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Old 09-01-2017, 09:51 PM   #391
TCR_500
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Okay. By the way, can't wait to see what you have in store for the future of this simulator.
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Old 09-01-2017, 10:48 PM   #392
GLS
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Quote:
Originally Posted by martins View Post
 The second one is a bit more intricate. The elevation grid Orbiter uses for computing vessel elevations, shadow normals, etc. is not necessarily the same as used for rendering the surface. For example, at high altitude, Orbiter doesn't use the highest available resolution tiles for computing altitudes, because that would require loading a new tile at each frame for each vessel. Even at low altitudes, the tile resolution may be capped to avoid too many reloads. However, this may require more fine-tuning. The question has come up before, and it's on my to-do list.
OK, so what we see and what the vessel "fells" might be 2 different surface resolutions, right? So if it's a feature and not a bug, for me to do a terrain elevation edit, and avoid that feature, I'd have to (somehow) propagate that edit up to the root tile, correct?

---------- Post added at 11:48 PM ---------- Previous post was at 11:40 PM ----------

(The thread about help files made me remember this one) I noticed that in the Extra > Debugging Options window the help button does nothing.

Not related to that, when those option windows are open, Orbiter disapears from the Alt-Tab menu, except for the Vessel Configuration windows. Using W7.
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Old 09-01-2017, 11:00 PM   #393
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Quote:
Originally Posted by GLS View Post
 OK, so what we see and what the vessel "fells" might be 2 different surface resolutions, right? So if it's a feature and not a bug, for me to do a terrain elevation edit, and avoid that feature, I'd have to (somehow) propagate that edit up to the root tile, correct?[COLOR="Red"]
Well, it's kind of a bug, but one I haven't yet managed to avoid without loss of performance. But yes, all elevation edits done on high-resolution tiles should always be propagated down to the root, or at least as far as they make a difference, otherwise you'll get errors in both visuals and elevation computations. Tileedit propagates changes down automatically, but other tools may require doing it manually.
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Old 09-02-2017, 12:05 AM   #394
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Any progress patching these bugs?

Click area notification failing?

RMS End Effector attachment point deviation

Cloud microtextures are not working in Orbiter 2016
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Old 09-03-2017, 12:48 PM   #395
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Sub-atomic issue: the texture list in the Base.cfg file has a Cape21 entry, but no such texture exists.
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Old 09-08-2017, 10:38 PM   #396
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There appears to be a time offset in relation to the scenario save and load. When loading the scenario seems to start with the seconds of the (UTC) display clock in x.0, even if I save the scenario when the seconds were x.5 or someting else (via 0.1x time accel).
Between the save and a paused load, the MJD advances 0.01s (and that matches the dt of first timestep call), so the issue doesn't seem to be MJD precision.

---------- Post added at 11:38 PM ---------- Previous post was at 08:42 PM ----------

I can't see the Apollo landing site labels when I have "cache first, then archive" option selected. With "archive only" it all shows up.
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Old 09-08-2017, 11:03 PM   #397
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Originally Posted by GLS View Post
 I can't see the Apollo landing site labels when I have "cache first, then archive" option selected. With "archive only" it all shows up.
Shouldn't that be fixed by revision 69?

Code:
Revision: 69
Author: martins
Date: 2017-09-01 03:15:09
Message:
Bug fix: new style surface labels would not render when quadtree policy was set to cache+archive
New style surface labels: font size adapted to distance and level
----
Modified : /Modules/Server/orbiter.exe
Modified : /Orbiter_ng.exe
Modified : /Orbitersdk/lib/Orbitersdk.lib
Modified : /Orbitersdk/lib/orbiter.lib
Modified : /orbiter.exe
At least it works for me
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Old 09-08-2017, 11:11 PM   #398
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Quote:
Originally Posted by kuddel View Post
 Shouldn't that be fixed by revision 69?

Code:
Revision: 69
Author: martins
Date: 2017-09-01 03:15:09
Message:
Bug fix: new style surface labels would not render when quadtree policy was set to cache+archive
New style surface labels: font size adapted to distance and level
----
Modified : /Modules/Server/orbiter.exe
Modified : /Orbiter_ng.exe
Modified : /Orbitersdk/lib/Orbitersdk.lib
Modified : /Orbitersdk/lib/orbiter.lib
Modified : /orbiter.exe
At least it works for me
Yes, labels show up, but the landing sites don't (and maybe others).
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Old 09-09-2017, 12:16 AM   #399
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I'm pretty sure you've got the according Label.tree files, right?
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Old 09-09-2017, 12:33 AM   #400
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Quote:
Originally Posted by kuddel View Post
 I'm pretty sure you've got the according Label.tree files, right?
Yes, I have all three trees (say that 3x faster ). They show up correctly in D3D9, so I'd say it's a MOGE issue.
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Old 09-19-2017, 09:14 AM   #401
kuddel
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Bug "multi name" locations in Label.tree

Hey Martin,

what is your data-source for the Label-Trees? I am asking because it seems that there are several places (geo-locations) that share multiple names.

