New Release D3D9Client Development

Could you be above the light sources limit? :shrug:
If so, some lights will turn off at certain ranges and angles.

Ok, Thanks. It looks like the shuttle will dissappear from the Centaur's reflection environment for some unknown reason. I would need to be able to reprocude the issue so that I can monitor the object states and get a real time data out of the client.

I can try to reproduce the issue with stock Atlantis & payload. If that fails, then I would need your help to setup the scenario.
Here's the scenario, just tilting the camera up/down should be able to show it.

Code:
BEGIN_DESC
Current scenario state


Contains the latest simulation state.
END_DESC

BEGIN_ENVIRONMENT
  System Sol
  Date MJD 46570.7901895226
  Context SSU
  Help CurrentState_img
END_ENVIRONMENT

BEGIN_FOCUS
  Ship Atlantis
END_FOCUS

BEGIN_CAMERA
  TARGET Atlantis
  MODE Extern
  POS 1.789007 -90.670571 -7.161972
  TRACKMODE TargetRelative
  FOV 40.00
END_CAMERA

BEGIN_HUD
  TYPE Orbit
  REF AUTO
END_HUD

BEGIN_MFD Right
  TYPE User
  MODE CRT
END_MFD

BEGIN_MFD 5
  TYPE User
  MODE CRT
END_MFD

BEGIN_VC
END_VC

BEGIN_SHIPS
Atlantis:SpaceShuttleUltra
  STATUS Orbiting Earth
  RPOS 1293200.791 506279.527 6466924.996
  RVEL -7357.5472 -1868.6251 1620.7944
  AROT 91.120 17.077 -13.609
  VROT 0.0011 0.0050 0.0637
  RCSMODE 2
  AFCMODE 7
  PRPLEVEL 0:0.299147 1:0.770223 2:0.769256 3:0.768173 4:1.000000 5:1.000000 6:0.731522 9:0.020000
  NAVFREQ 0 0
  MISSION STS-61G
  CONFIGURATION 3
  VC_POS 9
  OPS 201
  PLB_CAM 0.0000 -90.0000 -0.0000 90.0000 0.0000 -90.0000 0.0000 90.0000
@SUBSYSTEM HeEng_C
  PRESS 1478.850237
  VALVES 1.000000 1.000000 0.000000 0.000000
@ENDSUBSYSTEM        ;HeEng_C
@SUBSYSTEM HeEng_L
  PRESS 1478.879604
  VALVES 1.000000 1.000000 0.000000 0.000000
@ENDSUBSYSTEM        ;HeEng_L
@SUBSYSTEM HeEng_R
  PRESS 1478.794459
  VALVES 1.000000 1.000000 0.000000 0.000000
@ENDSUBSYSTEM        ;HeEng_R
@SUBSYSTEM HePneu
  PRESS 1497.286159
  VALVES 1.000000 1.000000 0.000000
@ENDSUBSYSTEM        ;HePneu
@SUBSYSTEM MPS
@ENDSUBSYSTEM        ;MPS
@SUBSYSTEM MPS_C
  SSME config 5
  VIE config 2
  DCU_chA config 0
  DCU_chB config 0
  CIE_chA config 2
  CIE_chB config 2
@ENDSUBSYSTEM        ;MPS_C
@SUBSYSTEM MPS_L
  SSME config 5
  VIE config 2
  DCU_chA config 0
  DCU_chB config 0
  CIE_chA config 2
  CIE_chB config 2
@ENDSUBSYSTEM        ;MPS_L
@SUBSYSTEM MPS_R
  SSME config 5
  VIE config 2
  DCU_chA config 0
  DCU_chB config 0
  CIE_chA config 2
  CIE_chB config 2
@ENDSUBSYSTEM        ;MPS_R
@SUBSYSTEM FMC1
@ENDSUBSYSTEM        ;FMC1
@SUBSYSTEM FMC2
@ENDSUBSYSTEM        ;FMC2
@SUBSYSTEM FMC3
@ENDSUBSYSTEM        ;FMC3
@SUBSYSTEM MMC1
@ENDSUBSYSTEM        ;MMC1
@SUBSYSTEM MMC2
@ENDSUBSYSTEM        ;MMC2
@SUBSYSTEM MMC3
@ENDSUBSYSTEM        ;MMC3
@SUBSYSTEM MMC4
@ENDSUBSYSTEM        ;MMC4
@SUBSYSTEM AMC1
@ENDSUBSYSTEM        ;AMC1
@SUBSYSTEM AMC2
@ENDSUBSYSTEM        ;AMC2
@SUBSYSTEM AMC3
@ENDSUBSYSTEM        ;AMC3
@SUBSYSTEM FF1
@ENDSUBSYSTEM        ;FF1
@SUBSYSTEM FF2
@ENDSUBSYSTEM        ;FF2
@SUBSYSTEM FF3
@ENDSUBSYSTEM        ;FF3
@SUBSYSTEM FF4
