Screen Shots for next version

What do those do?
 
Nice improvement of the look of the approach and landing to KSC -- ought to be ready right around the time STS is retiring ...
 
I really want Martin fix the MFD problem in Orbiter 2008in order to Artlav can continue with OGLA work.

Anyway, the level 12 textures are stunning - looking forward to it.

Regards!!
 
I hope there is level 9 or 10 clouds. The clouds are definitely the weakness in the visual appearence of earth in orbiter. In photos from the ISS, there are tiny clouds, not possible with the current level 8 limit.
 
Is there anywhere that I can post suggestions for the next version?
 
YES! DirectX7, so we are only three version behind. It will be a great improvement though.

Not really, considering that Orbiter 2006 uses the DX7 engine :dry: I was hoping the DX9 engine would be released with the next version...

The major features of the new release as far as I know:
* Separation of the graphics engine from the physics core
* Embedded scripting engine, based on LUA.

Ah, Lua, thats a very good thing :) And seperation of the graphics engine from the physics core should be one of the stepping stones to DX9 / OGL2 or whatever Martin decides.

P.S. Sweet news to see this as the official orbiter forum!
P.P.S. Reading the intro here here might answer some basic questions about the OVP.
 
I just wanna say hey and thank you to Artlav and all the others involved with Martin on OVP. I've been playing Orbiter since like '03 and it is crazy how far this FREE simulator has come. Thanks to all the developers who make up for guys like me who cant model or program and make free addons with which to simulate the endeavour of spaceflight.

This is some remarkable stuff!:speakcool:
 
I also wouldn't be too optimistic about the date of release. We all know for certain that new versions will take time to finalize especially of the next version will have a program makeover as radical as OVP. On top of that, new graphical features are not the only things we should be expecting. I mean, besides the graphics, I just hope that one of these days we should be able to see multiple suns in a single vast space instead of just one. Now that would be nice.
 
I mean, besides the graphics, I just hope that one of these days we should be able to see multiple suns in a single vast space instead of just one. Now that would be nice.

Yeah same here :) I imagine it would not be too difficult to implement. It would require some changes in the structure of the solar system / planet system (Which is already set up pretty well, should not be hard to expand), and calculations of relative speeds and orbits between different star systems. Or it could be set up to calculate the positions of the solar systems around the galactic centre (which would be ideal).

To interstellar exploration! :cheers:
 
On the subject of computer power, the level 11 textures don't seem to cause any slowdown on my PC with 2GB ram. although I suspect the majority of the textures are loaded into graphics card RAM, so you probably need lots of that (I don't know how much I have).
 
On the subject of computer power, the level 11 textures don't seem to cause any slowdown on my PC with 2GB ram. although I suspect the majority of the textures are loaded into graphics card RAM, so you probably need lots of that (I don't know how much I have).

Well Martin said that he was hoping to work on a texture loading/unloading scheme for more efficiency, maybe he finally got the time to do it.
 
To quote Pam Melroy: "Most excelent!!!"
Thank you Martin! It's not out yet but I'm already thanking you!
 
On the subject of computer power, the level 11 textures don't seem to cause any slowdown on my PC with 2GB ram. although I suspect the majority of the textures are loaded into graphics card RAM, so you probably need lots of that (I don't know how much I have).
To check what graphics card you have, go Start>Run>dxdiag and the Display tab.
 
I think martins does possibly also save a lot of texture memory by a smarter selection of the textures. Currently all texture patches of a planet have the same resolution, with DirectX internals only trying to use mipmapping when possible - which is not always the smartest algorithm (you need lots of texture memory for textures, you often only see in the lowest mipmap level).
 
Nice!!

I like the new KCS. It would be nice to see more. Can we huh? Can we can we? take more pictures.
no seriously thanks Doc Martin. Im going to make a donation right now.
 
So, let me get this straight: OVP and the new Beta are separate. The Beta version just seperates the core, while OVP adds-in the new graphics architecture? I think I'm getting a little confused...
 
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