Sorry to get off-topic (on-topic, actually) here kids, but just a note for ORRL flight recordings. It seems that the built-in flight recorder doesn't have quite enough resolution to record the gates being hit correctly. xD
http://www.etmoonshade.net/Eppy-ORRL2.zip is a proof-of-concept replay for my 186.09s run on GR-WIN1 (the current record, AFAIK) - problem is, the gear doesn't register as going up, so I get a hull breach right out of the gate. As long as you can trust that I didn't manage to do the flight with a hull breach and toasted crew, and that I actually -did- hit CP5 on target, the end result is a run of about 186.60 seconds. I can't remember the actual time, but it's a good, fast run all the same.
Edit:
From the Orbiter manual:
The reason that the effect is multiplied in the gate races is the presence of multiple gates. Instead of just a chance that your velocity wasn't recorded as low enough on takeoff and wasn't recorded as low enough on landing, there's a chance that it wasn't recording low enough on takeoff, CP2, CP3, etc. Also, obviously, it only happens on recordings, so this won't affect the live multiplayer aspect of things at all.
http://www.etmoonshade.net/Eppy-ORRL2.zip is a proof-of-concept replay for my 186.09s run on GR-WIN1 (the current record, AFAIK) - problem is, the gear doesn't register as going up, so I get a hull breach right out of the gate. As long as you can trust that I didn't manage to do the flight with a hull breach and toasted crew, and that I actually -did- hit CP5 on target, the end result is a run of about 186.60 seconds. I can't remember the actual time, but it's a good, fast run all the same.
Edit:
From the Orbiter manual:
I get the feeling that this entry in particular (page 83 of Orbiter.pdf) is the specific problem. There may be a problem on the time trials -anyway- with a recording, but the problem is going to be on launch and landing, with the 100m/s speed limit at the gates. If your velocity doesn't change enough, you obviously don't hit the gate.position and velocity (*.pos). At the moment, these data are recorded relative to the reference
planet, either in a non-rotating reference system (ecliptic and equinox of J2000),
or a rotating equatorial reference system. As a result, trajectories are recorded in an absolute
time frame. Samples are written in regular intervals (currently 4 seconds) or if the
velocity vector rotates by more than 5 degrees.
The reason that the effect is multiplied in the gate races is the presence of multiple gates. Instead of just a chance that your velocity wasn't recorded as low enough on takeoff and wasn't recorded as low enough on landing, there's a chance that it wasn't recording low enough on takeoff, CP2, CP3, etc. Also, obviously, it only happens on recordings, so this won't affect the live multiplayer aspect of things at all.
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