@ENDSUBSYSTEM        ;FF4
@SUBSYSTEM FA1
@ENDSUBSYSTEM        ;FA1
@SUBSYSTEM FA2
@ENDSUBSYSTEM        ;FA2
@SUBSYSTEM FA3
@ENDSUBSYSTEM        ;FA3
@SUBSYSTEM FA4
@ENDSUBSYSTEM        ;FA4
@SUBSYSTEM PL1
@ENDSUBSYSTEM        ;PL1
@SUBSYSTEM PL2
@ENDSUBSYSTEM        ;PL2
@SUBSYSTEM LF1
@ENDSUBSYSTEM        ;LF1
@SUBSYSTEM LM1
@ENDSUBSYSTEM        ;LM1
@SUBSYSTEM LA1
@ENDSUBSYSTEM        ;LA1
@SUBSYSTEM OF1
@ENDSUBSYSTEM        ;OF1
@SUBSYSTEM OF2
@ENDSUBSYSTEM        ;OF2
@SUBSYSTEM OF3
@ENDSUBSYSTEM        ;OF3
@SUBSYSTEM OF4
@ENDSUBSYSTEM        ;OF4
@SUBSYSTEM OA1
@ENDSUBSYSTEM        ;OA1
@SUBSYSTEM OA2
@ENDSUBSYSTEM        ;OA2
@SUBSYSTEM OA3
@ENDSUBSYSTEM        ;OA3
@SUBSYSTEM LL1
@ENDSUBSYSTEM        ;LL1
@SUBSYSTEM LL2
@ENDSUBSYSTEM        ;LL2
@SUBSYSTEM LR1
@ENDSUBSYSTEM        ;LR1
@SUBSYSTEM LR2
@ENDSUBSYSTEM        ;LR2
@SUBSYSTEM EIU1
@ENDSUBSYSTEM        ;EIU1
@SUBSYSTEM EIU2
@ENDSUBSYSTEM        ;EIU2
@SUBSYSTEM EIU3
@ENDSUBSYSTEM        ;EIU3
@SUBSYSTEM MTU
  MET_RUNNING 1
  MET0 5872.362441
  MET1 5872.362441
  MET2 5872.362441
@ENDSUBSYSTEM        ;MTU
@SUBSYSTEM IDP1
  IDP1 SPEC 65535
  IDP1 DISP 65535
@ENDSUBSYSTEM        ;IDP1
@SUBSYSTEM IDP2
  IDP2 SPEC 65535
  IDP2 DISP 65535
@ENDSUBSYSTEM        ;IDP2
@SUBSYSTEM IDP3
  IDP3 SPEC 65535
  IDP3 DISP 65535
@ENDSUBSYSTEM        ;IDP3
@SUBSYSTEM IDP4
  IDP4 SPEC 65535
  IDP4 DISP 65535
@ENDSUBSYSTEM        ;IDP4
@SUBSYSTEM IMU1
@ENDSUBSYSTEM        ;IMU1
@SUBSYSTEM IMU2
@ENDSUBSYSTEM        ;IMU2
@SUBSYSTEM IMU3
@ENDSUBSYSTEM        ;IMU3
@SUBSYSTEM GPC1
@ENDSUBSYSTEM        ;GPC1
@SUBSYSTEM GPC2
@ENDSUBSYSTEM        ;GPC2
@SUBSYSTEM GPC3
@ENDSUBSYSTEM        ;GPC3
@SUBSYSTEM GPC4
@ENDSUBSYSTEM        ;GPC4
@SUBSYSTEM GPC5
@ENDSUBSYSTEM        ;GPC5
@SUBSYSTEM MMU1
@ENDSUBSYSTEM        ;MMU1
@SUBSYSTEM MMU2
@ENDSUBSYSTEM        ;MMU2
@SUBSYSTEM SimpleGPCSystem
  OVHD 1
  IGS 1
  IGI 1
  RWID 1
  LSID 1
  SB_SEL 1
  AEROJET_FCS_PITCH 1
  AEROJET_FCS_ROLL 1
  AEROJET_FCS_SB 1
  AEROJET_FCS_BF 1
  RETRACT_BF 0
  WOWLON 0
  FLATTURN 0
  ROLLOUT 0
  GSENBL 0
  HUD_WOWLON 0
  HUD_ROLLOUT 0
  PMODE 1
  FMODE 1
  IPHASE 1
  TG_END 0
  ISLECT 0
  DLRDOT 0.000000
  MEP 0
  YSGN 0.000000
  RF 0.000000
  PSHA 0.000000
  RTURN 0.000000
  XHAC 0.000000
  @BEGINSOFTWARE OrbitDAP
  TGT_ID 2
  BODY_VECT 5
  ROLL 0.000000
  PITCH 0.000000
  YAW 0.000000
  P_ANGLE 90.000000
  Y_ANGLE 0.000000
  OM_ANGLE 90.000000
  DAP_MODE 0 0
  ROT_MODE 0 0 0
  TRANS_MODE 0 0 0
  CONTROL_MODE 0
  CUR_MNVR 1 0.000000 -1.570796 -3.141592
  @ENDSOFTWARE 
  @BEGINSOFTWARE StateVectorSoftware
  T0_POS 3029710.549985 3050593.777888 4701622.270102
  @ENDSOFTWARE 
  @BEGINSOFTWARE OrbitTgtSoftware
  TIG_T1 0 0 0 0.0
  DT 0.000000
  RELPOS_T2 0.000000 0.000000 0.000000
  BASE_TIME 0 0 0 0.0
  @ENDSOFTWARE 
  @BEGINSOFTWARE IO_Control
  @ENDSOFTWARE 
  @BEGINSOFTWARE ATVC_SOP
  CONFIG 2
  @ENDSOFTWARE 
  @BEGINSOFTWARE GeneralDisplays
  @ENDSOFTWARE 
  @BEGINSOFTWARE RHC_RM
  @ENDSOFTWARE 
  @BEGINSOFTWARE THC_RM
  @ENDSOFTWARE 
  @BEGINSOFTWARE RHC_SOP
  @ENDSOFTWARE 
  @BEGINSOFTWARE THC_SOP
  @ENDSOFTWARE 
@ENDSUBSYSTEM        ;SimpleGPCSystem
