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Old 05-08-2016, 01:35 AM   #196
vinny5000
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Hi, guys!

I have the orbiter beta which is released on February 16th I believe, I read the textures pack installation instructions but I don't see textures>planets in the orbiter beta directory. Any suggestions? Thanks!

Cheers,
Vincent
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Old 05-08-2016, 01:49 AM   #197
jroly
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Should be like...
D:\orbiter_beta\Textures\Earth
D:\orbiter_beta\Textures\Mars
...etc
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Old 05-08-2016, 04:58 AM   #198
vinny5000
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Hi, Jroly!

The textures are working now! Thanks!

Cheers,
Vincent
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Old 05-08-2016, 07:20 PM   #199
JMW
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Default Not Recognizing Pad Occupied

"SOLVED"
Well not diagnosed but....
Scenario from r.54 works in r.55, but scenario in r.55 doesn't work in r.54....
Be interested to see what result you have with scenario attached and where.
BUT DON'T WASTE ANY TIME ON IT DOC. PLEASE

Beta rev55.
Why does the "pad occupied" flag not come up?
The craft is definitely Inactive (Landed) according to Scenario Editor, but nothing shows against pad in Info tab - Object = Base......
Code that worked pre Beta to detect occupation does not function either (understandably) which is annoying.

Scenario attached is at Cape Canaveral base.
Someone please try it on their set-up to see if you get the same result.

Please Doc, if this could be solved pre release it would be great!

Last edited by JMW; 01-30-2019 at 07:32 PM.
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Old 05-12-2016, 12:36 AM   #200
GLS
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I'm not sure if this is a bug report or a "request" so I'm just going to put it here.
If a scenario starts with the distance to the vessel under whatever minimum value the new Orbiter now imposes, one cannot move the view back, i.e. the camera gets stuck at the current distance.

---------- Post added at 01:36 AM ---------- Previous post was at 01:20 AM ----------

And another thing, looks like the MAKEGROUPARRAY points for attachments aren't being updated in the first time step. This is reproducible with Atlantis by grappling something, exiting, and on a new run the attached object will be in the position it would be if the arm was stowed (and the arm is correctly in the saved position). (Starting the sim paused shows the issue better.)

Last edited by GLS; 05-12-2016 at 12:43 AM.
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Old 05-12-2016, 01:32 AM   #201
jarmonik
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Quote:
Originally Posted by GLS View Post
 If a scenario starts with the distance to the vessel under whatever minimum value the new Orbiter now imposes, one cannot move the view back, i.e. the camera gets stuck at the current distance.
Yes, I have noticed that too. Also, some vessels seems to have a problem not being able to move the camera close to a vessel. It's likely intended that the camera can't be moved inside a vessel's "radius".

---------- Post added at 04:32 ---------- Previous post was at 04:25 ----------

Quote:
Originally Posted by GLS View Post
 [/COLOR]And another thing, looks like the MAKEGROUPARRAY points for attachments aren't being updated in the first time step. This is reproducible with Atlantis by grappling something, exiting, and on a new run the attached object will be in the position it would be if the arm was stowed (and the arm is correctly in the saved position). (Starting the sim paused shows the issue better.)
I was investigating that problem a while ago and noticed that Atlantis implementation is very sensitive about the calling sequence of some callbacks. If clbkUpdate() is called twice before a visual is created it wont work anymore. Must be called only once, no less, no more, due to a tricky use of booleans that controls the initialization.

Last edited by jarmonik; 05-12-2016 at 01:34 AM.
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Old 05-12-2016, 02:14 AM   #202
GLS
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Quote:
Originally Posted by jarmonik View Post
 It's likely intended that the camera can't be moved inside a vessel's "radius".
Yes, but if the scenario file has a value under that, the camera gets stuck.

