Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
Maybe the use of the stock DG is so rare nowadays, that noone noticed...? I suspect most ummu users either use DGIV/XR Fleets or some other historical mods...
Stock DG is not ummu compatible afterall, right? so maybe testing understandably just slipped through the cracks...?
Thanks for the detailed description there, even I learnt some things! ;)
#3 isn't it now? And aye, unfortunately seems a disclaimer will be required to cover a few such issues.
That's a limitation of the stock Orbiter gfxengine unfortunately. You can only cast a shadow on the earth or on a mesh loaded in the base cfg file.
Crane is very much WIP atm, effectively just very basic placeholder code atm. I'm not sure on the technicalities, but I know face has an...
Much obliged Nuke, let's hope so.
yes, very much WIP on that stuff atm. I will give it a play to find that sweet spot between believability and yaaaawn.
Thanks for that feedback, it's good to get at an idea of the fps numbers. Seems satisfactory so far.. agree?
It's just laziness on my...
Thanks for the positives!
WRT to clearances. Yes i am aware there are a few cloase calls and things are a little tight. This is the result of 2 things mainly. Firstly, Some of the original meshwork was done bloody ages ago, so was designed around the DG, not the XR2. I will increase...
Thanks for the further report.
That's an interesting thing you've found there about time accel vs scn editor. I'm not sure if it's something face is aware of, or if there's anything we can do about that tbh. Have to wait for him to see this.
wrt multiple bases. I know face has programmed that...
It's not meant to be that way to my knowledge, and it's not something I've noticed before. I shall (get face to) take a look into it.
Cheers.
---------- Post added at 21:49 ---------- Previous post was at 21:44 ----------
Just had a play and it's not a bug I can reproduce, all lead-in lights...
aye, we're stuck with that I'm afraid.. one day someone will code a working tug.
:tiphat: much obliged.
edit: "Yes, the runway beacon light strobes."
Sorry, one more clarification... do you mean the lead-in landing lights or taxiway guidance lights?
That statement mainly refers to the lights around doorways and in hangars.
But hmm, what do you mean by 'the beacon lights strobe', which ones specifically please?
Great feedback chaps, thank you!
I shall attempt to comb through it all and answer things. Face has answered some, we me double up, I may miss some stuff.. So if I miss a question/suggestion, please point to it again.
TBH that's better than I expected! I know some people may struggle with...
I've found an interesting datasheet for the total launches for rocket types, but not sites... I'm not sure if I have the patience to extract the answer lol.
Maybe I'm reading too much into it... But I suspect the key(trick?) parts to this question are 'orbital' and 'attempts'... which makes...
Thanks for the first feedback gents. Glad she seems to be holding together!
As to the issues you are describing, they are due to the transparent vessels and the way they are rendered by the graphics engine. Basically, the order the vessels are loaded effects whether they can be seen through...
One for face definitely lol. Sounds like some interesting stuff you got going on there though, so let's hope so. However, I can say that such compatibility issues will likely come at the end of the dev process, as I'm sure you can appreciate.
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.