiter, I find it more of a hinderence than anything.
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Old 10-16-2011, 08:33 PM   #863
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Hi there,

I have just updated my 335M graphics card to the latest nvidia driver (280.26) and now when I run orbiter_ng with the D3D9 client, my GT335M card is not listed, only the integrated intel card.

I am running the executable with the 335M but still the Intel HD integrated card is the only option I have to select.

Does anybody have any suggestions for something I can try to do to fix this?

Thanks very much,


Flyer

(Alienware M11xR2 i7)
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Old 10-16-2011, 10:30 PM   #864
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Is the "always enumerate devices" box checked in the video tab of the launchpad?
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Old 10-16-2011, 10:41 PM   #865
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I don't have that option with the orbiter_ng.exe and D3D9 client - it is with the normal orbiter.exe though


---

I'm also not having any luck running Energia with the D3D9 client. Has anybody got this to work? I tried searching but didn't come up with anything.

Last edited by flyer; 10-17-2011 at 08:04 AM. Reason: Another question...
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Old 10-20-2011, 02:55 AM   #866
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An update on the braking issue I had earlier, I think it has something to do with GDI compatibility mode. The braking effectiveness when GDI compatability mode is on stutters, it will kill my velocity in spurts, then be totally ineffective. I just tried a landing with GDI mode off, and the braking performance was what one would expect it to be. While the frame rate is still very high with GDI mode on, it is not as high nor as smooth as with it off, and that is to be expected. Something with the lower framerates not letting the XR2 brakes function all the time, only in spurts.

---------- Post added at 09:55 PM ---------- Previous post was at 09:54 PM ----------

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 I'm also not having any luck running Energia with the D3D9 client. Has anybody got this to work? I tried searching but didn't come up with anything.
Energia works fine in D3D9, except that you cannot insert it into the scenario via the scenario editor. I get CTD everytime. If I load orbiter up using the inline client, and insert Energia and set up the payloads, then save, reload the save in D3D9, it works perfectly.
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Old 10-20-2011, 03:08 PM   #867
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 An update on the braking issue I had earlier, I think it has something to do with GDI compatibility mode. The braking effectiveness when GDI compatability mode is on stutters, it will kill my velocity in spurts, then be totally ineffective. I just tried a landing with GDI mode off, and the braking performance was what one would expect it to be. While the frame rate is still very high with GDI mode on, it is not as high nor as smooth as with it off, and that is to be expected. Something with the lower framerates not letting the XR2 brakes function all the time, only in spurts.
I made some tests using XR2 Ready for takeoff scenario and FlightData module to track the airspeed and I coudn't detect any difference in GDI compatibility mode. It was a simple test: accelerate to 50m/s and brake. Can you reproduce the problem with a similar test ? or does it require taking off from the ground ?

Last edited by jarmonik; 09-20-2012 at 09:43 PM.
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Old 10-21-2011, 12:05 AM   #868
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The speeds I have been dealing with are indeed approach speeds, landing around 150 m/s. I have since taken very aggressive approaches in terms of killing speed.

I did an appraoch where I was able to land at something like 80 m/s and the XR2 stopped very well.

I will try to reproduce actually using the flight data module and report back.

---------- Post added at 07:05 PM ---------- Previous post was at 11:43 AM ----------

I did an approach, landed at about 120 m/s in both the inline client, and with D3D9, and I found something that might be the clue to why I have such poor braking performance.

I did both flights with the flight data recorder on showing both Altitude, and Airspeed.

When flying in the inline client, the braking performance is great, the wheels get on the ground, I hit the brakes, and the XR2 stops.

When I flew with the D3D9, as I landed and the ship slowly slowed down as I applied the brakes, the atltitude graph became volitile, showing my altitude jumping up and down up and down, and what I think is happening is that the ship is actually not staying on the ground, it is skipping of the surface, and when orbiter detects the wheels are off the ground the brakes don't work, so that is why I get the skipping in performance. I am not sure why this skipping happens in the D3D9 client, it sure does not in the in-line client, as the altitude data shows a steady line, the wheels are on the ground and the brakes are working continuously.
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Old 10-22-2011, 04:19 AM   #869
Astronut25
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Here's another interesting bug,

The central tower and the cube thing on top are low resolution, while the surrounding structures with the exact same textures are showing normally. This happens when I create a normal texture for them.


I can't get the "Instert My Photos" function to work, so I had to copy the thumbnails.
DX7 & DX9 W/O Normals


DX9 W/ Normals


Also, has anyone noticed that the monorails don't work?
I also noticed that my surface base structures have shadows.

Last edited by orb; 10-22-2011 at 03:52 PM. Reason: Fixed links to images
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Old 10-22-2011, 04:04 PM   #870
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Originally Posted by Astronut25 View Post
 I can't get the "Instert My Photos" function to work, so I had to copy the thumbnails.
Fixed links, as clicking on images transfered me to my albums.

Quote:
Originally Posted by Astronut25 View Post
 Also, has anyone noticed that the monorails don't work?
Yes, they don't work in Orbiter_ng, like other dynamic base structures (e.g. solar plants, runway lights). It isn't a bug of D3D9Client, they weren't just implemented yet in non-graphics Orbiter.
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