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Old 01-14-2019, 11:35 AM   #16
Zandy12
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Zaryaclosed is the zarya module made by Donamy and the regular scenario has Thorton's Zarya.
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Old 01-15-2019, 01:19 PM   #17
ThBaron
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I think it's good that Zaryaclosed looks more realistic (mostly white) and has an attachment point for the crane Strela-2, compared to the original Zarya, because Strela-2 is currently attached to the Zarya module.
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Old 01-15-2019, 08:25 PM   #18
pappy2
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Hello everyone,
as far as I'm concerned I apply the addon of

Zarya High Detail for ISS_A2Z + ISS_3.2 (Zarya-V1.5.zip) de "hutchisson66" 18/06/16
Zarya High Detail for ISS_A2Z + ISS_3.2


Cut and paste in your ISS A2Z scenario the following lines below the lines of:

Zarya: ISSR \ Zarya

Change the orbit settings as needed.

Zarya_PDGF:spacecraft\spacecraft3
STATUS Orbiting Earth
RPOS -5256616.261 3583678.857 -2349858.763
RVEL 1203.5759 -2823.7997 -7025.4983
AROT 135.138 -53.742 169.924
VROT 0.0158 0.0249 0.0579
ATTACHED 0:0,Zarya
AFCMODE 7
NAVFREQ 0 0
RCS 1
CTRL_SURFACE 1
CONFIGURATION 1
CURRENT_PAYLOAD 0
END
Zarya-Cabling:Zarya-Cabling
STATUS Orbiting Earth
RPOS -5256618.526 3583680.488 -2349852.067
RVEL 1203.5759 -2823.7997 -7025.4983
AROT -158.104 -9.031 -128.279
VROT -0.0646 -0.0000 0.0000
ATTACHED 0:1,Zarya
AFCMODE 7
END
Strela2:ISSR\Strela
STATUS Orbiting Earth
RPOS -5256619.772 3583677.240 -2349858.222
RVEL 1203.5759 -2823.7997 -7025.4983
AROT 104.835 -37.721 11.445
VROT 0.0000 0.0000 0.0646
ATTACHED 1:2,Zarya
AFCMODE 7
NAVFREQ 0 0
SH1 1 0.7449 0
SH2 1 0.1444 0
SH3 1 0.0072 0
SH4 1 0.2420 0 0 0.0000 0
SH5 0.5000 0.5000
POS0 2.5900 -0.1700 0.5000
DIR0 -0.4500 0.0300 -0.8900
ROT0 -0.0600 -1.0000 0.0000
POS1 -0.5600 0.0400 0.9500
DIR1 0.0000 0.0000 1.0000
ROT1 -1.0000 0.0600 0.0000
END

Last edited by pappy2; 01-15-2019 at 08:37 PM.
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Old 01-15-2019, 08:57 PM   #19
Zandy12
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Hey pappy2, thank you for sharing that. I will apply to the next update for the package.
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Old 01-19-2019, 01:51 AM   #20
Kubala95
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Hi, fantastic job! I have small question, you wrote on OH:

Quote:
WARNING: This add-on is a very big file (about 150 MB), and is only guaranteed to work on high-end computers. You can try to optimize the graphics on your advanced video settings to make it work on yours.
In my opinion the reason of low perfomance is number of modules (loaded C++ objects). Thorton in his addon merged many components to one DLL for later ISS. You decided for tens SC4 instances and I find it uses a lot of resources. I know that is a result of primary developers' strategies, but did you think about write some of own code? If I'd have some time I could even help you.
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Old 01-20-2019, 05:26 PM   #21
fred18
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Quote:
Originally Posted by Kubala95 View Post
 Hi, fantastic job! I have small question, you wrote on OH:



In my opinion the reason of low perfomance is number of modules (loaded C++ objects). Thorton in his addon merged many components to one DLL for later ISS. You decided for tens SC4 instances and I find it uses a lot of resources. I know that is a result of primary developers' strategies, but did you think about write some of own code? If I'd have some time I could even help you.
I would be in for this. There is the crazyness of 245 vessels in the scenario. I have a high end PC but with high graphics options I get 40 FPS against the 500/1000 I get normally!

