You really should get yourself a sourceforge.net account so that you can check in new stuff. Once you have done that, post the username here so that a Project Admin can add you to the project as a official dev.
You should be added as a member now.I've created new account on SF, so please be so kind and add meMy username is lipiak. Thanks!

Not here. The elevons are still full harddown post-WOW, when they should be at 0°.Elevon animation bug should also be fixed now.
OK. Thought that this was the bug that was fixed. Probably best to deactivate the DAP post-WOW to prevent any commands getting through. Just one more thing, any progress on a roll rate dampener? Right now there's no way to maintain a zero roll rate prior to the first roll.The animations work; the DAP is still running after landing, which is why it tries to push the nose down by lowering the elevons.
Do you mean the xenon trailers or the pad lights? None of the lighting code has been changed, so there shouldn't be any problems.Could someone verify that the xenon lights still targets the shuttle? For me, they're flat pointing, doesn't light up the shuttle at all. The lights work, but they're not aiming at the shuttle.
The trailers.Do you mean the xenon trailers or the pad lights? None of the lighting code has been changed, so there shouldn't be any problems.
Agreed. I suggest we go with a set of STS-114 scenarios as that mission is well documented.BTW, it might be a good idea if we could maintain standard scenario files in SVN for testing, rather than writing our own custom scenarios. Also, most of the launch scenarios haven't been updated to use the separate SRB/ET vessels.
Could you tie the glare direction to the actual light direction? Should help to put this issue to rest.The xenons are working for me - can you post a sample scenario? The lights move every minute, so the shuttle might not be properly illuminated for a short period. Also, if the xenons are too far from the shuttle, the light won't be visible.