OHM Total Immersion - Descartes

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This package adds the functional virtual cockpit to Descartes Deep Space Vessel from Greg Burch. The model of cockpit is from the original addon, I only put controls to it. Required addons: - Original Descartes: [ame="http://www.orbithangar.com/searchid.php?ID=2786"]DESCARTES Deep Space Vessels[/ame] - Descartes Upgrades and Extras: [ame="http://www.orbithangar.com/searchid.php?ID=2865"]DESCARTES Upgrades and Extras[/ame] - Payload Manager which is a part of Universal Cargo Deck: [ame="http://www.orbithangar.com/searchid.php?ID=3262"]Universal Cargo Deck, release 4[/ame] - UMmu nbsp;Optional addon: - Universal RMS: [ame="http://www.orbithangar.com/searchid.php?ID=3373"]Universal Remote Manipulator System, release 3[/ame] Thanks to Greg Burch for this very immersive ship. I recommend it to everyone, with or without this VC.

[ame=http://www.orbithangar.com/searchid.php?ID=3834]More...[/ame]
 

MattNW

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I can't get the ship to show. In the scenario I get the RMS but that's all. Descartes doesn't show up at all. I installed it just like it was packed and I have both required add ons.
 
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MattNW

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Yes. I just redownloaded it to be sure he didn't update it or something when I wasn't looking. It's the same version I have so that's not the case. Also there's nothing odd in the Orbiter log file. It all looks like Orbiter started OK just no Descartes showing. The regular version of Descartes works OK just not the TI version.
 

vchamp

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I would like to help, but have no ideas why it is not showing. As always said in this situation, try on clean Orbiter install with both Descartes packages. Does anybody else has this problem?

And spacecraft3.dll is not required for any TI addon.
 

Mandella

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Have you already separately downloaded and installed the upgraded Descartes? Also, although it says it's optional, I had to install the Universal RMS to get mine to work correctly.

Great addon, by the way, making an already fun craft even better. Now if someone would provide a slightly widened DSUM mod so I could house the X2 in there, it would be perfect!
 

TonyZ2525

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I have often found that when having problems with things "NOT SHOWING UP" in the orbiter that changing graphics settings both in resolution and especially the 16 or 32 bit setttings will often cure the problem.i had this same problem with the T.I. shuttle pb as the mfd displays would not show up in the cockpit till i changed these settings.there is no "fixed" setting that i know of that is a fix-all, butyou can try different combos and see what happens.also being in either windowed or fullscreen mode can make a difference.and on an a personal aside i would like to say that the TOTAL IMMERSION series of addons for the VC's are the best thing since buttered toast! PLEASE by all means keep up the outstanding work.Thanks

TonyZ
 

LuckyHendrix

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I just discovred greg burch's addon and this one , and they are great. But Iwas wondering, with the TI ADAM SMITH how can you attach a pod in the pod bay ? there's no docking port and I can't acces the attachment point management with A.
 

PeterRoss

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I just discovred greg burch's addon and this one , and they are great. But Iwas wondering, with the TI ADAM SMITH how can you attach a pod in the pod bay ? there's no docking port and I can't acces the attachment point management with A.

Use Universal Cargo Deck:
[ame="http://orbithangar.com/searchid.php?ID=3262"]Universal Cargo Deck, release 4[/ame]

P.S. It is in the list of required addons by the way.
 

Frogisis

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A little late to the party, but I just finally tried the TI addons again and got them to work, and I gotta say they're a great touch. The Bullet's always been one of my favorites and now it's even more excellent.

On the Descartes, though, I can't get the centrifuge to rotate properly. The "K" key isn't doing anything, and I fiddled with the "wheel" parameter in the default .scn file and got it to move, but not indefinitely like normal and I haven't been able to fully reverse engineer what the values for it mean.

Is it supposed to be rotating in the default scenario? I've been having problems with the rotation animation for the Celestium 1 and 2 stations, as well (or possibly just Orbiter's reading of the "k" key... the mp3 player's weird, too), so something might just be interfering with the spacecraft.dll suite on my end.
 

Mandella

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On the Descartes, though, I can't get the centrifuge to rotate properly. The "K" key isn't doing anything, and I fiddled with the "wheel" parameter in the default .scn file and got it to move, but not indefinitely like normal and I haven't been able to fully reverse engineer what the values for it mean.

Is it supposed to be rotating in the default scenario? I've been having problems with the rotation animation for the Celestium 1 and 2 stations, as well (or possibly just Orbiter's reading of the "k" key... the mp3 player's weird, too), so something might just be interfering with the spacecraft.dll suite on my end.

I don't think the TI version of the Descartes is spacecraft3 anymore, but a replacement dll that uses the meshes. To get the wheel to spin you need switch to the rear control panel (in the Command Center behind the cockpit), and look across the aisle to the panel that has the spin on/off buttons. It helps to zoom.

I also really like the TI version of Descartes, but unfortunately Burch modeled that ship before he was aware of Orbiter "Standard" scale. In other words, UMMU suits and other ships (even later ships in Burch's fleet) are off scale. It's a simple matter to resize the Descartes class (as I have done for personal use) but it breaks the TI.
 

Frogisis

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Hahaha oh man, that tiny thing? No wonder I couldn't figure out a way to do it. Thanks for the tip.

I see what you mean about the scale - The docking rings don't really match with things like the stock DG, but the DGIV is flush enough with them you can't tell, and I didn't think it was too egregious a departure for the EVA figures. Mainly I was interested in dialing back the RCS to a more believable level and redoing some textures I didn't care for. Maybe I'll try rescaling it but if it completely breaks the TI feature it's not worth it - I like having 4 MFDs too much.
I wonder if I could rescale the Bullet exhaust, too...Fiddling with the .ini only changes stuff like mass and RCS power. I gave the stock one a colossal plume I really enjoy and I want it back...
 

fleurenf

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Howdy,

I posted this in the Descartes link but should have posted it here instead.

