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#1 |
Orbiter Founder
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A new Orbiter beta is available:
http://www.orbithangar.com/orbDownlo...-100830diff.7z This is a 7-zip diff to the 100830 release version. Install it by extracting over a (preferrably pristine) 100830 installation using 7zip, and overwite files when prompted. A few notes to this beta:
Please note that the changes to the propagation engine were extensive and are still ongoing. As a result, this beta is not very stable yet (so consider it an alpha). A number of things may be broken, and backward compatibility with existing vessel code is not (yet) guaranteed. I know a number of things that still require fixing, but I think it is at a stage now where input from addon developers and users will become useful, so here it is. Last edited by martins; 12-01-2012 at 02:59 AM. Reason: Updated links for beta 121129 |
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#2 |
Orbinaut
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#3 |
Donator
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This is just my opinion and wishing out aloud here but Martins is it possible (Of course if Sputnik would allow so) by chance to use this to merge Velcro into the standard install and make it so config vessels can be built as Velcro? I may be just getting overly excited here. However, With the new Orbitersound's system for defining sound events and this and of course the potential of the new OVP clients. I imagine a Renaissance of the add-on arts for Orbiter. |
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#4 |
Inflatable Module
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Awesome... we'll soon be able to land Arrows with DGIVs/XR2s inside!
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#5 |
Addon Developer
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#6 |
Moderator
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Awesome, many thanks!
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#7 |
Addon Developer
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Many many thanks for your awesome work !
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Last edited by N_Molson; 10-23-2012 at 04:57 AM. |
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#8 |
Orbiter Founder
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A few more details to the state propagator/surface impact updates:
The regime of the surface impact model is quite different to the "freeflight" mode. Forces change rapidly on a much smaller time or state vector scale. Surface impacts are therefore inherently unstable and require high sampling density. I've implemented time step subsampling support, and Orbiter will automatically switch to the highest order integrator and highest subsampling rate defined by the user (by default RK-8 and 100 steps by frame), as soon as a vessel is in ground proximity. This could lead to significant reduction in frame rate and may need some more tuning. Even so, at high time accelerations the dynamic impact code will deteriorate. I may have to switch back to the old "semianalytic" hack for surface impacts in these cases. Since the impact events are so sensitive to state vector changes, linear and rotational state vectors are now always updated in sync, to make sure the intermediate states required by the integrators are valid. Therefore the linear and angular integrator stages can no longer be defined separately. |
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#9 |
Donator
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Thank you Doctor Martin!
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#10 |
Orbinaut
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I tried to run the beta (DG and Atlantis scenarios), but got a CTD.
Here's the log: Quote:
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#11 |
Multitasker
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#12 |
O-F Administrator
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#13 |
Not funny anymore
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Epic!
(Sadly, this means more work for SSU to use the new features, but then, the new features feel worth it) |
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#14 |
Enthusiast !
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The fact that you can land docked also makes things simpler. Just hope that compatibility with multistage / sc3 is not broken. I understand that everything needs to move forward, but on a small community such as ours, time is limited to redo/fix things that were already done and functioned OK. ![]() |
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#15 |
Bug Crusher
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So, does this mean that if you impact, say, the moon, at high speed, you will stop, instead of bouncing and scraping along the surface indefinitely?
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