Already making one, slowly but steadily, the site last updated in marсh 2008 (english side mostly).
why oh why are you writing it in PASCAL?? :blink:
Already making one, slowly but steadily, the site last updated in marсh 2008 (english side mostly).

Why, oh why not?why oh why are you writing it in PASCAL??
That is to be expected. ML2 aimed for better accuracy, disbanding the comforts of LANDED state and simple solution of touch-down points modification. Unfortunately, it proved to be incompatible with Orbiter engine on it's own, and using both was never quite successful. MeshLand was not updated for a while, i may get some work done on it, probably a full rewrite, considering what mess of different solutions and attempts it code is now.It seems thath new meshland doesn't support LANDED state. I remember that in very old version I could even crash DGIII to ground (it was a simple mesh, no orulex existed at that time).
Could you elaborate please? I wasn't able to find a said reference in the old thread, and not aware of any noticeable graphical problem in current version, except for one mentioned in Known Bugs section.One question ... How do I get rid of those square textures someone mentioned in the previous thread (the alpha testing thread).
They are still showing up on my machine.
You mean the square tile edges visible?Here are the squares.
{IMG}
What are your system specs (CPU, GPU, RAM, Windows)?I am getting constant crashes when using World Studio on the mars set. I dont know why this is happening. according to the window. it said that Novglnt or something. im not sure what its called
Well, I used to fool around with Pascal in my school days, which is over 10 years ago, and from what I remember it wasn't like object-orientated at all... (then again, I don't remember too well, and I didn't know what object-orientated is back then anyways) But I have to admitt that I don't know how the language developed. Whenever I hear Pascal I think of antiques. Probably a missconception I got there... :dry:Why, oh why not?
Bases as in surface bases?1. flickering bases. They're nervously disapearing for fractures of a second and show up again, repeating that process in irregular intervalls that range from half a second to two seconds, Like they're caught in some strange startrekian temporal field... However, it seems that it only happens when I place the camera on them, not when I'm physicaly there with the ship. I have to try this some more times, though.
Atmospheric haze, edges of the visible disk, parts of the landscape and ones behind?2. flickering planets from low Orbit. some segments of the circle that is the planet on the screen flicker up every now and then for the fracture of a second. I can't even tell in which way they flicker, I think they turn black or at least darker, or maybe something overlaps. It happens too fast to reconise what's going on, but it's well noticable.
A misconception, and a common one. Standard pascal (what is generally taught in schools) and modern pascal are quite different. It is not too good for object-oriented code, but even in C i prefer to do O-O structures on low level.Well, I used to fool around with Pascal in my school days, which is over 10 years ago, and from what I remember it wasn't like object-orientated at all... (then again, I don't remember too well, and I didn't know what object-orientated is back then anyways) But I have to admitt that I don't know how the language developed. Whenever I hear Pascal I think of antiques. Probably a missconception I got there... :dry:
I have a Intel Core 2 Duo 2GB of ram GeForce 8800GTX and 1TB system. the crash occurs when I rotate the view and even scrolling. even on the global view and yes it occurs on a fresh installation of orbiterWhat are your system specs (CPU, GPU, RAM, Windows)?
At what moment does it crash?
Is there a windows error message, or own error message? In case of latter, what does it say?
Is there a certain way to reproduce the crash on an install with clean Orbiter?
Is it working with same set-up in Orbiter?
If there is no hole, then 2D structures, like runways and landing pads are the things that flicker? Or the 3D structures too?
Atmospheric haze, edges of the visible disk, parts of the landscape and ones behind?
Already making one, slowly but steadily, the site last updated in marсh 2008 (english side mostly).
http://s-way.sourceforge.net/main.eng.html
http://s-way.sourceforge.net/ss.eng.html
But it is not intended to be as accurate as Orbiter 2006 is, aiming more for a Frontier-like gameplay rather than an ultra-precise space flight.
I have a problem when i try to land the ship goes right through the mountain
Collision Detection support:
MeshLand 2, WIP version:
http://orbides.1gb.ru/orbf/MLVS-WIP-080327.zip
Installation by standard Unpack&Play, activate MeshLand_2 module.
Unstable.
If you mean collision detection - no, not without direct help from Martins or DanSteph in making the Orbiter instruments terrain-aware or making UMMU&DGIV Orulex-aware respectively.is there any chance of making this work with the dgiv and ummu ?
All you need to do is to unpack them into the Orbiter installation, like any other common add-on.sry if that was asked above but what I´m supposed todo with the precomposed hmaps? Or better said how do I get them working?