Could you please make the Total Immersion - Descartes D3D9 compatible?

It crashes when loading whe sim with Orbiter_ng.exe.

Here is my Orbiter Log:

PHP:
**** Orbiter.log
Build Aug 30 2010 [v.100830]
Timer precision: 3.80111e-007 sec
Found 1 joystick(s)
Module AtlantisConfig.dll .... [Build 100830, API 100830]
Module AtmConfig.dll ......... [Build 100830, API 100830]
Module DGConfigurator.dll .... [Build 100830, API 100830]
Module D3D9Client.dll ........ [Build 130312, API 100830]
Module LuaMFD.dll ............ [Build 100830, API 100830]
Module transx.dll ............ [Build 100824, API 100823]
Module AttitudeMFD.dll ....... [Build ******, API 060425]
---------------------------------------------------------------
>>> WARNING: Obsolete API function used: oapiRegisterMFDMode
At least one active module is accessing an obsolete interface function.
Addons which rely on obsolete functions may not be compatible with
future versions of Orbiter.
---------------------------------------------------------------
Module AutoHoverMFD.dll ...... [Build ******, API 060425]
Module InterMFD55.dll ........ [Build 100826, API 100704]
Module ScreenCapture.dll ..... [Build ******, API 060425]
Module videnie.dll ........... [Build 110912, API 100830]
Module WarpDriveMFD-Mk2.dll .. [Build 100808, API 100606]
Module OrbiterSound.dll ...... [Build 121120, API 100830]
Module RWarpMFD.dll .......... [Build ******, API 060425]
Module ScnEditor.dll ......... [Build 100830, API 100830]

**** Creating simulation session
D3D9Client: [DirectX 9 Initialized]
D3D9Client: Sytem has XNA math support
D3D9Client: [3DDevice Initialized]
D3D9Client: [Compiling Effects for Shader Model 3.0]
D3D9Client: [Loading Stars]
D3D9Client: [Loading Constellations]
D3D9Client: [D3D9Client Initialized]
Joystick throttle: Z-AXIS
Joystick throttle control detected
Module Sun.dll ............... [Build 100830, API 100830]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll ........... [Build 100830, API 100830]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll ............. [Build 100830, API 100830]
Module VenusAtm2006.dll ...... [Build 100830, API 100830]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll ............. [Build 100830, API 100830]
Module EarthAtmJ71G.dll ...... [Build 100830, API 100830]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll .............. [Build 100830, API 100830]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll .............. [Build 100830, API 100830]
Module MarsAtm2006.dll ....... [Build 100830, API 100830]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll ............ [Build ******, API 060425]
Module Deimos.dll ............ [Build ******, API 060425]
Module Galsat.dll ............ [Build 100217, API 100215]
Module Jupiter.dll ........... [Build 100830, API 100830]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll ................ [Build 100217, API 100215]
Module Europa.dll ............ [Build 100217, API 100215]
Module Ganymede.dll .......... [Build 100217, API 100215]
Module Callisto.dll .......... [Build 100217, API 100215]
Module Satsat.dll ............ [Build 100215, API 100212]
Module Saturn.dll ............ [Build 100830, API 100830]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll ............. [Build 100215, API 100212]
SATSAT Mimas: Terms 113
Module Enceladus.dll ......... [Build 100215, API 100212]
SATSAT Enceladus: Terms 33
Module Tethys.dll ............ [Build 100215, API 100212]
SATSAT Tethys: Terms 101
Module Dione.dll ............. [Build 100215, API 100212]
SATSAT Dione: Terms 59
Module Rhea.dll .............. [Build 100215, API 100212]
SATSAT Rhea: Terms 68
Module Titan.dll ............. [Build 100215, API 100212]
SATSAT Titan: Terms 100
Module Iapetus.dll ........... [Build 100215, API 100212]
SATSAT Iapetus: Terms 605
Module Uranus.dll ............ [Build 100830, API 100830]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll ........... [Build ******, API 060425]
Module Ariel.dll ............. [Build ******, API 060425]
Module Umbriel.dll ........... [Build ******, API 060425]
Module Titania.dll ........... [Build ******, API 060425]
Module Oberon.dll ............ [Build ******, API 060425]
Module Neptune.dll ........... [Build 100830, API 100830]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Finished initialising world
Module Descartes.dll ......... [Build ******, API 060425]
Module URMS.dll .............. [Build ******, API 060425]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
---------------------------------------------------------------
>>> ERROR: Invalid mesh handle. Returned NULL. (Continuing)
>>> [oapiMeshGroup | .\OrbiterAPI.cpp | 1196]
---------------------------------------------------------------
Orbiter Version 100830
D3D9Client Build [Mar 12 2013]
Exception Code=0xC0000005, Address=0x04B9AFD9
EAX=0x00000000 EBX=0x0430F008 ECX=0x00000000 EDX=0x0A192C38 ESI=0x00000000 EDI=0x00000000 EBP=0x0A182B3C ESP=0x009FF478 EIP=0x04B9AFD9
C:\Orbiter 2010 - Beta\Modules\TotalImmersion\Descartes.dll EntryPoint=0x04B9F210, Base=0x04B90000, Size=126976
Critical exception in gc->RegisterVisObject(0xA192C38, 0xEDAF728) (Descartes).
VesselClass Name = TotalImmersion\Descartes
!!! Abnormal Program Termination !!!

Thanks in advance.
 

Mandella

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Just a suggestion, but you might also want to post this over on the D3D9 thread. D3D9 is still in active development and Jarmonik might be able to figure this out.
 
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