@SUBSYSTEM SimpleMDM_FF1
@ENDSUBSYSTEM        ;SimpleMDM_FF1
@SUBSYSTEM SimpleMDM_FF2
@ENDSUBSYSTEM        ;SimpleMDM_FF2
@SUBSYSTEM ADPS
  LEFT_AIRDATAPROBE 1 3 0.000000
  RIGHT_AIRDATAPROBE 1 3 0.000000
@ENDSUBSYSTEM        ;ADPS
@SUBSYSTEM ETUmbDoors
  ET_DOORS 0.000000 0.000000
  ET_DOOR_LATCHES 1.000000 0.000000 0.000000
@ENDSUBSYSTEM        ;ETUmbDoors
@SUBSYSTEM -YStarTrackerDoorMotor
@ENDSUBSYSTEM        ;-YStarTrackerDoorMotor
@SUBSYSTEM -ZStarTrackerDoorMotor
@ENDSUBSYSTEM        ;-ZStarTrackerDoorMotor
@SUBSYSTEM ACBusSystem
@ENDSUBSYSTEM        ;ACBusSystem
@SUBSYSTEM INVERTER1
@ENDSUBSYSTEM        ;INVERTER1
@SUBSYSTEM INVERTER2
@ENDSUBSYSTEM        ;INVERTER2
@SUBSYSTEM INVERTER3
@ENDSUBSYSTEM        ;INVERTER3
@SUBSYSTEM GCIL
@ENDSUBSYSTEM        ;GCIL
@SUBSYSTEM ATVC
@ENDSUBSYSTEM        ;ATVC
@SUBSYSTEM MEC1
@ENDSUBSYSTEM        ;MEC1
@SUBSYSTEM MEC2
@ENDSUBSYSTEM        ;MEC2
@SUBSYSTEM RA1
@ENDSUBSYSTEM        ;RA1
@SUBSYSTEM RA2
@ENDSUBSYSTEM        ;RA2
@SUBSYSTEM PayloadBay
  DOOR_PORT 1 1.0000
  DOOR_STBD 1 1.0000
  RADIATOR_PORT 0 0.0000
  RADIATOR_STBD 0 0.0000
  RADLATCH_PORT 0 0.0000
  RADLATCH_STBD 0 0.0000
  DOORLATCH0 1 1.0000
  DOORLATCH1 1 1.0000
  DOORLATCH2 1 1.0000
  DOORLATCH3 1 1.0000
  DOORLATCH4 1 1.0000
  DOORLATCH5 1 1.0000
  DOORLATCH6 1 1.0000
  DOORLATCH7 1 1.0000
  KUBAND 1 1.0000
@ENDSUBSYSTEM        ;PayloadBay
@SUBSYSTEM LandingGear
  ARM 0
  DOWN 0
  NLG 0.000000
  LMG 0.000000
  RMG 0.000000
  NOWOW_NLG 1
  NOWOW_LMG 1
  NOWOW_RMG 1
@ENDSUBSYSTEM        ;LandingGear
@SUBSYSTEM AeroSurfaces
  ELEVON_LOB 0.000000
  ELEVON_LIB 0.000000
  ELEVON_RIB 0.000000
  ELEVON_ROB 0.000000
  RUDDER 0.000000
  SPEEDBRAKE 0.000000
  BODYFLAP 0.000000
@ENDSUBSYSTEM        ;AeroSurfaces
@SUBSYSTEM OMS_LEFT
@ENDSUBSYSTEM        ;OMS_LEFT
@SUBSYSTEM OMS_RIGHT
@ENDSUBSYSTEM        ;OMS_RIGHT
@SUBSYSTEM OMS_TVC_LEFT
  PITCH 0.000000
  YAW 0.000000
@ENDSUBSYSTEM        ;OMS_TVC_LEFT
@SUBSYSTEM OMS_TVC_RIGHT
  PITCH 0.000000
  YAW 0.000000
@ENDSUBSYSTEM        ;OMS_TVC_RIGHT
@SUBSYSTEM HUD1
  DECLUTTER 0
  GEAR 0 0.000000
  CSS 0 0.000000
  MLSNV 0 0.000000
  B/F 0 0.000000
@ENDSUBSYSTEM        ;HUD1
@SUBSYSTEM HUD2
  DECLUTTER 0
  GEAR 0 0.000000
  CSS 0 0.000000
  MLSNV 0 0.000000
  B/F 0 0.000000
@ENDSUBSYSTEM        ;HUD2
@SUBSYSTEM APU1
  APU1_State 0
  APU1_FuelPress 0.000000
  APU1_HydPress 0.000000
  APU1_Speed 0.000000
@ENDSUBSYSTEM        ;APU1
@SUBSYSTEM APU2
  APU2_State 0
  APU2_FuelPress 0.000000
  APU2_HydPress 0.000000
  APU2_Speed 0.000000
@ENDSUBSYSTEM        ;APU2
@SUBSYSTEM APU3
  APU3_State 0
  APU3_FuelPress 0.000000
  APU3_HydPress 0.000000
  APU3_Speed 0.000000
@ENDSUBSYSTEM        ;APU3
@SUBSYSTEM WSB1
@ENDSUBSYSTEM        ;WSB1
@SUBSYSTEM WSB2
@ENDSUBSYSTEM        ;WSB2
@SUBSYSTEM WSB3
@ENDSUBSYSTEM        ;WSB3
@SUBSYSTEM LATCH0
  LATCH_STATE1 1 1.0000
  LATCH_STATE2 1 1.0000
  LATCH_STATE3 1 1.0000
  LATCH_STATE4 1 1.0000
  LATCH_STATE5 1 1.0000
@ENDSUBSYSTEM        ;LATCH0
@SUBSYSTEM LATCH1
  LATCH_STATE1 1 1.0000
  LATCH_STATE2 1 1.0000
  LATCH_STATE3 1 1.0000
  LATCH_STATE4 1 1.0000
  LATCH_STATE5 1 1.0000
@ENDSUBSYSTEM        ;LATCH1
