General Question reentry flames on launch (screenshot)

kuddel

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D3D9Client should start/stop rendering of reentry flames under the same circumstances exactly at the same time (maybe a little different in appearance, though).
As far as I remember Orbiter-Core decides and calls clbkCreateReentryStream on any Graphic-Client.

But then again, the Vessel itself defines the PARTICLESTREAMSPEC and that might influence that, too.

For exact reasons, one might need to investigate deeper ;) (The source is there, you know?)
 

YODAFORCE

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D3D9Client should start/stop rendering of reentry flames under the same circumstances exactly at the same time (maybe a little different in appearance, though).
As far as I remember Orbiter-Core decides and calls clbkCreateReentryStream on any Graphic-Client.

But then again, the Vessel itself defines the PARTICLESTREAMSPEC and that might influence that, too.

For exact reasons, one might need to investigate deeper ;) (The source is there, you know?)
Thank you for the reply. Although in my example i used the XR5, the problem also occur with the stock spacecrafts that comes with orbiter, so I'm not sure if it is vessel specific problem. The threshold difference between the appearance of the flames increases with speed. At low speeds the flames on the d3d9 client appears roughly at the same time as in the default renderer, but, as speed increases, the difference become so huge that is impossible, for example, to make an scram powered flight (XRs) without getting the flames during the entire process (flames only disappears around 100km altitude).

I'm a beginner in programming and i would not be able to investigate the cause of the problem in source code. Guess i will just stuck with the default renderer for now. Anyway, thanks for the help.
 
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kuddel

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I did not have time to look into this, but just to rule out other things:
Do you have noticed differences in the dynamic- (and or static-)pressure values when using D3D9Client vs. Inline Client?
Can you upload a scenario for a "stock" DeltaGlider that does the atmostheric skip (some short time before you expect the reenty flames)?
Those scenarios always help a lot when debugging as one can start quickly without fiddeling too much with the "simulation preparations" :D
 

YODAFORCE

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Do you have noticed differences in the dynamic- (and or static-)pressure values when using D3D9Client vs. Inline Client?
No. Both clients gives the same readings.
I attached a scenario that i created using the DG from a fresh Orbiter 2010 install. In the D3D9Client, flames appears around 95km with dynamic pressure of 40Pa.
In the Inline Client, flames appears around 60km with dynamic pressure of 8kPa.

Thanks again for using your time to help me.
 

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  • Reentry Flames Test.scn
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kuddel

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Just a quick update: I am currently fighting some other (build/compile/whatever) issues.
But I will look into this - it just takes some more time, unfortunately ;)
 
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