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Old 11-30-2015, 10:20 PM   #16
sylviog
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Bonjour tout le monde, excuse for my poor English I'm French Canadian

I download Orbiter beta with torrent and here is my oservations that I found with my preferred addons but first I have to report anomalies with Orbiter itself.

- Orbiter built 19 NOV 2015 (v1511119)

It seem that because of the change with the new technique of terrain compare with old version of Orbiter, there are problem with the ground elevation when I'm on the ground on any base, object seems to disappear with certain angle of view. And I try a few rocket addons (launcher like Energia, HCLV, ect...), the most launcher was inclined a few degree on the Launchpad.

Default ShuttleA virtual cockpit MFD no display (but I download UCGO_UMmu20_ShuttleA20100203 and seem to correct the MFD display)

- Addons

OrbiterSound 4.0
Sound work but with somes anomalies, few sound not synchronise with the simulation, example in the defauft DG when I use the key to fire the main engines I hear "nose cone open" or else I don't remember witch.
If I'm dock with another ship and I save the scenario, when returning to that scenario, Orbiter crash. If I disengage OrbiterSound it's OK, I can return with my save scenario.
In the simulation the MFD Radio/mp3 (related OrbiterSound) Orbiter crash when selecting that MFD

Any Rocket launcher (my preferred Energy project, HCLV Hyperion and other ...)

Problems with the rocket inclined on the pad... (Except the default SpaceShuttle at Cap Canaveral), then I copy a default scenario of the SpaceShuttle at Cap Canaveral and replace the SpaceShuttle with HCLV Hyperion, and the launcher was OK (not inclined).
Afther that, the only launcher that lift off was the HCLV but fail to complete the orbit insertion because Orbiter crash, seem the autopilot compatibility problem...
I was not able to launch Energy, the rocket go up side down...
About the same with other launcher addons.

UCGO addons (DGIV, ARROW, UMMU, etch...), forget it Orbiter crash

- Harware (like TrackIR, Joystick...)

TrackIR work but sometime fail in the sim. Another problem with TrackIR is the key assignation (default for TrackIR is the key F9 to activate) and the key F9 in Orbiter is for the visual helper...

I think I make the tour for myself regarding my preferred addons

Thank you everybody
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Old 12-01-2015, 12:22 AM   #17
Ripley
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Quote:
Originally Posted by Matias Saibene View Post
 Fail all scenarios, with TransX...
Late night thought:
if this crashing MFD is the old standard TransX we've had for some years, wouldn't it be about time (if possible) to update the default distributed TransX with the Nelder-Mead version recently developed by Enjo?

Last edited by Ripley; 12-01-2015 at 11:44 AM. Reason: Better phrasing
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Old 12-01-2015, 06:03 PM   #18
Matias Saibene
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Quote:
Originally Posted by Ripley View Post
 Late night thought:
if this crashing MFD is the old standard TransX we've had for some years, wouldn't it be about time (if possible) to update the default distributed TransX with the Nelder-Mead version recently developed by Enjo?
I tried your suggestion, but still happens the CTD.