I have to thank Zandy because I lost the track at some point and could not use the beauty of all the modules created for the ISS because I could not find the proper modules setup, this solves everything, thank you!

As Kubala suggested, if it's not hurting anyone I will try to merge everything into just a few vessels, basically merging all the SC3 vessels, leaving out CMG, spotlights and robotic arms. and see where I end up.

In the end, starting from here it would be possible to set just a sequence configuration parameter to get the ISS configuration:
configuration = 0 just zarya mesh is loaded etc...
Also PMI should be set accordingly for the various configurations...

Anway, as said, if I'm not offending anyone I will try to make a big vessel with all the meshes and options. If that will be an issue for creators I will just keep it on my pc and not distribute it to anyone

---------- Post added at 18:26 ---------- Previous post was at 06:28 ----------

I have made a series of tests and it seems that the big impact on the FPS is due to the superheavy graphic load of so many meshes together.

I grouped all the SC3 meshes in one vessel (around 200 meshes) and I got a similar drop in FPS that I have with the splitted vessels. I will keep on working on this because anyway I couldn't get my head around the configuration with 245 vessels, so i will see if I can anyway make a unique vessel for most of the meshes, at least for those who are just meshes.

I am curious to know if I merge all the meshes the performance would improve. I think just a little since the vertex's number will remain the same...
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Old 01-20-2019, 06:52 PM   #22
Zandy12
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I think it's a great idea to minimize the presence of spacecraft3 into just one vessel. It will make it tremendously easier to include the ISS into other scenario files as well. Unfortunately, my coding experience with the Orbiter interface is not advance at the moment. I don't have many ideas for optimizing the ISS other than just making the file smaller. I have to really thank ThBaron here because he helped alot in correcting the ISS to its current state and deleting several unnecessary lines. If fred18 can succeed into combining all meshes into one that will work in helping the framerates tremendously imo.

Last edited by Zandy12; 01-21-2019 at 08:07 PM.
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Old 01-20-2019, 07:28 PM   #23
Donamy
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The problem with merging all the vessels, you eliminate the option of moving, or adding certain payloads. Some could be, but some should not. IMHO
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Old 01-20-2019, 08:08 PM   #24
fred18
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Quote:
Originally Posted by Donamy View Post
 The problem with merging all the vessels, you eliminate the option of moving, or adding certain payloads. Some could be, but some should not. IMHO
Sure, but also for sure not all the 245 vessels are needed to be separated. If experts and authors like you can point which would be nice to keep separate it would be super!
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Old 01-20-2019, 08:08 PM   #25
Wolf
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Quote:
Originally Posted by fred18 View Post
 I would be in for this. There is the crazyness of 245 vessels in the scenario. I have a high end PC but with high graphics options I get 40 FPS against the 500/1000 I get normally!

I have to thank Zandy because I lost the track at some point and could not use the beauty of all the modules created for the ISS because I could not find the proper modules setup, this solves everything, thank you!

As Kubala suggested, if it's not hurting anyone I will try to merge everything into just a few vessels, basically merging all the SC3 vessels, leaving out CMG, spotlights and robotic arms. and see where I end up.

In the end, starting from here it would be possible to set just a sequence configuration parameter to get the ISS configuration:
configuration = 0 just zarya mesh is loaded etc...
Also PMI should be set accordingly for the various configurations...

Anway, as said, if I'm not offending anyone I will try to make a big vessel with all the meshes and options. If that will be an issue for creators I will just keep it on my pc and not distribute it to anyone

---------- Post added at 18:26 ---------- Previous post was at 06:28 ----------

I have made a series of tests and it seems that the big impact on the FPS is due to the superheavy graphic load of so many meshes together.