Quote:
Originally Posted by jarmonik View Post
 I was investigating that problem a while ago and noticed that Atlantis implementation is very sensitive about the calling sequence of some callbacks. If clbkUpdate() is called twice before a visual is created it wont work anymore. Must be called only once, no less, no more, due to a tricky use of booleans that controls the initialization.
When you say "clbkUpdate()" do you mean the SetAnimation() function?
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Old 05-12-2016, 02:35 AM   #203
jarmonik
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Quote:
Originally Posted by GLS View Post
 When you say "clbkUpdate()" do you mean the SetAnimation() function?
Sorry, I mean the clbkPreStep(). I think the problem is related to this code section.

PHP Code:
if (arm_moved) {
    
SetAttachmentParams (rms_attacharm_tip[0], arm_tip[1]-arm_tip[0], arm_tip[2]-arm_tip[0]);
    
arm_moved false;
}
if (
arm_scheduled) {
    
arm_scheduled false;
    
arm_moved true;

which makes the operation call sequence critical.

EDIT: When "Start Paused" is checked it's likely that clbkPreStep is never called until un-paused.

Last edited by jarmonik; 05-12-2016 at 02:38 AM.
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Old 05-12-2016, 03:55 AM   #204
GLS
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Quote:
Originally Posted by jarmonik View Post
 Sorry, I mean the clbkPreStep(). I think the problem is related to this code section.

PHP Code:
if (arm_moved) {
    
SetAttachmentParams (rms_attacharm_tip[0], arm_tip[1]-arm_tip[0], arm_tip[2]-arm_tip[0]);
    
arm_moved false;
}
if (
arm_scheduled) {
    
arm_scheduled false;
    
arm_moved true;

which makes the operation call sequence critical.

EDIT: When "Start Paused" is checked it's likely that clbkPreStep is never called until un-paused.
In SSU (and I'm sure all other vessels), both the clbkPreStep() and the clbkPostStep() are called once before the first frame shows up.
Currently (2010 edition), in one of several such "animation/attachment systems", a call is done to SetAnimation() from clbkPostCreation() right after the animations are created, already using the scenario file state values. Then clbkPreStep() runs, and nothing is done in there as the points haven't been updated yet. Between that and clbkPostStep() the update is done, and is there that in the first run we put a SetAttachmentParams() call to set the attachment to the updated points. Then the first frame shows up.
In Orbiter 2016 the points aren't updated between the first clbkPreStep() and clbkPostStep() functions, so when the first frame shows up the attachment is still in the default coordinates. Only between the first and second frames is the update made.
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Old 05-13-2016, 01:56 AM   #205
jarmonik
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Without start paused calling sequence is:
PHP Code:
000000.000Atlantis::clbkPostCreation
000000.000
Finished initialising panels
000000.000
Atlantis::clbkPreStep
000000.010
Atlantis::clbkVisualCreated
000000.010
Atlantis::clbkPreStep
000000.020
Atlantis::clbkPreStep
000000.030
Atlantis::clbkPreStep 
With start paused enable calling sequence is:
PHP Code:
000000.000Atlantis::clbkPostCreation
000000.000
Finished initialising panels
000000.000
Atlantis::clbkPreStep
000000.010
Atlantis::clbkVisualCreated
End of Log 
Also, the grapple target displacement problem seems to occur with both 2010-P1 and latest Beta when start paused is selected due to missing 2nd call to clbkPreStep() that initializes the grapple target.

Calling:
PHP Code:
SetAttachmentParams (rms_attacharm_tip[0], arm_tip[1]-arm_tip[0], arm_tip[2]-arm_tip[0]); 
from clbkVisualCreated() seems to fix the issue.
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Old 05-13-2016, 02:15 AM   #206
GLS
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Yeah, I can confirm that the points are updated between clbkPostStep() and clbkVisualCreated(), but I'd still like to hear from the man himself about this change from the 2010 version, is it intended or a bug?
About this problem occurring in the default Atlantis in 2010 I can't comment as I didn't check there.
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Old 05-15-2016, 08:44 AM   #207
Nicholas Kang
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Hello Ladies and Gentlemen,

I am wanted to play Orbiter Beta just now but after downloading the required low-resolution texture files and files from SVN. I found out that the SLF runway is missing while running my simulator. Also, my GL-NT front wheel appears to be missing when landed at the Brighton Beach base. That is not important to me, though, after I chenge my view angle, it reappears. The most critical part is the missing SLF and also the area around it that looks too blur compared with the VAB. Perhaps I downloaded the low-resolution textures.