Orbiter.log
Code:
**** Orbiter.log
000000.000: Build Nov 19 2015 [v.151119]
000000.000: Timer precision: 4.66504e-007 sec
000000.000: Found 0 joystick(s)
000000.000: Devices enumerated: 4
000000.000: Devices accepted: 3
000000.000: [ ] RGB Emulation (SW)
000000.000: [x] Direct3D HAL (HW)
000000.000: [x] Direct3D HAL (Intel(R) HD Graphics 3000) (HW)
000000.000: Module AtlantisConfig.dll .... [Build 150906, API 150906]
000000.000: Module AtmConfig.dll ......... [Build 150906, API 150906]
000000.000: Module DGConfigurator.dll .... [Build 150906, API 150906]
000000.000: Module Meshdebug.dll ......... [Build 150906, API 150906]
000000.000: Module TrackIR.dll ........... [Build 150906, API 150906]
000000.000: TrackIR module not found.
000000.000: Module LuaMFD.dll ............ [Build 151101, API 151101]
000000.000: Module CustomMFD.dll ......... [Build 151101, API 151101]
000000.000: Module LuaConsole.dll ........ [Build 151101, API 151101]
000000.000: Module ScriptMFD.dll ......... [Build 150906, API 150906]
000000.000: Module ExtMFD.dll ............ [Build 150906, API 150906]
000000.000: Module FlightData.dll ........ [Build 151010, API 151010]
000000.000: Module Framerate.dll ......... [Build 150906, API 150906]
000000.000: Module ScnEditor.dll ......... [Build 150906, API 150906]
000000.000: Module Rcontrol.dll .......... [Build 150906, API 150906]
000000.000: Module TransX2.dll ........... [Build 150926, API 100830]
000000.000: 
000000.000: **** Creating simulation session
000000.000: DirectDraw interface OK
000000.000: Direct3D interface OK
000000.000: Graphics: Viewport: Fullscreen 1366 x 768 x 32
000000.000: Graphics: Hardware T&L capability: No
000000.000: Graphics: Z-buffer depth: 32 bit
000000.000: Graphics: Active lights supported: -1
000000.000: Loading 15382 records from star database
000000.000: Module Sun.dll ............... [Build 150906, API 150906]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
000000.000: Module Mercury.dll ........... [Build 150906, API 150906]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
000000.000: Module Venus.dll ............. [Build 150906, API 150906]
000000.000: Module VenusAtm2006.dll ...... [Build 150906, API 150906]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
000000.000: Module Earth.dll ............. [Build 150906, API 150906]
000000.000: Module EarthAtm2006.dll ...... [Build 150906, API 150906]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
000000.000: Module Moon.dll .............. [Build 150906, API 150906]
ELP82: Precision 1e-005, Terms 116/829
000000.000: Module Mars.dll .............. [Build 150906, API 150906]
000000.000: Module MarsAtm2006.dll ....... [Build 150906, API 150906]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
000000.000: Module Phobos.dll ............ [Build ******, API 060425]
000000.000: Module Deimos.dll ............ [Build ******, API 060425]
000000.000: Module Galsat.dll ............ [Build 150906, API 150906]
000000.000: Module Jupiter.dll ........... [Build 150906, API 150906]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
000000.000: Module Io.dll ................ [Build 150906, API 150906]
000000.000: Module Europa.dll ............ [Build 150906, API 150906]
000000.000: Module Ganymede.dll .......... [Build 150906, API 150906]
000000.000: Module Callisto.dll .......... [Build 150906, API 150906]
000000.000: Module Satsat.dll ............ [Build 150906, API 150906]
000000.000: Module Saturn.dll ............ [Build 150906, API 150906]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
000000.000: Module Mimas.dll ............. [Build 150906, API 150906]
SATSAT Mimas: Terms 113
000000.000: Module Enceladus.dll ......... [Build 150906, API 150906]
SATSAT Enceladus: Terms 33
000000.000: Module Tethys.dll ............ [Build 150906, API 150906]
SATSAT Tethys: Terms 101
000000.000: Module Dione.dll ............. [Build 150906, API 150906]
SATSAT Dione: Terms 59
000000.000: Module Rhea.dll .............. [Build 150906, API 150906]
SATSAT Rhea: Terms 68
000000.000: Module Titan.dll ............. [Build 150906, API 150906]
SATSAT Titan: Terms 100
000000.000: Module Iapetus.dll ........... [Build 150906, API 150906]
SATSAT Iapetus: Terms 605
000000.000: Module Uranus.dll ............ [Build 150906, API 150906]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
000000.000: Module Miranda.dll ........... [Build ******, API 060425]
000000.000: Module Ariel.dll ............. [Build ******, API 060425]
000000.000: Module Umbriel.dll ........... [Build ******, API 060425]
000000.000: Module Titania.dll ........... [Build ******, API 060425]
000000.000: Module Oberon.dll ............ [Build ******, API 060425]
000000.000: Module Neptune.dll ........... [Build 150906, API 150906]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
000000.000: Finished initialising world
000000.000: Module DeltaGlider.dll ....... [Build 151119, API 151119]
000000.000: Module LuaInline.dll ......... [Build 150906, API 150906]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: Finished initialising panels
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Old 12-01-2015, 06:35 PM   #19
SolarLiner
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So far, none of the third-party MFDs I've tried worked.
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Old 12-01-2015, 11:30 PM   #20
Ripley
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Did you try these?
enderspace.de/orbiter/addons-beta/
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Old 12-02-2015, 05:51 AM   #21
sputnik
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Quote:
Originally Posted by SolarLiner View Post
 So far, none of the third-party MFDs I've tried worked.
I've had a few successes. All of these are not recompiled; they're MFD's working in 2010.
TransX, yes, crashes immediately every time.
HAL9000 MFD, gratifyingly, still works, but doesn't seem to auto-sequence through the pages for some reason.
FuelMFD runs and the menu options select, but can't seem to change the actual propellant values.
LolaMFD seems to work, but my landing attempts failed; it may be it's spoofed by the new altitude parameter.
RendezvousMFD seems to work fine.
TetherMFD works fine, except that when I accidentally ran a tethered object into terrain, Bad Things Happened. Hmm.
ReleaseMFD (Shift-D version) seems to work fine.


