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Old 05-10-2009, 06:50 AM   #106
Ursus
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Default 0.3a patch 090509 now online

Patch niner-five-niner is now up, with the powers-of-1000 engineering notation on the engineering panel. One of these days, I've got to put in the numbers for how low each readout will go before it doesn't even register. I think I already added such an option to the function that generates the readout string.

I've also tacked a little control for the habitat rotation into the corner of the engineering panel. (Speaking of habitat rotation... is everyone around here familiar with SpinCalc? I can't recall having seen it mentioned around here.)



The way I've got it now, the habitat wil spin up or down at a rate that produces about half a g in tangential acceleration. I'm not sure I like that number. Maybe it should spin up a bit faster (maybe producing 1g of tangential acceleration) at up to about 1.75rpm, then a bit slower afterwards, perhaps producing about a quarter in tangential acceleration of what it's producing in centripetal acceleration.

Well... that'll probably wait until I get around to the more sophisticated habitat controls and displays on the systems panel.

Speaking of centripetal acceleration... I dread to think of the g-forces involved during major attitude changes, especially with the habitat being so far from the center of mass. One of these days, I'll actually calculate it out.

Then there are the gyroscopic effects that probably won't be simulated for quite a while. (Just pretend they are and spin-down the hab before making any major attitude changes.)

I think it's about time to get to that long-dreaded code re-structure.
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Old 06-03-2009, 12:19 AM   #107
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My desktop machine has given up the ghost. It looks like my restructure and subsequent development towards this project are on indefinite hold until I can scrape together enough pennies for a new MB assembly (Mobo/CPU/probably RAM, and I think I'll need a new WingDoze license... Aagh! Why does Orbiter have to be so tied down to MacroSquash?!).

I guess another option might be to find a halfway decent pre-owned machine, with its own copy of the MS OS, that I can get for a pittance or less.

Any way... until I can work something out, my Orbiter development is pretty much dead in orbit.
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Old 06-03-2009, 01:23 AM   #108
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Quote:
Originally Posted by Ursus View Post
 My desktop machine has given up the ghost...


Ouch

At the risk of stating the obvious: Once you get a working machine (even a laptop), you can put your hard drive in an external USB enclosure and salvage your data.

Good deals on computers can often be found at http://www.extremeoverclocking.com/deals/ and http://www.slickdeals.net/. For motherboards and other parts I prefer http://www.newegg.com/.



Good luck.
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Old 01-08-2011, 03:12 PM   #109
atomicdryad
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It's necrotime!

Something like this shouldn't be taking a dirt-nap anyway XD

The latest dll found at http://sourceforge.net/projects/icov...ndmill%200.3a/ works in orbiter 2010p1, but always crashes within a minute or so. I've recompiled from source and it's much more stable, however I had to mangle the following:

Code:
--- ICOVD1_Autopilot.cpp.old    2011-01-08 09:13:07.900875000 -0600
+++ ICOVD1_Autopilot.cpp        2011-01-08 08:32:43.025875000 -0600
@@ -3,13 +3,13 @@
 
 const VECTOR3 Forward = _V(0.0, 0.0, 1.0);
 
-inline VECTOR3 unit(VECTOR3 v)
+/*inline VECTOR3 unit(VECTOR3 v)
 {
        double l=length(v);
        v.x/=l; v.y/=l; v.z/=l;
        return(v);
 }
-
+*/
 
 inline double angle(VECTOR3 v,VECTOR3 h)
 {

Will development resume at some point? If things are still in hiatus, and people want it, I can attach the fixed .dll.
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Old 01-08-2011, 03:21 PM   #110
Mister Kite
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I had the same problem and I love that ship, so: Yeah, please do.
Also hope for a resurrection.
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Old 01-08-2011, 07:14 PM   #111
atomicdryad
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I've tossed the dll onto my project page for a PSP homebrew project, since I'm lazy.
Fixed DLL: http://cxmb-override.googlecode.com/...iter2010p1.zip
.zip MD5 / vscan: b07ba8bc28685b0ef21b4803e707e8e1 / http://online.us.drweb.com/cache/?i=...47bde188601b6d