@SUBSYSTEM LATCH2
  LATCH_STATE1 1 1.0000
  LATCH_STATE2 1 1.0000
  LATCH_STATE3 1 1.0000
  LATCH_STATE4 1 1.0000
  LATCH_STATE5 1 1.0000
@ENDSUBSYSTEM        ;LATCH2
@SUBSYSTEM PRSD
  LV011 1.000000
  LV021 1.000000
  LV031 1.000000
  LV041 1.000000
  LV013 1.000000
  LV023 1.000000
  LV024 1.000000
  LV033 1.000000
  LV043 1.000000
  LV044 1.000000
  LV012 1.000000
  LV022 1.000000
@ENDSUBSYSTEM        ;PRSD
@SUBSYSTEM VideoControlUnit
  CAMERA_POWER 1 1 1 1 0
  OUTPUT 0
  INPUTS 0 1 0 0 0 0 0 0
@ENDSUBSYSTEM        ;VideoControlUnit
@SUBSYSTEM ACA1
@ENDSUBSYSTEM        ;ACA1
@SUBSYSTEM ACA2
@ENDSUBSYSTEM        ;ACA2
@SUBSYSTEM ACA3
@ENDSUBSYSTEM        ;ACA3
@SUBSYSTEM ACA4
@ENDSUBSYSTEM        ;ACA4
@SUBSYSTEM ACA5
@ENDSUBSYSTEM        ;ACA5
@SUBSYSTEM InternalAirlock
@ENDSUBSYSTEM        ;InternalAirlock
@SUBSYSTEM CISS
  TABLE 0 0.1247
  MOTOR -1 1.0000
  LATCHES 0.000000 0.000000 0.000000
@ENDSUBSYSTEM        ;CISS
@SUBSYSTEM DeployedAssembly
  ALPHA 124.300000
  BETA -27.500000
@ENDSUBSYSTEM        ;DeployedAssembly
@SUBSYSTEM ElectronicsAssembly1
@ENDSUBSYSTEM        ;ElectronicsAssembly1
@SUBSYSTEM ElectronicsAssembly2
@ENDSUBSYSTEM        ;ElectronicsAssembly2
  @PANEL F2
  @ENDPANEL 
  @PANEL F3
  "HUD Power CDR" OFF
  "HUD Power PLT" OFF
  "CDR TRIM RHC/PNL" INHIBIT
  "CDR TRIM PANEL" OFF
  "PLT TRIM RHC/PNL" INHIBIT
  "PLT TRIM PANEL" OFF
  @ENDPANEL 
  @PANEL F4
  @ENDPANEL 
  @PANEL F6
  @OBJECT "CDR1"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  @OBJECT "CDR2"
  DISPLAY 2
  MENU 1
  BRIGHTNESS 0.800000
  @ENDOBJECT
  "Cdr Flt Cntlr Pwr" OFF
  "ADI Attitude" LVLH
  "ADI Error" MED
  "ADI Rate" MED
  "Landing Gear ARM Cover" [0]
  "Landing Gear DN Cover" [0]
  "HUD Mode" NORM
  "HUD Brightness" [2]
  "HUD Bright" AUTO
  "RDR ALTM" 1
  @ENDPANEL 
  @PANEL F7
  @OBJECT "CRT1"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  @OBJECT "CRT2"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  @OBJECT "CRT3"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  @OBJECT "MFD1"
  DISPLAY 3
  MENU 2
  BRIGHTNESS 0.800000
  @ENDOBJECT
  @OBJECT "MFD2"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  "Event Time" 0 0.000000 0 0
  @ENDPANEL 
  @PANEL F8
  @OBJECT "PLT1"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  @OBJECT "PLT2"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  "Plt Flt Cntlr Pwr" OFF
  "ADI Attitude" LVLH
  "ADI Error" MED
  "ADI Rate" MED
  "Landing Gear ARM Cover" [0]
  "Landing Gear DN Cover" [0]
  "HUD Mode" NORM
  "HUD Brightness" [2]
  "HUD Bright" AUTO
  "RDR ALTM" 2
  @ENDPANEL 
  @PANEL L1
  "Fire Suppression Av Bay 1 Disch Agent Cover" [0]
  "Fire Suppression Av Bay 2 Disch Agent Cover" [0]
  "Fire Suppression Av Bay 3 Disch Agent Cover" [0]
  @ENDPANEL 
  @PANEL L2
  "AntiSkid" OFF
  "Entry Mode" AUTO
  @ENDPANEL 
  @PANEL C2
  "IDP/CRT 1 Power" ON
  "IDP/CRT 2 Power" ON
  "IDP/CRT 3 Power" ON
  "IDP/CRT 1 Maj Func" GNC
  "IDP/CRT 2 Maj Func" GNC
  "IDP/CRT 3 Maj Func" GNC
  "Left CRT Sel" 1
  "Right CRT Sel" 2
  "Event Timer Mode" Down
  @ENDPANEL 
  @PANEL C3
  "LOMS Arm" OFF
  "ROMS Arm" OFF