That doesn't bother me. But without a runway, how can I land my vessels?

Maybe you need to look at this:

**** Orbiter.log
000000.000: Build Apr 12 2016 [v.160412]
000000.000: Timer precision: 6.98413e-008 sec
000000.000: Found 0 joystick(s)
000000.000: Devices enumerated: 6
000000.000: Devices accepted: 5
000000.000: [ ] RGB Emulation (SW)
000000.000: [ ] Direct3D HAL (HW)
000000.000: [x] Direct3D T&L HAL (HW)
000000.000: [ ] Direct3D HAL (AMD Radeon HD 6520G) (HW)
000000.000: [x] Direct3D T&L HAL (AMD Radeon HD 6520G) (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:
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: Yes
000000.000: Graphics: Z-buffer depth: 32 bit
000000.000: Graphics: Active lights supported: 8
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 EarthAtmJ71G.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 ShuttlePB.dll ......... [Build 160412, API 160412]
000000.000: Module DeltaGlider.dll ....... [Build 160412, API 160412]
000000.000: Module LuaInline.dll ......... [Build 160412, API 160412]
000000.000: Module ShuttleA.dll .......... [Build 160412, API 160412]
000000.000: Finished initialising status
000000.000: Finished initialising camera
000000.000: Finished setting up render state
000000.000: Finished initialising panels
000177.585: ---------------------------------------------------------------
000177.585: >>> WARNING: Obsolete API function used: oapiTriggerRedrawArea
000177.585: Replaced by VESSEL::TriggerRedrawArea
000177.585: ---------------------------------------------------------------
000303.699: **** Closing simulation session

I think the problem is with the warning part. I checked my downloaded SVN "texture" folder and I can still find the runway texture in the Runway1 and Runway2 files. Why couldn't the SLF be displayed properly then?

Thanks for helping.

Regards,

Nicholas.
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Old 05-15-2016, 08:49 AM   #208
jedidia
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Quote:
Also, my GL-NT front wheel appears to be missing when landed at the Brighton Beach base.
Yeah, there's some clipping problems with the terrain still, I noticed that on several occasions.
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Old 05-15-2016, 10:21 AM   #209
Nicholas Kang
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Here is the picture.


I posted it on the gallery. I checked the runway in Habana spaceport. The runway in Habana is ok. I can see it. But when I check the condition in White Sands, I cannot see any runway. I can only see the red lights at the end of the runway. All runways in the above 3 areas can lit up normally at night but the textures in Cape canaveral and White Sands are missing.

Please take note of this. Also, the sinking issue exists for almost all vessels on Brighton Beach Base. I check the Shuttle-A on BB base and a few of its legs sink into the pad. The same happens on brianJ's Falcon Heavy add-on, already updated with his newest patch for orbiter Beta r.55. The core stage of FH will sink into the ASDS when landed on it. See for yourself by running the scenario 13K VAFB to Polar after downloading his add-on.



The left picture is FH core landing on ASDS in Orbiter 2010 whereas the 2 pictures beside it is the one tested in orbiter 2016 beta r.55.
Hopefully my comment will help in improving the add-ons and the simulator itself.

Regards,

Nicholas.
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Old 05-15-2016, 12:30 PM   #210
Abloheet
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In orbiter 2016's KSC, the runway textures for SLF is hard coded into the high res teture tile for Florida. Tor see the runway, you have to download that high res tile from the high res textures repository. The tile is abot 2.6gb in size. It so high resolution, that the runway is clearly visible in the high res ground textures itself. So there is no need for a seperate runway definition. But the ILS and lights are all present. But, you need the high res tile for the runway
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