Orbiter Ultimate Experience 1.0 release

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:
 
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).
 
Dang. Amazing. :blink: There are even landing pads!!! :cheers:
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 are truly an amazing programmer.
 
why oh why are you writing it in PASCAL??
Why, oh why not?
wonder.gif


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).
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.

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.
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.
 
Here are the squares.

 
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
 
Here are the squares.
{IMG}
You mean the square tile edges visible?
That is a current limitation of the algorithm.

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
What 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?
 
Why, oh why not?
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:

Oh yeah, to get back on Topic... I noticed two problems with Orulex (not new to 1.0, but I didn't have the time to get to them anymore). these are:

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.

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.
 
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.
Bases as in surface bases?
If there is no hole, then 2D structures, like runways and landing pads are the things that flicker? Or the 3D structures too?
Basically, it sounds like Z-buffer limiting (the "z-flighting" effect), amplified by the fact that the camera is far from the origin (focused vessel), nothing i can do in that case.

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.
Atmospheric haze, edges of the visible disk, parts of the landscape and ones behind?
Sounds like the same reason, that is in the one above, and once again, hardly any solution.

If you put the sim on pause while near the Earth's surface, then unzoom into space, will the result look like what you are trying to describe?

Is there a way to reproduce any of them on default scenarios?

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:
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.
 
I'm very happy they released a new version. The first version didn't even work! Now I just get low frame rates.:P
 
What 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?
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 orbiter
 
If there is no hole, then 2D structures, like runways and landing pads are the things that flicker? Or the 3D structures too?

The whole thing, including 3d-structures. Well possible that it's due to Z-buffering... since it only seems to apear when far from the focus-vessel it's no big problem.

Atmospheric haze, edges of the visible disk, parts of the landscape and ones behind?

segments, as in "geometrical shape in a circle", kind of a triangle formed between the centre and two points on the circumference. They allways seem to be about the same size, I'd say somewhere between 10 and 20 degrees between the flanks (I hope I'm making sense... :dry: can't take a screenshot, it hapens too fast). Now that you brought up the thought with the Z-buffer, I'll have to check if they show up only in camera mode or if I see them from the cockpit too, right now I'm not certain anymore. I'll be gone for five days, however, so my tests will have to wait. :sorry:
 
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.

hey artlav, not that i want to take you away from your orbiter work, but would you be interested in an original model for your frontier type game?

you can see it here, but i have a version - with better textures - if you want it you can have a copy for free, i'd require nothing more than a credit for the modelling / texture work

http://www.scifi-meshes.com/gallery/showphoto.php/photo/598/limit/views

let me know if you're interested, i may have a few more laying around on disk that you can use.
 
is there any chance of making this work with the dgiv and ummu ?
EDIT1:@coolhand that model looks good for a low poly model
 
1. This thread is pretty old, there are newer threads and newer versions...

2. Orulex is not depending on any vessel... it worked quite normally no matter which vessel I chose to fly over it. Same with UMMU...

I suggest: Go to the Orulex thread in the developement section, download the new version, and if you're still having trouble with it post some details. If it doesn't work, it's very unlikely that it has anything to do with the DGIV or UMMU.
 
The current development version (080527) is available here:
http://orbiter-forum.com/showthread.php?t=2007

I have a problem when i try to land the ship goes right through the mountain

Collision detection is done by separate module, link provided at the top of this thread:
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.

is there any chance of making this work with the dgiv and ummu ?
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.
 
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?

thx in advance
 
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?
All you need to do is to unpack them into the Orbiter installation, like any other common add-on.
Some of the Lv8 global hmaps may contain just a .hei (like moon-lv8.hei) file, then this file should be unpacked into heightmaps directory.
 
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