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Two words: branch, please.
Of course. :lol:
Two words: branch, please.
Everything looks good here, except for the wing box hole. Did you rebuild the sources after switching?Finally switched to the trunk to see the changes to the OV model and there is a big hole in the PLB... :uhh:
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In a quick look I saw that the bottom of the aft compartment isn't flat (I think it should be, but I could be wrong), and there are several places with "holes", i.e., things don't fit tight like gear doors, RCC panels.
I still have to open it in blender to see how it looks there, but the SB animation issue appears to be gone.
Everything looks good here, except for the wing box hole. Did you rebuild the sources after switching?
This is what I have as far as the orbiter is concerned: https://www.dropbox.com/s/gobn82i4jzlvkdk/SSU_no_issues.jpg?dl=0
I've had no issues here since I cleaned up the projects back in VS2013. All temp files go in a folder and only the dlls (and a few files that can't be controlled) go into the Modules folder. Pretty much all the projects use the same settings, and libUltra is only included where needed, and in such a way that no conflicts arise in a multi-thread, multi-project compilation.Included CMake, because I started work cursing about the project files again
I remember doing something similar awhile ago... not sure if I removed them all.... :uhh:Removed duplicate files from LibUltra and ShuttleUltra
Yes, Atlantis.h is in many, many, many, ........, many, many places, and I've spent sometime in the past trying to reduce the need for it, mostly in the VC panels. About the modules thing, I think VS is smart enough (most of the times :shiftyStarted removing the bloat from Atlantis.h. Its really a bad idea to reference EVERYTHING in Atlantis.h and reference Atlantis.h everywhere
Working towards splitting compilation up into modules, so we don't need to compile all files when something changes in a single header.
I'd prefer something "external" to the vessel, or something that we can easily "hide" before a release.Included a "DPS Monitor" MFD to assist in development of the new DPS and later for debugging software.
What is the need for the MSI? What install options do we need?Plan to include support to create both ZIP and MSI style release packages
How would things be displayed to the user?Something different: Any recommendations against including support for NASAs Procedure Representation Language in LibUltra? Its a XML format that replaces the old printed checklists in Orion. Could maybe also be useful for describing checklists in SSU or other add-ons, like the Project Apollo Checklist MFD does.
I'd prefer something "external" to the vessel, or something that we can easily "hide" before a release.
What is the need for the MSI? What install options do we need?
How would things be displayed to the user?
Wouldn't that be something for an "addon manager" to do?Well, it would make it easier to remove old files from the system before installing a new version of it, compared to ZIP. Also the tools for it are already on any development system of us, it is just a configuration, CMake handles that pretty well.
IMO there are 2 ways:No concrete idea yet. A MFD like Project Apollo uses in the same style would be a good reference, but should I get some better information about the eProc display for Orion rendering such XML files, I would go that path.
1) we show stuff in a dialog, which is very flexible on what is shown and it would work on any vessel;
2) we put checklist 3D models in the VC and somehow write things into there, which would be a total PITA to manage, and performance wise not a good thing.
We definitely need a lite version.
It would only be a graphics version, as I doubt NASA had code/subsystems that it didn't need... :shrug:
But even that would not be easy or quick to do, as man power is short... animations would probably be a PITA if groups change place or disappear...
IMO, if things are kept "sane" and we delete the +/-30% hidden stuff currently in the meshes, we should keep an acceptable performance.
We already optimized rendering well for performance lately, so there isn't really a big potential left. All I could imagine is adding low res versions of the launch pads for rendering at bigger distances before orbiter completely removes them from rendering.
The particle streams are a bit excessive IMHO, they cost a lot of performance during launch when appearing in the view.
I think that when pipes are created, by making several cylinders, the cylinder "caps" aren't removed... which causes a big waste. Same for cubes and rectangular structures.But well, its a lot of effort for a tiny gain now. But year, we need a better quality assurance there, hidden faces should be prevented before they get discovered in the meshes.