  "BFC CRT Display" OFF
  "BFC CRT Select" 2+3
  "LADP Stow Enable" INHIBIT
  "RADP Stow Enable" INHIBIT
  "LADP Deploy" STOW
  "RADP Deploy" STOW
  "MAIN ENGINE LIMIT SHUT DN" AUTO
  "SSME Left S/D PB Cover" [0]
  "SSME Ctr S/D PB Cover" [0]
  "SSME Right S/D PB Cover" [0]
  "SRB Separation" AUTO
  "SRB Separation PB Cover" [0]
  "ET Separation" AUTO
  "ET Separation PB Cover" [0]
  @ENDPANEL 
  @PANEL R2
  "Boiler1 N2 Supply" OFF
  "Boiler2 N2 Supply" OFF
  "Boiler3 N2 Supply" OFF
  "Boiler1 Power" OFF
  "Boiler2 Power" OFF
  "Boiler3 Power" OFF
  "Boiler1 Cntlr/Htr" OFF
  "Boiler2 Cntlr/Htr" OFF
  "Boiler3 Cntlr/Htr" OFF
  "APU1 Operate" OFF
  "APU2 Operate" OFF
  "APU3 Operate" OFF
  "Hyd Main Pump Press 1" NORM
  "Hyd Main Pump Press 2" NORM
  "Hyd Main Pump Press 3" NORM
  "APU1 Cntlr Pwr" OFF
  "APU2 Cntlr Pwr" OFF
  "APU3 Cntlr Pwr" OFF
  "APU1 Fuel Tank Valve" CLOSE
  "APU2 Fuel Tank Valve" CLOSE
  "APU3 Fuel Tank Valve" CLOSE
  "ET Umb Centerline Latch" STOW
  "ET Umb Left Door" OFF
  "ET Umb Left Door Latch" OFF
  "ET Umb Right Door" OFF
  "ET Umb Right Door Latch" OFF
  "MPS Pwr Left AC2" [0]
  "MPS Pwr Ctr AC1" [0]
  "MPS Pwr Right AC3" [0]
  "MPS Pwr Left AC3" [0]
  "MPS Pwr Ctr AC2" [0]
  "MPS Pwr Right AC1" [0]
  "MPS He Isol A Left" GPC
  "MPS He Isol A Ctr" GPC
  "MPS He Isol A Right" GPC
  "MPS He Isol B Left" GPC
  "MPS He Isol B Ctr" GPC
  "MPS He Isol B Right" GPC
  "MPS PRPLT Dump Sequence" GPC
  "MPS PRPLT Backup LH2 vlv" GPC
  "Pneu L Eng He XOVR" GPC
  "Pneu He Isol" GPC
  "He Interconnect Left" GPC
  "He Interconnect Ctr" GPC
  "He Interconnect Right" GPC
  "LH2 Ullage Press" AUTO
  @ENDPANEL 
  @PANEL R1
  "Ess Bus Source MN B/C" OFF
  "Ess Bus Source MN C/A" OFF
  "Ess Bus Source MN A/B" OFF
  "Ess Bus Source FC 1" OFF
  "Ess Bus Source FC 2" OFF
  "Ess Bus Source FC 3" OFF
  "AC Bus Snsr 1" OFF
  "AC Bus Snsr 2" OFF
  "AC Bus Snsr 3" OFF
  "Payload Cabin" OFF
  "Payload Aux Cover" [0]
  "Payload Aux" OFF
  "Payload Aft MN B" OFF
  "Payload Aft MN C" OFF
  "O2 TK1 Heaters A" OFF
  "O2 TK1 Heaters B" OFF
  "O2 TK2 Heaters A" OFF
  "O2 TK2 Heaters B" OFF
  "O2 TK3 Heaters A" OFF
  "O2 TK3 Heaters B" OFF
  "H2 TK1 Heaters A" OFF
  "H2 TK1 Heaters B" OFF
  "H2 TK2 Heaters A" OFF
  "H2 TK2 Heaters B" OFF
  "H2 TK3 Heaters A" OFF
  "H2 TK3 Heaters B" OFF
  @ENDPANEL 
  @PANEL O1
  @ENDPANEL 
  @PANEL O2
  "Cryo O2 Htr Assy Temp" TK 1 1
  "Cryo Press Qty" TK1
  "Fuel Cell Stack Temp" 2
  @ENDPANEL 
  @PANEL O3
  "RCS/OMS/PRESS" OMS PRPLT
  "RCS/OMS PRPLT QTY" OMS OXID
  "Mission Timer" MET
  @ENDPANEL 
  @PANEL O6
  "L GLRSHLD FLOOD" VAR
  "S TRK DR CNTL SYS1 Cover" [0]
  "S TRK DR CNTL SYS2 Cover" [0]
  "S TRK DR CNTL SYS1" OFF
  "S TRK DR CNTL SYS2" OFF
  "Annunciator Bus Select ACA 1" MN A
  "Annunciator Bus Select ACA 2/3" MN B
  "MDM_PL1" ON
  "MDM_PL2" ON
  "MDM_PL3" ON
  "MDM_FA1" ON
  "MDM_FA2" ON
  "MDM_FA3" ON
  "MDM_FA4" ON
  "MDM_FF1" ON
  "MDM_FF2" ON
  "MDM_FF3" ON
  "MDM_FF4" ON
  "GPC_POWER_1_COVER" [0]
  "GPC_POWER_2_COVER" [0]
  "GPC_POWER_3_COVER" [0]
  "GPC_POWER_4_COVER" [0]
  "GPC_POWER_5_COVER" [0]
  "GPC POWER 1" ON