For example the Tile "Earth\Label\12\000112\000429.lab" alone contains 62(!) city-names ('C') for the location [10.65000, 122.23333]:
Code:
C	10.65	122.23333		Valencia
C	10.65	122.23333		Uayang
C	10.65	122.23333		Tugura-ao
C	10.65	122.23333		Tigmalapad
C	10.65	122.23333		Tigbagacay
C	10.65	122.23333		Tig-apog-apog
C	10.65	122.23333		Tig-amaga
C	10.65	122.23333		Ticdalan
C	10.65	122.23333		Tatoy
C	10.65	122.23333		Saring
C	10.65	122.23333		Sapa-Miagao
C	10.65	122.23333		San Fernando
C	10.65	122.23333		Quirayan Sur
C	10.65	122.23333		Quirayan Norte
C	10.65	122.23333		Pungtud Naulid
C	10.65	122.23333		Pungtud Ilaya
C	10.65	122.23333		Pudpud
C	10.65	122.23333		Potrido
C	10.65	122.23333		Oya-oy
C	10.65	122.23333		Onop
C	10.65	122.23333		Nasonogan
C	10.65	122.23333		Narorogan
C	10.65	122.23333		Nam-o Ubus
C	10.65	122.23333		Nam-o Tacas
C	10.65	122.23333		Naclub
C	10.65	122.23333		Maringian
C	10.65	122.23333		Maninila
C	10.65	122.23333		Mambatad
C	10.65	122.23333		Madoyo
C	10.65	122.23333		Lumangan
C	10.65	122.23333		Lanutan
C	10.65	122.23333		Ipuro Barire
C	10.65	122.23333		Indag-an
C	10.65	122.23333		Ilog-ilog
C	10.65	122.23333		Igsoligue
C	10.65	122.23333		Igpuro
C	10.65	122.23333		Igpangdan
C	10.65	122.23333		Igpajo
C	10.65	122.23333		Igdulaca
C	10.65	122.23333		Igdalaquit
C	10.65	122.23333		Igcatambor
C	10.65	122.23333		Igbugo
C	10.65	122.23333		Igbita
C	10.65	122.23333		Guibuñgan
C	10.65	122.23333		Gines
C	10.65	122.23333		Frantilla
C	10.65	122.23333		Dingle
C	10.65	122.23333		Diday
C	10.65	122.23333		Dalite
C	10.65	122.23333		Calagtañgan
C	10.65	122.23333		Caitib
C	10.65	122.23333		Cadoldolan
C	10.65	122.23333		Cabangcalan
C	10.65	122.23333		Cabang
C	10.65	122.23333		Cabala-unan
C	10.65	122.23333		Bugtong Lamangan
C	10.65	122.23333		Buenavista
C	10.65	122.23333		Bolocaue
C	10.65	122.23333		Belen
C	10.65	122.23333		Bagumbayan
C	10.65	122.23333		Bacauan
C	10.65	122.23333		Aguiauan
Same location with different types should be no problem, but how to handle these cases?

BTW: There are many more "multi name" locations in the Label.tree, some of them could be verified by "humans who know", but for others we might not have that expertise...
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Old 09-21-2017, 11:01 AM   #402
martins
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Hi Kuddel,

I'll dig the sources out for you tonight. I guess the problem is the insufficient position resolution. I *think* that this limitation is present in the sources and not artificially introduced by my processing, but I'll double check to be sure.

I had the same problem with planetary labels from the IAU (https://planetarynames.wr.usgs.gov/) where things like Apollo-astronaut named features are too close together for their provided position resolution and are all lumped into a single point.

If I can't find a solution for this, I could simply try to select a single label for any multi-assigned locations. For cities with population data I could use the most populous candidate, but for most of the small places, probably no population data will be available, so it will be a random choice.
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Old 09-21-2017, 11:56 AM   #403
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Quote:
Originally Posted by martins View Post
 If I can't find a solution for this, I could simply try to select a single label for any multi-assigned locations.
What about rendering all single-point labels (of the current resolution) stacked around the point? Would it be too much overhead to scan the remaining text file for position duplicates? If so, would it help to change the format (together with the processing chain) so that single-point labels need to be defined sequentially?
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Old 09-21-2017, 02:09 PM   #404
martins
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Yes, that could be a possibility. Although to accommodate 62 identically positioned labels you may have to scatter them pretty widely.

Alternatively, up to 4 identically placed labels could be accommodated without scattering, by just allowing for top/bottom left/right alignment of the labels relative to the marker. (which means the label renderer has to remember which positions are already occupied).
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Old 09-21-2017, 06:56 PM   #405
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My analysis of the "multi-lables" showed a huge number of those, the "62 example" was only the worst case.

For several places two labels are very well (and correct) as they represent a local name and its english name e.g.
Due to the fact that this forum can't show Korean characters, I've attached the query-result.

Those "multi-labels" are O.K. and should be rendered both (as two lines)
Attached Thumbnails
Example.jpg  
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