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Old 12-31-2008, 11:33 PM   #106
penlu
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...It looks like we've got the next delta glider on our hands.
Definitely for later, but... can you add systems like the Dragonfly's? That would be very cool.
So far, though, everything is already great. I would like to see it!
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Old 01-01-2009, 12:19 AM   #107
CigDriver
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Quote:
Originally Posted by Tommy View Post
 3m/s doesn't translate into 1/3g. G forces are calculated by meters per second per second, not just meters per second.
Now that is a stupid mistake My high school physics teacher is going to come and haunt me tonight!
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Old 01-01-2009, 12:54 AM   #108
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 That said, 3 m/s is low. The Space Dart could be reasonably assumed to survive from 3.5 to 4.5 m/s descent rate (depending on fuel/cargo mass) without damage. More than that would likely damage the gear and injure (but not necessarily kill) the crew.
It would be nice if there was a "knockout" feature to make landing not so black and white. I tried to implement a function(on my Unity addon) which caused the crew to be knocked unconscious at any rate above 6 m/s and killed at 8 m/s. Unfortunately the UMMU SDK does not provide a function to do this. I probably should have talked to Dan.
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Old 01-01-2009, 04:59 PM   #109
the.punk
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Hi,
I downloaded and it's realy cool.(Great job).
But have you got a release date for the launcher yet?
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Old 01-02-2009, 12:04 AM   #110
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CD, I just tried the HDLander again, and still no good.

At work, I have a P4 3.2 with 2GB of RAM running Vista Enterprise and an old ATI Radeon.

At home I have a P4 3.2 with 2GB of RAM running XP Pro and a GF6600.

Both are 32 bit, and both have pretty much everything turned on and up (in Orbiter, 32bit depth and all the goodies).

Even on my home system, where I just now downloaded and installed the RMS arm, Vandenburg, and the HD package, it does the same thing when I launch the HDLander mission - no model, no VC, no fuel, just a hidden camera and generic pit.

So that rules out the archive (as does the fact that it's a zip file, it won't extract if it's damaged or incomplete). It also seems to rule out the video card (and driver) and OS.

All that's left is the processor? Doesn't seem like that should have anything to do with it at all.

What system specs are you running?

Also, I saw on here somewhere that some issues are solved by going to either 16 or 32 bit depth (whichever was the opposite of what existed with the problem), so as I was already on 32 bit, I tried changing it to 16 bit to see, but it was the same thing. No change at all.
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Old 01-02-2009, 12:35 AM   #111
Arrowstar
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Even on my home system, where I just now downloaded and installed the RMS arm, Vandenburg, and the HD package, it does the same thing when I launch the HDLander mission - no model, no VC, no fuel, just a hidden camera and generic pit.
Happens to me as well, just tried it.
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Old 01-02-2009, 12:50 AM   #112
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Do you see the HDLander in any of the hyperdart missions that include it? HyperDart Mission 1 and 3 should have the HDLander in the bay when you start the scenario.

I've tested it on my game machine (2.4G Core 2 Duo, 2GB Ram, NVidia 8800GTs 640MB) my laptop (1.4G Celeron, 1GB RAM, Built in Video card), and my work computer (Dual 3.0 Xeon, 2 GB Ram, nVidia Quadro FX), and it works on all three without a problem. Now at one point or another I have compiled it on all. I did, however, do a clean install of orbiter with vandenberg, the beta package, UMMU, orbitersound, and URMS. It worked fine. I'm at a total loss right now.
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Old 01-02-2009, 12:52 AM   #113
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Are there any dependencies in the lander's DLL that we might not have? Can you test the install on a friend's PC and see what happens?
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Old 01-02-2009, 02:08 AM   #114
Usquanigo
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Quote:
Originally Posted by CigDriver View Post
 Do you see the HDLander in any of the hyperdart missions that include it? HyperDart Mission 1 and 3 should have the HDLander in the bay when you start the scenario.

I've tested it on my game machine (2.4G Core 2 Duo, 2GB Ram, NVidia 8800GTs 640MB) my laptop (1.4G Celeron, 1GB RAM, Built in Video card), and my work computer (Dual 3.0 Xeon, 2 GB Ram, nVidia Quadro FX), and it works on all three without a problem. Now at one point or another I have compiled it on all. I did, however, do a clean install of orbiter with vandenberg, the beta package, UMMU, orbitersound, and URMS. It worked fine. I'm at a total loss right now.
No, none of the HDLander equipped missions have the HDLander. I even tried adding one via the scenario editor once in orbit and it was still not there.

Seems we can rule out any chance of it being an Intel vs AMD issue (which I thought was unlikely anyway), or nVidia.

The only other thing I can think of is what Arrowstar just suggested.

I have all the other things, and just recently re-installed Orbiter on both systems and installed very little, and did so very systematically.
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Old 01-02-2009, 02:32 AM   #115
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Ok it looks like it is a dependency issue. I just downloaded dependency walker and looked at the dlls for the HyperDart and HDlander. The dart has all the dependencies in user32.dll, gdi32.dll and kernel32.dll. All of which I remember setting up in Visual C++. The Lander has kernel32.dll and msvcr90.dll in what appears to be a temporary directory.

It must be some error in my preferences in visual C++. The latest build is on my computer at work so I'll have to check it out tomorrow.
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Old 01-02-2009, 09:59 AM   #116
the.punk
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Quote:
Originally Posted by Bloodspray View Post
 Even on my home system, where I just now downloaded and installed the RMS arm, Vandenburg, and the HD package, it does the same thing when I launch the HDLander mission - no model, no VC, no fuel, just a hidden camera and generic pit.
I don't know about this.
All scenarios are working well on me.
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Old 01-02-2009, 11:51 AM   #117
CigDriver
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I compared the preferences between the HyperDart project and the HDLander and found the bad setting. As a test I loaded up orbiter on another laptop and installed the beta from the original download, I got the same result as posted by Bloodspray and Arrowstar. The new DLL works great now. I've made a patch for the beta:
http://www.animatedexistence.com/orb...dart_patch.zip
and updated the main beta file:
http://www.animatedexistence.com/orb.../hyperdart.zip
I've also updated the HDLander Test 1 - Checkout Flight.scn to start with an external view instead of the generic cockpit. that is included in both the patch and full package.

One other item I forgot to mention, in the HDLander, if you click on the left knob on the HUD MFD it will cycle the HUD mode. I went to put that in this morning since I had to rebuild the dll anyway and was surprised to see I had already done it

***Edit****
I played around with the HyperDart a bit this morning and now have the COG adjustment working. I want to look into adding gear damage based on touchdown rate, then I'll release an update. further damage modeling will wait for the Mark II.

Last edited by CigDriver; 01-02-2009 at 02:18 PM. Reason: added info
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Old 01-02-2009, 03:08 PM   #118
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I have just tested this and it works fine but the control in the Atmosphere is not that good but that could just be my flying
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Old 01-02-2009, 03:53 PM   #119
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I just had some fun with flying to a Death Star in lunar Orbit with the HD attached to an Energia. Cool ship.
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Old 01-02-2009, 04:06 PM   #120
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how do I land the lander ? I cannot pitch it up enough to land it
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