  "GPC POWER 2" ON
  "GPC POWER 3" ON
  "GPC POWER 4" ON
  "GPC POWER 5" ON
  "GPC_OUTPUT_1_COVER" [0]
  "GPC_OUTPUT_2_COVER" [0]
  "GPC_OUTPUT_3_COVER" [0]
  "GPC_OUTPUT_4_COVER" [0]
  "GPC_OUTPUT_5_COVER" [0]
  "GPC OUTPUT 1" NORMAL
  "GPC OUTPUT 2" NORMAL
  "GPC OUTPUT 3" NORMAL
  "GPC OUTPUT 4" NORMAL
  "GPC OUTPUT 5" NORMAL
  "IPL SOURCE" OFF
  "GPC MODE 1" STBY
  "GPC MODE 2" STBY
  "GPC MODE 3" STBY
  "GPC MODE 4" STBY
  "GPC MODE 5" STBY
  @ENDPANEL 
  @PANEL O8
  "Radar Altimeter 1" OFF
  "Radar Altimeter 2" OFF
  @ENDPANEL 
  @PANEL O14
  "BRAKES MN A" OFF
  "L OMS ENG VLV" ON
  @ENDPANEL 
  @PANEL O15
  "BRAKES MN B" OFF
  @ENDPANEL 
  @PANEL O16
  "BRAKES MN C" OFF
  "R OMS ENG VLV" ON
  @ENDPANEL 
  @PANEL O17
  "EIU L-C" OFF
  "EIU C-R" OFF
  "EIU R-L" OFF
  "MEC 1 Power" OFF
  "MEC 2 Power" OFF
  @ENDPANEL 
  @PANEL L12U_Centaur
  "SUPER*ZIP PRI ARM" SAFE
  "LOGIC PRI PWR" ON
  "SSP PRI PWR" ON
  "SUPER*ZIP BKUP ARM" SAFE
  "LOGIC BKUP PWR" OFF
  "SSP BKUP PWR" OFF
  @ENDPANEL 
  @PANEL A1U
  "SLEW RATE" SLOW
  "CONTROL" PANEL
  "STEERING MODE" MAN SLEW
  "POWER" OFF
  "MODE" RDR PASSIVE
  "RADAR OUTPUT" LOW
  @ENDPANEL 
  @PANEL AftMDU
  @OBJECT "AFD1"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  @ENDPANEL 
  @PANEL A2
  "DIGI DIS SELECT" EL/AZ
  "X-PNTR SCALE" X10
  @ENDPANEL 
  @PANEL A4
  "Mission Timer" MET
  "Event Time" 0 0.000000 0 0
  @ENDPANEL 
  @PANEL A6U
  "SENSE" -X
  "Aft Flt Cntlr Pwr" OFF
  "Payload Retention Logic Power Sys 1" ON
  "Payload Retention Logic Power Sys 2" ON
  "Payload Ret Latch 1" OFF
  "Payload Ret Latch 2" OFF
  "Payload Ret Latch 3" OFF
  "Payload Ret Latch 4" OFF
  "Payload Ret Latch 5" OFF
  "Payload Select" 1
  "ADI Attitude" LVLH
  "ADI Error" MED
  "ADI Rate" MED
  "Annunciator Bus Select" MN C
  "Event Timer Mode" DOWN
  @ENDPANEL 
  @PANEL A7U
  "CAMERA_RATE" HIGH
  "PLBD FLOOD FWD STBD" OFF
  "PLBD FLOOD FWD PORT" OFF
  "PLBD FLOOD MID STBD" OFF
  "PLBD FLOOD MID PORT" OFF
  "PLBD FLOOD AFT STBD" OFF
  "PLBD FLOOD AFT PORT" OFF
  "PLBD FWD BHD" OFF
  "PLBD DOCKING" OFF
  "RMS SPOTLIGHT PORT" OFF
  @ENDPANEL 
  @PANEL R11
  @OBJECT "CRT4"
  DISPLAY 0
  MENU 3
  BRIGHTNESS 0.800000
  @ENDOBJECT
  "IDP/CRT 4 Power" ON
  "IDP/CRT 4 Maj Func" GNC
  @ENDPANEL 
  @PANEL R13L
  "PL Bay Door SYS 1" DISABLE
  "PL Bay Door SYS 2" DISABLE
  "PL Bay Mech PWR SYS 1" ON
  "PL Bay Mech PWR SYS 2" ON
  "PL Bay Door" STOP
  "Latch Control SYS A" OFF
  "Latch Control SYS B" OFF
  "Radiator Control SYS A" OFF
  "Radiator Control SYS B" OFF
  "KU Antenna Direct Stow" OFF
  "KU Antenna" GND
  @ENDPANEL 
END
CentaurG_Prime:SSU_CentaurGPrime
  STATUS Orbiting Earth
  RPOS 1293200.305 506277.733 6466921.032
  RVEL -7357.5472 -1868.6251 1620.7944
  AROT 138.584 21.519 -87.064
  VROT -0.0414 -0.0011 0.0487
  ATTACHED 0:23,Atlantis
  PRPLEVEL 0:0.954121 1:1.000000
  NAVFREQ 0 0
  MISSION STS-61G
END
Galileo:SSU_DemoSat
  STATUS Orbiting Earth
  RPOS 1293198.832 506280.205 6466918.230
  RVEL -7357.5472 -1868.6251 1620.7944
  AROT 138.584 21.519 -87.064
  VROT -0.0414 -0.0011 0.0487
  ATTACHED 0:0,CentaurG_Prime
  NAVFREQ 0 0
END
END_SHIPS
 
