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#16 |
Non sequitur
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#17 |
O-F Administrator
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It all now depends on stiffness and dumping of the new touchdown points. Vessels using the legacy touchdown points will most likely still bounce like they did, but I haven't checked that yet (I only used stock vessels).
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#18 |
Addon Developer
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Maybe there is something wrong in my install (Installed over previous beta which was installed on a fresh 2010+P1) but in all scenario the Atlantis ready on launchpad Sky rocket without any command turning like a mad at mach 3 as soon as I launch the scenario. Also many "old style" ground object start to slide or sky rocket.
When the Atlantis land after some "elastic bounce" however it stop more realisticly than before. UMmu slide on ground at 20km/h without stop on earth (2023 scenario) and sky rocket with any command. Cars make exactly the same. (2001 scenario slide without stop and sky rocket with any command issued) The DeltaGlider and ShuttleA work fine. Landing on one side gear is much more realistic (but a bit rough given DeltaGlider's weight) I had a computer freeze trying a side landing with an old style vessel with contact point. It started to sunk in ground then complete computer freeze. (FullScreen) Last edited by dansteph; 10-23-2012 at 12:45 PM. |
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#19 |
Donator
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ok a couple of issues I have found. I read somewhere that the new beta may "break" some addons (using vanilla install with the typical ucgo,sound,ummu and ALL XR vessels)
1: XR1,XR2 crashes. Suspect it is the Dll's modules 2: (Orbiter beta specific) Go to any scenario and run then use scenario editor and change the "HOUR" in the date tab. Instant CTD |
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#20 |
O-F Administrator
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There is one more issue involving SetTouchdownPoints that is being worked on (landed XRs get bounced into deep space), but I'll upload some beta-compatible XR DLL zip files to my site once that is sorted out. ![]() I'm also getting errors trying to play custom wav files in the beta using OrbiterSound 3.5. RequestLoadVesselWave3 succeeds, but then trying to play it with PlayVesselWave3 always fails (returns false). The default OrbiterSound sounds (e.g., base radar) work, though -- it's only sounds loaded with RequestLoadVesselWave3 that won't play. I'll retest that when the new OrbiterSound version is released, though. |
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#21 |
Donator
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were you able by chance to confirm the "Hour" change error in my above post dbeachy?
Last edited by RacerX; 10-23-2012 at 02:14 PM. |
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#23 |
Addon Developer
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I think it's possible to keep backward compatibility without renouncing to improvement. Vessel compiled with older version would stay with previous collision and only the newer made with the new SDK would have it, we would have the best of both. ---------- Post added at 02:27 PM ---------- Previous post was at 02:22 PM ---------- Quote:
I cannot change the order as it would mean recompiling all the addons made since years. Last edited by dansteph; 10-23-2012 at 03:07 PM. |
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#24 |
Orbinaut
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I can try again with "full" default settings when at home. Last edited by sorindafabico; 10-23-2012 at 05:30 PM. |
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#25 |
O-F Administrator
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#26 |
Orbinaut
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Still getting CTD, even with full default settings. Maybe it's my four years old notebook...
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#27 |
O-F Administrator
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#28 |
Orbinaut
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I don't have MSVCR90.dll in beta folder (I have a MSVCR71.dll in 2010P1 folder), is this normal? |
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#29 |
O-F Administrator
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Try (re-)installing Microsoft Visual C++ 2008 Service Pack 1 Redistributable Package MFC Security Update (x86 version). |
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#30 |
Multitasker
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The playbacks seem slightly scrambled. E.g. the Atlantis launch starts with the launcher and shuttle spinning madly in mid air; while at wheel-stop in the landing playback the shuttle teleports to a spot about a mile away.
Aside, I never imagined getting so emotional about a totalled, yet gloriously upside-down landed ShuttleA! ![]() ![]() |
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