They were committed.Check your mail
They were committed.Check your mail
Now we have this. From what I can tell, the ODS is in the right spot but the External Airlock itself isn't. And the height issue is still undealt with leading to hatch/tunnel misalignment.They were committed.
case VC_DOCKCAM: //Docking camera
DisplayCameraLabel(VC_LBL_DOCKCAM);
SetCameraOffset(_V(orbiter_ofs.x + 0.00175, orbiter_ofs.y - 1.03/*EXTERNAL_AIRLOCK_POS.y*/ + 1.15, orbiter_ofs.z + pMission->GetExternalAirlockZPos() - 0.3275));
SetCameraDefaultDirection(_V(0.0, 1.0, 0.0), PI);
SetCameraRotationRange(0, 0, 0, 0);
oapiVCSetNeighbours(-1, -1, VC_PLBCAMFL, VC_AFTPILOT);
Now we have this. From what I can tell, the ODS is in the right spot but the External Airlock itself isn't. And the height issue is still undealt with leading to hatch/tunnel misalignment.
---------- Post added at 09:30 PM ---------- Previous post was at 09:23 PM ----------
As a solution to the ODS camera view issue, how about binding its offset to the offset of the airlock itsefl? Currently we have it like this:
Code:case VC_DOCKCAM: //Docking camera DisplayCameraLabel(VC_LBL_DOCKCAM); SetCameraOffset(_V(orbiter_ofs.x + 0.00175, orbiter_ofs.y - 1.03/*EXTERNAL_AIRLOCK_POS.y*/ + 1.15, orbiter_ofs.z + pMission->GetExternalAirlockZPos() - 0.3275)); SetCameraDefaultDirection(_V(0.0, 1.0, 0.0), PI); SetCameraRotationRange(0, 0, 0, 0); oapiVCSetNeighbours(-1, -1, VC_PLBCAMFL, VC_AFTPILOT);
---------- Post added at 09:37 PM ---------- Previous post was at 09:30 PM ----------
And here's the reason why the view is so bad. The ODS doesn't fit the airlock, or the offset is bad.
Could you try in D3D9Client.cfg setting NearClipPlaneMode to 1 and VCNearPlane to 0.01? This is to avoid clipping of meshes in VC mode.You look carefully, can see that the ODS camera position always depends on the external airlock position (pMission->GetExternalAirlockZPos()).
As for the ODS/airlock relative positioning I think I left the numbers it they were before.
About the ODS camera issues you are having... I can't reproduce them. I've tried both graphics clients, both airlock positions, with and without ODS, with and without TAA. Is anybody else having this camera issue?
Could you try in D3D9Client.cfg setting NearClipPlaneMode to 1 and VCNearPlane to 0.01? This is to avoid clipping of meshes in VC mode.
So, are we moving the non-SSU specific documentation out of svn (and the release package) and into a dedicated download folder in SF? I would do it, but I don't have enough access at SF to add downloads, so either I get promoted or somebody with access do it please.
Thanks! That's a load off the release package. I've corrected the release file list and will update with the updated manual. Is this enough? "Additional documentation containing background information about the shuttle and its systems can be found here (http://sourceforge.net/projects/shuttleultra/files/References/)."I have done it now, I also moved the old source code documentation there.
You can find the files now here:
https://sourceforge.net/projects/shuttleultra/files/References/
How about: "These files are not part of Space Shuttle Ultra, but are instead NASA publications. They are provided here as background information about the Space Shuttle."We should better add a readme to the folder, so there are no doubts that this is not our own documentation (except the old source code documentation), but NASA publications.
Any suggestion how to formulate this? After all, its not GPL documentation.
How about: "These files are not part of Space Shuttle Ultra, but are instead NASA publications. They are provided here as background information about the Space Shuttle."
Done
Someone made a query about increasing VC MFD resolution in D3D9, there's nothing we can do in D3D9 but it might be possible to create high resolution MFDs by using ExternMFD class instead of standard MFD. ExternMFD allows to define the resolution of rendering surface as well as real time scaling of the surface. The ExternMFD sample code blits the drawing surface into a window but I see no reason why it couldn't be blitted into a texture and then attached to MFD screen mesh group in VC.
A major setback is that ExternMFD doesn't save MFD's state in a scenario. If you have a source code for MFD it might be possible modify it in a way that vessel class could handle the content saving by calling MFD::WriteStatus() and MFD::ReadStatus().
Thanks, but I think SSU is moving away from having the MFD displays in the VC. We'll draw the shuttle's own displays in the VC (somehow) and leave the MFDs to be run in the ExternMFD. This way we could have the 1024x1024 resolution of the original shuttle screens.
Well, 512 x 512 would already be impressive enough. :lol:
Yes, that would already be 4 times the drawing area, which would make things look much better, especially text. Not sure about the performance of the whole thing... this change should be done at the same time, or after, the dps display updates, so we can use the correct refresh rate. Also, having each MDU doing it's drawing at different times would help "spread" the load.
In a multi-threaded solution it would be practical to use GDI/Sketchpad to paint the MDUs into a surface stored in system memory to avoid locking video memory and stall the GPU. Then blit the painting surface into a texture.Of course. We could possibly also use a producer-consumer pattern there and let another thread paint the MDU screens in parallel.
In a multi-threaded solution it would be practical to use GDI/Sketchpad to paint the MDUs into a surface stored in system memory to avoid locking video memory and stall the GPU. Then blit the painting surface into a texture.
Sorry if this has been answered, but is there is suitable ISS addon that works well with the latest release of SSU?