There seems to be an issue with local lights in D3D9Client, that they cause VC oversaturations. I have attached a screenshot of this issue, showing the panels being completely washed out with the PLB lights turned on.

Is this related to resent "visibility" changes in the light sources ?

The over saturation is likely due to "Light + Emission" from a material. Causing the total light to go well above "1.0". Clamping "Light + Emission" to "1.0" might not be the best course of action.

Would it be more practical to disable PLB lights from effecting VC. Is there a problem with light management in the client ?
 
Is this related to resent "visibility" changes in the light sources ?
It appears that way. Everything was fine until GLS added the visibility flag. Until that point, everything was fine.
 
Here's the scenario, just tilting the camera up/down should be able to show it.


I got the scenario running. But how do I deploy the Centaur in that position ?
 
Is this related to resent "visibility" changes in the light sources ?

The over saturation is likely due to "Light + Emission" from a material. Causing the total light to go well above "1.0". Clamping "Light + Emission" to "1.0" might not be the best course of action.

Would it be more practical to disable PLB lights from effecting VC. Is there a problem with light management in the client ?

I'm now setting the visibility flag in LightEmitter to VIS_ALWAYS, so lights are visible both from internal and external views. I didn't notice any issues in MOGE r87. Can't run D3D9 as it shuts down my PC.... :(
 
I got the scenario running. But how do I deploy the Centaur in that position ?
It should already be in that position when you load it. If it is not this is the procedure:



  1. R13L: PL MECH PWR (2) - ON
  2. A6U: PL RETENTION LOGIC PWR (2) - ON
  3. A6U: PAYLOAD RETENTION LATCHES (3) - REL, TB REL
  4. L12U: SSP PRI PWR - ON
  5. L12U: MECH PWR - ON
  6. L12U LOGIC PRI PWR - ON
  7. DA PRI ROT - UP
 
It should already be in that position when you load it. If it is not this is the procedure:


Ok, Thanks. I have SSU 4.2 r2570 (I assume it's the latest) and the scenario starts payload-bay doors closed.
 
Ok, Thanks. I have SSU 4.2 r2570 (I assume it's the latest) and the scenario starts payload-bay doors closed.
That explains things, as an active SSU developer I'm of course running the latest SSU trunk revision and there have been changes to SSU scenario file layout.
 
@clipper: Until now I was not (yet) able to reproduce the issue.
But I'll try. So don't think your scenario wasn't appreciated...it surely is :thumbup:
I just wanted to inform you about the "progress".
 
New build is out

New builds are published for Orbiter 2016 and Beta. Available from additional downloads section due to "Beta" status.

- Dave's reflection issue should be fixed
- Donamy's local lights issue in GenericCameraMFD should be fixed
- An attempt is made to fix Clipper's planet issue. Feedback required.
- Kuddel's local lights on lunar surface issue should be fixed.
- Some animation related bugs have been fixed. (Related to a use of negative amin state)
- Some other lunar surface rendering issues have been fixed.
- Cloud shadow intensity over water has been increased.
- Nightlights intensity has been increased. (Plenty of nights visibility problems exists. Missing from certain tiles. Corrupted textures ???)

- SSU Over saturation issue remains. Proper fix is still unknown.

---------- Post added at 22:50 ---------- Previous post was at 22:47 ----------

Can't run D3D9 as it shuts down my PC.... :(
I am sorry to hear that. We have invested a quite lot of efforts to keep the client available as many as possible.

Do you know why it doesn't run ? If not then could you post the logs ?
 

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I can confirm that the issues reported by me has been fixed except for the over saturation issue. Two issues still remain though, shadows not affecting diffuse particle streams and of course the atmosphere rendering.
 
- SSU Over saturation issue remains. Proper fix is still unknown.
Is it only SSU? If so, then we might be doing something wrong... :shifty:



I am sorry to hear that. We have invested a quite lot of efforts to keep the client available as many as possible.

Do you know why it doesn't run ? If not then could you post the logs ?
I'm 99% certain it's hardware, probably not even the GPUs. It started to shut down the PC when I tried to run D3D9 in the NVIDIA, but it still worked in the Intel GPU. That was until a week or so ago, when it started to do the same in the Intel. :(
When I have time I'll try to debug this further, but you guys are almost certainly innocent.
 
New builds are published for Orbiter 2016 and Beta. Available from additional downloads section due to "Beta" status.

- Dave's reflection issue should be fixed
- Donamy's local lights issue in GenericCameraMFD should be fixed
- An attempt is made to fix Clipper's planet issue. Feedback required.
- Kuddel's local lights on lunar surface issue should be fixed.
- Some animation related bugs have been fixed. (Related to a use of negative amin state)
- Some other lunar surface rendering issues have been fixed.
- Cloud shadow intensity over water has been increased.
- Nightlights intensity has been increased. (Plenty of nights visibility problems exists. Missing from certain tiles. Corrupted textures ???)

- SSU Over saturation issue remains. Proper fix is still unknown.

---------- Post added at 22:50 ---------- Previous post was at 22:47 ----------


I am sorry to hear that. We have invested a quite lot of efforts to keep the client available as many as possible.

Do you know why it doesn't run ? If not then could you post the logs ?


Lighting issue in generic camera is fixed. :thumbup:
 
New builds are published for Orbiter 2016 and Beta. Available from additional downloads section due to "Beta" status.

- Dave's reflection issue should be fixed
- Donamy's local lights issue in GenericCameraMFD should be fixed
- An attempt is made to fix Clipper's planet issue. Feedback required.
- Kuddel's local lights on lunar surface issue should be fixed.
- Some animation related bugs have been fixed. (Related to a use of negative amin state)
- Some other lunar surface rendering issues have been fixed.
- Cloud shadow intensity over water has been increased.
- Nightlights intensity has been increased. (Plenty of nights visibility problems exists. Missing from certain tiles. Corrupted textures ???)

- SSU Over saturation issue remains. Proper fix is still unknown.

---------- Post added at 22:50 ---------- Previous post was at 22:47 ----------


I am sorry to hear that. We have invested a quite lot of efforts to keep the client available as many as possible.

Do you know why it doesn't run ? If not then could you post the logs ?

