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  1. 80mileshigh

    Update Deepstar development

    If you need somewhere to stay in a hurry, go UCSO: :)
  2. 80mileshigh

    Update Deepstar development

    Brilliant! Thanks! Abdullah has been working hard on this and so now I'm taking a holiday :D In all seriousness, I'll be back in a few weeks and then we'll make fast progress on a new update. Here's my teaser - we're also featuring UCSO integration:
  3. 80mileshigh

    Update Deepstar development

    Awesome! Downloading now :)
  4. 80mileshigh

    Update Deepstar development

    Yes, it should appear correctly if you have terrain flattening enabled in the d3d9 settings and 'linear interpolation' selected on the visual effects tab of the Orbiter launchpad. Unless you use it with the latest hi-res Mars textures in which case the fix posted by @predattak on the previous...
  5. 80mileshigh

    Update Deepstar development

    This is awesome, and exactly the kind of use I hoped to inspire. Orbiter 2016 is so visually impressive - it should be toured! I'm interested to see your frame rates too, and glad no one has reported problems. My specs are probably towards the higher end and I was aware that luxury might lead...
  6. 80mileshigh

    Update Deepstar development

    What does your orbiter log say now when you attempt to run a scenario?
  7. 80mileshigh

    Update Deepstar development

    Brilliant! I'll get started on those mesh changes. I need a little break from this but will aim to have it in the next week or so. RE: the aerolander skids, there were two considerations. The first was I imagined most landings would be completed vertically with hover engines. I did fly a...
  8. 80mileshigh

    Update Deepstar development

    And the view from Phobos is something else: So I've confirmed the issue was me using out of date Mars textures and your base files posted above are a perfect fix. Those same files won't fit the stock textures of course. As much as I hate to make the install any more complicated I feel I...
  9. 80mileshigh

    Update Deepstar development

    I guess that's it. Somehow I missed that update. I'm downloading now and will report back. Haha, that quote might have to go on the cover :D
  10. 80mileshigh

    Update Deepstar development

    As @Abdullah Radwan suggested above, this looks like you need to hit the 'Create symbolic links' button again. Does that solve it for you? @predattak @Pioneer I can confirm I have both hi-res surf.tree (3,945,645kb) and hi-res elev.tree (2,566,011kb) installed. I actually hadn't made those...
  11. 80mileshigh

    Update Deepstar development

    The Mars bases should look like this: This image is Gusev on the left and Marineris on the right, stock textures on top and hires textures + surface microtextures at bottom: The upper examples are in an installation which features only Orbiter 2016 + Orbiter Sound 5.0 + d3d9 4.11...
  12. 80mileshigh

    Update Deepstar development

    Yes, please do. I think @Urwumpe had some ideas too - maybe compare notes. I'm really happy for anyone to help develop this. The VC is limited to what spacecraft.dll can do - it's just for eye candy basically. But the underlying mesh is there so with code and the right textures the MFDs could...
  13. 80mileshigh

    Update Deepstar development

    Wow - it does appear to! I didn't know about this setting. Thanks! @predattak does it provide a solution for you?
  14. 80mileshigh

    Update Deepstar development

    Yikes. Is it possible you have made some change to your mars.cfg, or are using an older version of d3d9? I have the bases appearing correctly on a fresh install with only Orbiter Sound 5.0 and the latest d3d9 client installed. They also appear correctly In my development installation which...
  15. 80mileshigh

    Update Deepstar development

    I see two D3D9 errors which apply to another add-on: D3D9: ERROR: Planet 0x2301F2E0 = 'Quaoar' not cataloged D3D9: ERROR: Planet 0x23021100 = 'Weywot' not cataloged I don't know if that's throwing it? I did test the archive against a fresh install with only the latest d3d9 client and Orbiter...
  16. 80mileshigh

    Update Deepstar development

    It's out: https://www.orbithangar.com/showAddon.php?id=770941f8-8f7f-4178-95fd-823b80691843 Let me know if I've screwed something up! It's been a long time between uploads. Funny thing - in final testing I was thrown by the sound effect of clinking glasses and laughter before I saw Dan's...
  17. 80mileshigh

    Update Deepstar development

    I can do that, but it means an extra cfg edit for the user. The alt-sol approach offers a plug-and-play separation and I'm wary of getting people to do too much themselves. Someone will complain it's broken without reading the manual :D But it needs a base.cfg edit for the night textures...
  18. 80mileshigh

    Update Deepstar development

    Would users prefer a separate sol system for Deepstar scenarios? This is what I've done in previous versions and means the Deepstar bases won't turn up in your non-Deepstar scenarios. Or is it a non issue and something that should be left to users to set up themselves if they want? This...
  19. 80mileshigh

    Update Deepstar development

    That would be cool. It seems crazy that it was a year ago today I announced I was working on this new version. I'd really hoped I might be able to do a xmas day release, but I'm still applying some final touches. In the meantime here's a picture of roving in Stickney Crater :) Merry xmas!
  20. 80mileshigh

    Update Deepstar development

    Just to reiterate, this is all sc4.dll based. I just make models :). I'd like to learn some coding, or maybe use vessel builder in the future, and I'm always open to collaboration with coders. But for now you'll just need to use MFDs which will work with any vessel. For landing on planets...
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