To get Windmill working in 2010p1, install/overwrite in the following order:
#1: http://sourceforge.net/projects/icov...4.zip/download
#2: http://sourceforge.net/projects/icov...9.zip/download
#3: http://cxmb-override.googlecode.com/...iter2010p1.zip
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Old 01-09-2011, 08:37 PM   #112
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Thanks, atomicdryad. Unfortunately, I've been so broke that I can't afford to install Windows on my "new" computer. That means I haven't even been able to run Orbiter (I haven't managed to get it working under WINE), let alone develop for it. (Maybe I'll manage to swing it with my tax refund this year. I do have another unrelated project or two that I'd like to test under Windows.)

In the meantime, perhaps I ought to merge the above files and put 'em up on SF. I'd get a little nervous putting up something I can't test myself, but... Hmm... I might think about that one, but it'd probably be all right if I can get assurances from the right people.
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Old 01-11-2011, 02:27 AM   #113
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I built this in vcpp2008, which I'm unfamiliar with and also required configuring the project from scratch, so I hope there isn't some lurking dependancy in the dll. I checked with strings, however, and found none in that fashion, but it would be nice to know that it tested fine on another machine before making it official, yeah.

Sorry to hear of your windows and financial woes, I hope that this year becomes a better one!
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Old 01-11-2011, 02:50 AM   #114
Linguofreak
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Quote:
Originally Posted by Ursus View Post
  (I haven't managed to get it working under WINE)
Have you been using OGLAClient in trying to get things running? What distro are you using, and what's your video card?

I've got Orbiter running with OGLAClient almost perfectly under Wine (with the exception that my joystick throttle and rudder don't work, and a bug I've found with the camera dialog, plus perhaps a few other minor issues that I'm not thinking of or that are addon specific).

EDIT: I just got the throttle working. Rudder is still trouble. It took me a long time to figure out that the joystick wasn't working perfectly, since when I first got Orbiter running under Wine I didn't have a joystick available.

EDITed EDIT: Some fiddling around with other programs suggests a Wine problem with joystick handling is suppressing the rudder axis.

Last edited by Linguofreak; 01-11-2011 at 04:44 AM.
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Old 10-18-2012, 02:09 AM   #115
Ursus
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Hmm... Had to do a little tweaking to get the panel buttons to redraw consistently in Orbiter(D7?), and the Integrated Situation Display "bugs" to draw correctly in Orbiter_NG/D3D9. Should have access to a computer with Vista even after W8RP expires in January, so I might do a bit of work on this thing.

Lessee... Probably ought to compile anything I publish in VC2008, as folks are more likely to have the runtimes, if necessary, than the ones for VC2010.
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Old 12-20-2013, 10:00 AM   #116
Ursus
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Now that I've got a Wingdoze computer capable of compiling AND testing, I uploaded a minor update to Sourceforge ( http://sourceforge.net/projects/icovd/ ). I haven't done a whole lot of testing of it under Windows, but it seems to work. When I was testing it under WINE (where the MFD's didn't s display last time I remember), I kept coming across an elusive CTD bug right around the time my fuel reserves reached minimum.

Shift-3 controls the floods for the truss, IIRC. I'm still not up to speed since I got tired of compiling on a Windows netbook and testing under WINE (and working on the Vista machine was a pain when the owner kept wanting to jump in and use it).

Last edited by Ursus; 12-20-2013 at 10:04 AM.
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Old 02-11-2014, 08:10 AM   #117
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Oop... Good thing nobody seems to care about this project anymore. It turns out the main engines won't activate on the latest version I posted. I kept meating to upload a fixed version, but kept putting it off. Now the new computer is being a brick. She's still under warranty, so hopefully I'll be back up and running soon.
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Old 03-11-2016, 10:18 AM   #118
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New thread at http://orbiter-forum.com/showthread.php?p=529139
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