I haven't been able to test it on my main hardware as I'm away, but I tested it on a different hardware and it seems to work perfectly well, so thank you very much for the effort and implementation.

By the way, I'm not sure if this is an issue with D3D9 or not, but when running the sim in Window with Taskbar mode, the MFDs in the default glass cockpit appear rather blurry as compared to when running with the other two full screen modes. I managed to replicate this on two different systems and I also compared it to Orbiter 2010 Window with Taskbar mode and the MFDs appear exactly the same as in the other two modes, so this seems to be an Orbiter 2016-specific issue.

EDIT: So after some more tinkering, it seems that this issue only occurs when using a Generic MFD size of 3 or less (which I do on a regular basis), otherwise the MFDs appear just as they should. However, this still isn't the case in Orbiter 2010 where MFDs appear smooth regardless of the selected size.
 

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Hello guys,

so, following to this conversation https://www.orbiter-forum.com/showthread.php?p=591865&postcount=40

I am here asking if possible to implement the following function in a test version of D3D9.

given a set of values which is:
- center coordinates
- size
- altitude
- shape factor

a rectangular terrain area will be rendered simply flat with possibly its edges smoothly linked to the surrounding and this rectangle will have the following characteristics:
- center at center coordinates
- long side = 2*size
- short side = shape factor * long side
- altitude = constant altitude as per input value

This flat area should be rendered overriding the terrain elevation tiles, simply when it's time to be rendered it will be flat instead of following terrain tiles.

If the set of values is removed then the regular terrain shall be rendered

I gave a look at the code of the tile manager of D3D9 and I am available to participate actively also to the coding part, but I need at least help to get a grasp of what is going on in those functions before I could touch anything there.

Will someone be so kind to make this test or to help me through it?

thank you very much in advance for any attention

Fred
 
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EDIT: So after some more tinkering, it seems that this issue only occurs when using a Generic MFD size of 3 or less (which I do on a regular basis), otherwise the MFDs appear just as they should. However, this still isn't the case in Orbiter 2010 where MFDs appear smooth regardless of the selected size.


I can reproduce the problem and I think I know what is causing it. Haven't had time to fix it.

---------- Post added at 07:48 ---------- Previous post was at 07:42 ----------

so, following to this conversation https://www.orbiter-forum.com/showthread.php?p=591865&postcount=40

I am here asking if possible to implement the following function in a test version of D3D9.

This flat area should be rendered overriding the terrain elevation tiles, simply when it's time to be rendered it will be flat instead of following terrain tiles.

If the set of values is removed then the regular terrain shall be rendered

I gave a look at the code of the tile manager of D3D9 and I am available to participate actively also to the coding part, but I need at least help to get a grasp of what is going on in those functions before I could touch anything there.


If you want to flatten a terrain in D3D9 then the easiest way is to do it in a vertex shader especcially if you can settle down to a circle instead of a square as an shape. You could feed a reference point (i.e. a vector [x, y, z, radius]) to a shader and flatten the terrain within the reference radius and smoothed the edges with vertex blending. Even if relatively easy to implement it has one major flaw that the orbiter's surface collision logic wouldn't take the modified terrain in count.

So, it would be more practical to create somekind of patch utility to apply a terrain flattening described in a configuration file to elevation data on a harddrive. Which would work without any modifications to the Orbiter or to the Client.

Back when I was working with the surface micro-textures, I got an idea of micro-elevation which would require some kind of tile-server in order to be implementable. Right now the Client requests a tile elevation file with it's tile-number from a harddrive. If a tile-server would be in place then the request/number would be passed to the server which would then load the file and preprocess the elevation data using a pixel-shader before forwarding it to a terrain manager for rendering. This would allow us to do more extensive real-time processing with the elevetion data. This idea came to a halt due to fact that the Orbiter's surface collision logic wouldn't know about the modified terrain.

So, technically it would sound more practical approach if the Orbiter would request the surface elevation data from the Client directly instead of loading it from a data file. Client could easily return elevation and normal for a requested lng, lat.
 
If you want to flatten a terrain in D3D9 then the easiest way is to do it in a vertex shader especcially if you can settle down to a circle instead of a square as an shape. You could feed a reference point (i.e. a vector [x, y, z, radius]) to a shader and flatten the terrain within the reference radius and smoothed the edges with vertex blending. Even if relatively easy to implement it has one major flaw that the orbiter's surface collision logic wouldn't take the modified terrain in count.

So, it would be more practical to create somekind of patch utility to apply a terrain flattening described in a configuration file to elevation data on a harddrive. Which would work without any modifications to the Orbiter or to the Client.

Back when I was working with the surface micro-textures, I got an idea of micro-elevation which would require some kind of tile-server in order to be implementable. Right now the Client requests a tile elevation file with it's tile-number from a harddrive. If a tile-server would be in place then the request/number would be passed to the server which would then load the file and preprocess the elevation data using a pixel-shader before forwarding it to a terrain manager for rendering. This would allow us to do more extensive real-time processing with the elevetion data. This idea came to a halt due to fact that the Orbiter's surface collision logic wouldn't know about the modified terrain.

So, technically it would sound more practical approach if the Orbiter would request the surface elevation data from the Client directly instead of loading it from a data file. Client could easily return elevation and normal for a requested lng, lat.

I never done a shader in my life so I don't know where to start from :embarrassed:

anyway you are surely right that having a client which stands in between Orbiter core and the planetary textures would be a very good organization. Actually the point would all be there: put something in the middle between the hard drive files and orbiter to override the terrain definition when (where) needed. I was thinking about creating temporary files that orbiter will then parse and acquire, but I don't know if that is feasible
 
Or in vain, if future changes in Orbiter break it.
 
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