Dantassii
HUMONGOUS IMS shipbuilder
- Joined
- Jul 14, 2012
- Messages
- 508
- Reaction score
- 20
- Points
- 33
- Location
- Somewhere.... out there.....
- Preferred Pronouns
- he/him
Duplicates only appeared in DX9 under R2
I was able to make them go away by saving manually or using the [Current state]. I never tried the IMS quick saves under R2.3 on DX9, so the duplicates may have gone away under R2.3. So far the only issues I have with my station building activities is the URMS grapple on modules seems to slip quite a bit as I manipulate them around. I never saw that under DX9. I guess URMS is only 100% compatible with DX9 or higher. If the slippage gets out of hand, I just dock the module using the Scenario Editor. Graphics are also rather clunky under DX7... Guess I just was spoiled by the DX9 stuff.
I wonder.. after I push the 'finish' button on my station.. will I be able to load/play/run it under DX9?
Most of my C++ work was done in ASCII C++ with a little in non-ASCII HPUX C++. I did some programing in Borland C++ for Windows 3.1 back in the 80's but I haven't programed in C++ for Windows since then, mainly due to the DirectX issues previously stated.
I was able to make them go away by saving manually or using the [Current state]. I never tried the IMS quick saves under R2.3 on DX9, so the duplicates may have gone away under R2.3. So far the only issues I have with my station building activities is the URMS grapple on modules seems to slip quite a bit as I manipulate them around. I never saw that under DX9. I guess URMS is only 100% compatible with DX9 or higher. If the slippage gets out of hand, I just dock the module using the Scenario Editor. Graphics are also rather clunky under DX7... Guess I just was spoiled by the DX9 stuff.
I wonder.. after I push the 'finish' button on my station.. will I be able to load/play/run it under DX9?
Most of my C++ work was done in ASCII C++ with a little in non-ASCII HPUX C++. I did some programing in Borland C++ for Windows 3.1 back in the 80's but I haven't programed in C++ for Windows since then, mainly due to the DirectX issues previously stated.