In non-MFD addons, Kulch's catapult no longer works, and there's no source. Which breaks 2001 as well, unless Kulch returns or I or someone invents a workalike. I'll miss Kulch's elevator too, which I haven't tried but assume is broken. Pity.
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Old 12-02-2015, 02:59 PM   #22
Ripley
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Quote:
Originally Posted by sputnik View Post
 ...TransX, yes, crashes immediately every time...
Anyway, enjo is so actively supporting Orbiter, that TransX's actual incompatibility doesn't worry me at all. I'm pretty confident he'll soon compile a working version, compatible with the latest revision (whatever it will be).
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Old 12-02-2015, 06:47 PM   #23
Matias Saibene
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Quote:
Originally Posted by Ripley View Post
 Did you try these?
enderspace.de/orbiter/addons-beta/
Hello Ripley.
I have tried this and it works perfect. Both D3D9 and D3D7.
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Old 12-03-2015, 07:57 PM   #24
Marg
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Somehow local light source addons like spotlight2.dll do not work in Orbiter BETA (CTD when loading scenario).
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Old 12-03-2015, 10:53 PM   #25
jarmonik
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Compatibility is a little problematic concept. If a compatibility is essential then it means that very little new can be implemented. If the current situation is that very few add-ons are working then it might be good idea to consider cleaning up the API, is there a point keeping API functions those are not graphics client compatible ? Also shifting the API logic towards a newer versions of DirectX could help. Even if the API is cleaned up it should be pretty simple to upgrade older add-ons as long as the developer is still present. With a solid API we should be doing fine the next 10 years.
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Old 12-07-2015, 10:45 PM   #26
francisdrake
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Default Touchdown points in 2010 / 2015?

is there a method to define touchdown points, that work both for Orbiter 2010 and 2015?

I thought it would be sufficient to have them stick out of the size sphere, but still my vessels tumble over after landing. I made two separate sets of touchdown points, one for 2010, the other for 2015. The example shows a belly lander's gear:

Size = 5
;TouchdownPoints = 0 -6.8 -15 -5 -6.8 13 5 -6.8 13 ;for Orbiter 2015
TouchdownPoints = 4 -6.8 0 0 -6.8 4 -4 -6.8 0 ;for Orbiter 2010

I comment them out manually, depending on which Orbiter version I run. But I guess there is an easier solution for such a simple thing, right?
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Old 12-08-2015, 09:48 AM   #27
asbjos
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Quote:
Originally Posted by francisdrake View Post
 is there a method to define touchdown points, that work both for Orbiter 2010 and 2015?

I thought it would be sufficient to have them stick out of the size sphere, but still my vessels tumble over after landing. I made two separate sets of touchdown points, one for 2010, the other for 2015. The example shows a belly lander's gear:

Size = 5
;TouchdownPoints = 0 -6.8 -15 -5 -6.8 13 5 -6.8 13 ;for Orbiter 2015
TouchdownPoints = 4 -6.8 0 0 -6.8 4 -4 -6.8 0 ;for Orbiter 2010

I comment them out manually, depending on which Orbiter version I run. But I guess there is an easier solution for such a simple thing, right?
Not an answer to your question, but if there is no common method to define touchdown points, you can use
PHP Code:
if (oapiGetOrbiterVersion() > 100830// Running Beta, insert new touchdown points
else // Running Orbiter 2010 or older 
to determine whether you should use old or new code.

Last edited by asbjos; 12-08-2015 at 09:50 AM.
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Old 12-09-2015, 09:08 PM   #28
Hlynkacg
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Like Francis drake I've been having trouble with my Lunar Module tumbling, however my problem seems to be a result of the "VESSELSTATUS *.status" not getting set properly after touchdown.

Shooting approaches to Brighton Beach, I land smoothly, and cut my thrusters. Groundspeed will show 0.0, and everything will appear in order. But the moment I turn on time acceleration, I'll either tip-over or get thrown into NaN-space.
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Old 12-09-2015, 09:27 PM   #29
fred18
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Same here, i've had a really hard time to have an acceptable behaviour for touchdown points of MS2015. And anyway now it's only acceptable, and for example status never gets back to IDLE
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Old 12-09-2015, 10:32 PM   #30
jacquesmomo
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Quote:
Originally Posted by Face View Post
 SC3 runs, but shows weird behavior when jettison payloads: they get misplaced and rotated. This gets obvious when trying the "Russian dolls" scenario.
I confirm (same): problem during stage separation with my add-on Chandra (and others)
(all with Chandra is Spacecraft3)
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