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Old 09-06-2016, 12:28 AM   #106
boogabooga
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No one is forcing anyone to choose between Orbiter 2010 and 2016.

I don't think it hurts to keep a copy of Orbiter 2010 around for add-ons such as Shuttle Fleet, etc. You should even keep developing for them, if you wish.

But is that really all you do in Orbiter? You have no curiosity to enjoy the new hi-res textures or 3D terrain at all?

Last edited by boogabooga; 09-06-2016 at 12:38 AM.
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Old 09-06-2016, 09:17 AM   #107
JMW
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Quote:
Originally Posted by Yoda View Post
  I have too much invested in Fleet 4.8.
.........
I've spent man-years (amateur) coding for one project that has been voided by 2016, but when i open up 2010, as good as it is, it's like taking a quantum leap backwards !
2016 is AWESOME man !!
Addons will catch up. But for now, take your choice........
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Old 09-06-2016, 09:29 AM   #108
Urwumpe
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Originally Posted by JMW View Post
 Addons will catch up. But for now, take your choice........
And also: Nobody is stopping anybody from making the add-ons that he wants to see in Orbiter 2016. (Except wives and children). The tools are available for free, learning how to use them takes effort, but is worth it. If you are too busy learning the skills yourself, you are likely far too busy for playing Orbiter as well.
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Old 09-06-2016, 10:33 AM   #109
jroly
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This part of the thread would be appropriate with a meme picture of "upgrade to Orbiter 2016 or die".
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Old 09-06-2016, 10:45 AM   #110
Urwumpe
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Quote:
Originally Posted by jroly View Post
 This part of the thread would be appropriate with a meme picture of "upgrade to Orbiter 2016 or die".
"Joy of updating, sets you free."
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Old 09-06-2016, 10:46 AM   #111
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I am going to brave and try to make my LER 2016 capable. So basically I have been told recompile in 2016, right? As this is a ground vessel I might need to look at touchdown points. I have seen Ummu not working so it may need to drive by its self
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Old 09-06-2016, 10:57 AM   #112
Face
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Originally Posted by Yoda View Post
 Shuttle fleet 4.8 is a legendary add-on and that should have been taken into account.........
Now I wonder, by whom should it have been taken into account? By martins, while he was creating 2016? By David413, because every developer is obliged to follow Orbiter beta development? By someone else?
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Old 09-06-2016, 01:09 PM   #113
Nicholas Kang
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Anyone notice that your Delta Glider's fuel mass will not decrease and remain constant when you play with DG-S in the scenario "DG-S waiting for take-off on the runway" that comes with the default Orbiter 2016 folder under the Delta Glider folder heading?

Or is it just that I am the one who encounter this problem?

Nicholas.
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Old 09-06-2016, 01:53 PM   #114
rseferino
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I have tried several things:

Baļkonur Pad 24 + Proton UR500 happens, rocket lifts off but that inclination:

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Velcro Rocket, but the scenario crashes switch to MFD display, this happens with all the rockets from that pack:

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Delta II Missions, rocket lifts off but that inclination:

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By separating the stage it is as shown here (the same occur with Proton UR500):

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AMSO, when separating the stages and these are far too low rather than being behind.

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Old 09-06-2016, 02:03 PM   #115
4throck
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The surface collisions are different in 2016, so most add-ons are incompatible.
But it really depends on how the add-on setup the surface points.

In my opinion, the only thing that 2016 has got wrong is not to flatten terrain along runways.
Of course, Orbiter only comes with a few bases and those are usable.
But the concept of rollercoaster runways following the terrain is odd. It should be the other way around.

Last edited by 4throck; 09-06-2016 at 02:10 PM.
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Old 09-06-2016, 04:46 PM   #116
francisdrake
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Quote:
when separating the stages and these are far too low rather than being behind.
I have found the same behaviour (spent stage apears far below the vessel) when trying the SLS for the Orion MPCV.
- 1st guess: Better create the vessel in PreStep(), not PostStep().
- 2nd guess: When creating a new vessel the coordinate system references to the altitude above terrain, instead to altitude above mean planetary radius. This would explain why this effect only appears in low and medium altitude, not when high in orbit.
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Old 09-06-2016, 05:50 PM   #117
boogabooga
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Quote:
Originally Posted by 4throck View Post
 In my opinion, the only thing that 2016 has got wrong is not to flatten terrain along runways.
Of course, Orbiter only comes with a few bases and those are usable.
But the concept of rollercoaster runways following the terrain is odd. It should be the other way around.
You would be surprised how non-flat actual runways really are. This is literally the first airplane T/O & L video I found on Youtube. Notice that the dip in the runway is about half of the height of a 737!

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Old 09-06-2016, 07:52 PM   #118
orb
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Quote:
Originally Posted by boogabooga View Post
That looks like some of my tests of the wind feature in Orbiter (or at least how it looked in the betas, as I still haven't gotten my hands on the final release).
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Old 09-06-2016, 08:17 PM   #119
n122vu
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Originally Posted by Yoda View Post
 Shuttle fleet 4.8 is a legendary add-on and that should have been taken into account.........
Keep in mind, Orbiter is a spaceflight simulator, not an addon simulator. Martins has no obligation to include code in the core to support a specific addon or series of addons. He gives us the API and the SDK as a courtesy. It's up to us whether or not we keep up with the changing times.

For me personally, I will not be re-compiling the Cortez for 2016 as I honestly have no time or interest in it at this specific point. It was the possibility of this happening that led me to include the source code in the download so others could make changes should they so choose.

Those of us who have created addons, however simple or complex, do so in our free time, free of charge. Sure, we invite criticism and complaints when we do so, but honestly, we're not obligated to respond to any of it. That sounds pretentious, and maybe it is, but thankfully most of us are kind enough to take the feedback and make the requested changes or fixes, time and real-life permitting.
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Old 09-06-2016, 08:38 PM   #120
martins
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Originally Posted by Nicholas Kang View Post
 Anyone notice that your Delta Glider's fuel mass will not decrease and remain constant when you play with DG-S in the scenario "DG-S waiting for take-off on the runway" that comes with the default Orbiter 2016 folder under the Delta Glider folder heading?
I can't reproduce this. You did check the "Limited fuel" option, right?
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