I grouped all the SC3 meshes in one vessel (around 200 meshes) and I got a similar drop in FPS that I have with the splitted vessels. I will keep on working on this because anyway I couldn't get my head around the configuration with 245 vessels, so i will see if I can anyway make a unique vessel for most of the meshes, at least for those who are just meshes.

I am curious to know if I merge all the meshes the performance would improve. I think just a little since the vertex's number will remain the same...
I have a very old machine and still I can run the ISS at 30/40 FPS. I am surprised you get the same performance with your high end PC.
Can you confirm you run the scenario with D3D9?
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Old 01-20-2019, 08:22 PM   #26
fred18
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Quote:
Originally Posted by Wolf View Post
 I have a very old machine and still I can run the ISS at 30/40 FPS. I am surprised you get the same performance with your high end PC.
Can you confirm you run the scenario with D3D9?
Sure, only D3D9 around here

BTW my specs are:
Intel i7-6800k 3.4GHz
RAM 64.0 GB
Windows 10
GeForce GTX 1080
Primary hard disk: Samsung 960 PRO SSD 1 TB
Secondary hard disk: Samsung 850 PRO SSD 1 TB

---------- Post added at 21:22 ---------- Previous post was at 21:16 ----------

anyway you made me curious, and I turned off self shadows from D3D9 options, and the FPS immediately bounced to 150

Last edited by fred18; 01-20-2019 at 08:20 PM.
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Old 01-20-2019, 10:06 PM   #27
Donamy
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I only made the parts as per mission. Things were added and moved more than I could keep track of. But if someone wants to look into it, someone involved with L2 maybe, would have more knowledge. Kyle might be the one to ask.
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Old 01-20-2019, 10:24 PM   #28
jarmonik
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Quote:
Originally Posted by fred18 View Post
 Sure, but also for sure not all the 245 vessels are needed to be separated. If experts and authors like you can point which would be nice to keep separate it would be super!
245 vessels may sound a lot but infact 245 game world objects is not exactly very much. It could be ten times higher and still manageable from a graphics point of view. It's pretty easy for a graphics engine to combine or group objects efficiently in a runtime. Splitting/clipping a large mesh into a smaller part for rendering is a headache.

I have been playing around with an idea of creating a vessel editor. D3D9Client's stock mesh editor is insufficient for the current needs and requires an update. It wouldn't be difficult to add same vessel editing capabilities. No work has been done yet, other that laying some ground infastructure like OrbiterGUI and Configuration file I/O interface.

---------- Post added at 00:24 ---------- Previous post was at 00:13 ----------

Quote:
Originally Posted by fred18 View Post
 anyway you made me curious, and I turned off self shadows from D3D9 options, and the FPS immediately bounced to 150

Pixel shading is a major bottle neck, any kind of heavier shading is slow. Based on my understanding the problem is too much too small triangles and the hardware can't share the workload efficiently. Pixel shaders are operating in 2 by 2 squares, so, if you have only one pixel to shade in a triangle then only one shader of that 2 by 2 square is working and three other are idling.


Solution to that would be a LOD control to reduce a small triangles.
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Old 01-20-2019, 10:55 PM   #29
Donamy
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The one thing I learned very early on in modeling, was to make low poly meshes. So the ISS meshes aren't that bad, triangle wise.
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Old 01-22-2019, 03:41 AM   #30
Zandy12
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Just updated the package. Again many thanks to ThBaron for his help. This update now includes experimental scenarios that could possibly make the ISS more usable on lower-end computers (I just deleted some lines in the code). From this point forward I won't be working on the add-on anymore due to work and school schedule conflicts and also credential issues. My hope is that one of you guys can take over the project and make it more optimized, better, and easier for people to use. I will still be on the forums. Again thank you to everyone for helping to support and being involved with this project. Starting with the authors of the original add-ons.

Last edited by Zandy12; 01-22-2019 at 03:45 AM.
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