Screen Shots for next version

The spinning physics of orbiter had been pretty flawed in many important aspects. Most important for example was the conservation of rotation impulse. If it is correctly done, you can tilt a spinning satellite in any orientation by just one thruster. The current version did improve this a lot already.
 
Does anyone know what type of programing language the next version will use?
 
Why Can't Martin make it C++? that would make it easier to make addons, more people know C++ than the language martin made.
 
Orbiter is C++, It has its own library too.
 
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.

Embedded scripting engine? Cand someone tell me what that means?
 
Embedded scripting engine? Cand someone tell me what that means?

It means that you can write scripts to manipulate spacecraft and scenarios.
 
It means that you can write scripts to manipulate spacecraft and scenarios.

enabeling mission targets? game style point systems and such? or is it more like FSUPIC eabling other software to interact? can you give me a few examples or ideas of what would be possible with this tool? ( Im sure you can Urwumpe ;) )
 
Why Can't Martin make it C++? that would make it easier to make addons, more people know C++ than the language martin made.

ryan was joking, if I am not wrong. The simulator itself is made in C++. The addons are also made in C++ right now and will be in th future too.

The scripting engine that it will have in it will be based on Lua. C++ cannot be made into a scripting language without a LOT of work, as it was made to be a compiled language and not an interpreted one. This means the code needs to be compiled into binary before being run. The scripting engine will make many things easier, such as autopilots and mission objectives etc.

Whats different about LUA and other such scripting languages from C++ is that they are run on-the-fly from the source code itself and not compiled into binary.

~
Thomas
 
WOOF !
I think Orbiter already has a cult status ....... ALL HAIL THE PROBE ...., but this new version looks like it's gonna blow the doors off evrything else that has come before !
 
WOOF !
I think Orbiter already has a cult status ....... ALL HAIL THE PROBE ...., but this new version looks like it's gonna blow the doors off evrything else that has come before !

Eh, I think most of the major features will be invisible to the average user. Ya, the separation of the core is great, but there are no usable graphics clients out there besides the dx7 at the moment. Scripting is excellent as well, but I have a feeling that the system will go unused, considering the very little popularity Artlav's excellent paser script system gained.
 
Ok, now it is getting mad. I think martins must have bought a new PC, when looking at the developments. :)
 
I sense I'm going to need a RAM upgrade. Not sure 2G of plain old DDR is going to cut it! Saying that, though, my MOBO only has 2 DDR DIMM slots. So I'm going to need a new MOBO, too, ha. Oh well, about time I guess.
 
Words cannot describe how I feel about the next version of Orbiter, so I will try to use smileys.:):blink::beach::speakcool::cheers::woohoo::hotcool::yes::hide::peace::thumbsup::thumbup::tounge::starwars::clap:
 
Before people get too excited I should mention that the extremely high-resolution levels are not intended for global coverage just yet. The amount of texture data would be just a bit too unmanagable. My current development version has global level-11 coverage derived from the 500m Blue Marble textures. Only Florida is covered to level-14.

The highres levels (say 12-14 and whatever may still come) are really intended to eventually replace the current base tile mechanism. I am not quite there yet (I guess this will require up to about level 17 or 18), but I think level 14 is probably enough for the next version.

Speaking of surface bases: Are there any good free highres surface textures for other launch or landing sites I could use? For example White Sands, Kourou, Baikonur, etc. Anything around 50m/pixel would be good.

I should also point out that I am currently experimenting with a load-on-demand planet texture mechanism. This will avoid having to load every single surface patch at the program start. It's early days, but it is looking promising.
 
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