OHM Orulex_Land_Gen-v1.2

AFAIK Visoad 2.0 (or meshland) was experiment alpha stage and I'm not sure it works at all.
 
[ame="http://www.orbithangar.com/searchid.php?ID=4433"]Orulex_Collisions_UCGO[/ame]

Is pretty nice actually, but seems to have a ctd on Vista and 7.
 
I gotta say, that I consider this addon to be just as vital as OrbitSound and UMMU. I have spent hours and days tweaking and customizing terrain files for various planets in various system addons. Got so I can't even look at a standard flat landscape in orbiter anymore! LOL!

I seem to have a handle on the "CTD-when-loading-new-planet" issue by setting Orulex to the following:

//Systems
Enabled=1
Collisions=0
Debug=0
Multithread=1
MultithreadEx=1
Props=1

//Timing
PriT=4536
SecT=3130
TriT=35717
QuaT=7946

//Limits
MaxPolyCount=103508 ////20000-100000 limits
AltLimit=30000
BlendLimit=10000
LevLimit=14
GlobalHMapLimit=2

//Paths
Configs=Config\terrain
Textures=Textures
Heightmaps=Heightmaps

...Makes less of a strain on my Nvidia GeForce 9400GT GPU...and I no longer have to save before landing or launching. Plus the terrain loads in under 5 seconds. Some CDT's still occur, but very rarely, now.

I don't use the collision module...that turned out to be buggy-beyond-all-reason. But I can live with that. (Just find a flat space to land that's at sea-level!) I kinda miss my mountain-climbing from the really old version, however.)

All it needs is a random tree-and-rock generator, and perhaps someway to declare certain colors in the surface texture as "flat" or "Ocean" to facitlitate more fun!
 
Any news of an Orulex for Orbiter 2010?

Orulex still works in Orbiter 2010, although stable collisions are a work in progress. If youre having problems with it, the best combination for effective use would be to install the main package (Orulex 1.2.0) any heightmaps you like, then install UMMU/UCGO collisions available here

[ame="http://www.orbithangar.com/searchid.php?ID=4433"]http://www.orbithangar.com/searchid.php?ID=4433[/ame]

then enable in the modules tab of your orbiter program. Dumbo2007 is working on a real solution in his own project here

http://code.google.com/p/surface-physics/source/list
 
Any news of an Orulex for Orbiter 2010?
OVP made it obsolete, lack of a practical collision detection prevented it from becoming more than a useless toy.

Later might be subject to review, considering the latest Orbiter beta, but the former stays in any case.
 
What's OVP?

Nothing that does not have a replacement and still works is obsolete.
 
What's OVP?

Nothing that does not have a replacement and still works is obsolete.

The orbiter visualization project. The D3D9 and D3D11 clients are graphics engines which can be run with Orbiter in order to provide better performance and more features. The inclusion of terrain in the D3D11 client is better than Orulex, but...

Dont be so down on Orulex Artlav, even if we still dont have really good collision detection, its the only terrain system that works, and it makes a huge difference in terms of what can be done with Orbiter. Not really finished, but still very cool :thumbup:
 
Dont be so down on Orulex Artlav, even if we still dont have really good collision detection, its the only terrain system that works, and it makes a huge difference in terms of what can be done with Orbiter. Not really finished, but still very cool :thumbup:


Indeed. There never seemed to be much point to me in going outside of Earth orbit if all you're going to encounter are painted billiard balls. Sure, you can't drive over the hills or mountains(or crash into them!), but you can sometimes drive around them. And to be in low lunar orbit, say around 10-12k altitude, facing prograde but with horizon level AP engaged, and doing an EVA, or docking operations, or just sitting and watching Orulux glide by, is one of the great immersive joys of Orbiter.
 
You can drive, walk or land on Orulex surface. It just needs the proper setup to get it working as it should.
But you can land on mountains if they are flat enough. If now you will tumble down.
 
And to be in low lunar orbit, say around 10-12k altitude, facing prograde but with horizon level AP engaged, and doing an EVA, or docking operations, or just sitting and watching Orulux glide by, is one of the great immersive joys of Orbiter.

Good to hear someone else does that! I've even established a Lunar Mass Driver Launcher in my "go-to" universe. Quite a bit of fun to launch into low orbit and then dock, transfer cargo, or just watch the scenery go by.

That's why I'm okay with terrain options that stop short of realistic ground physics, since I'm more interested in flying over the hills and valleys than driving around them. I'd even be okay with an option that reliably "stuck" a craft to the terrain on landing, and released it upon takeoff. Yes, I know, Ummu excursions would be fun too, but we are talking settling here for what we can have versus what we might be able to have in the future....

But my point is that a purely visual Orulex (or equivalent) is worth having, while we wait for perfect physics.
 
As I said, depending on your configuration and what other add-ons you use, you can land and drive on mountains.

If I'm not mistaken you must use MeshLand (Visosad) to give you the real terrain altitude (not Orbiter's default 0 level).
That is important otherwise you have no way of landing.

I had to mess with the different updates and other collision modules (like Orulex_Collisions_UCGO) but once I had the right setup it works with no problems.

If your spacecraft has well defined landing points and you land with proper speed and level, related to the surface, it will land and stay landed.
If you are on a hill then the craft will naturally tumble on slide down. This is not a bug, it's a realism feature.

I have real heightmaps for several Saturnian satellites and it is really nice to fly around real scenery.
 
As I said, depending on your configuration and what other add-ons you use, you can land and drive on mountains.

If I'm not mistaken you must use MeshLand (Visosad) to give you the real terrain altitude (not Orbiter's default 0 level).
That is important otherwise you have no way of landing.

I had to mess with the different updates and other collision modules (like Orulex_Collisions_UCGO) but once I had the right setup it works with no problems.

If your spacecraft has well defined landing points and you land with proper speed and level, related to the surface, it will land and stay landed.
If you are on a hill then the craft will naturally tumble on slide down. This is not a bug, it's a realism feature.

I have real heightmaps for several Saturnian satellites and it is really nice to fly around real scenery.

If I am not incorrect, Visoad appears to no longer work with Orbiter 2010. Orulex Collisions UCGO is still working however.
 
Just checked what I have active: it's MeshLand2 + Orulex on Orbiter 2010 (100830). It works :thumbup:

edit:

Just a small peek at what I configured on my machine. Of course this is WorldStudio, but the view in Orbiter is similar.
That's real terrain for Mimas :-)

mimasterrain.jpg


And here is Mercury:
mercuryterrain.jpg


There are some issues with altitude scaling, because the data is not as precise as for Mars or the Moon. Mercury still doesn't have global coverage. But Orulex is indeed powerful for an obsolete software...
 
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Just checked what I have active: it's MeshLand2 + Orulex on Orbiter 2010 (100830). It works :thumbup:

edit:

Just a small peek at what I configured on my machine. Of course this is WorldStudio, but the view in Orbiter is similar.
That's real terrain for Mimas :-)

mimasterrain.jpg


And here is Mercury:
mercuryterrain.jpg


There are some issues with altitude scaling, because the data is not as precise as for Mars or the Moon. Mercury still doesn't have global coverage. But Orulex is indeed powerful for an obsolete software...
OK 4thRock, where did you download meshland2?,I only saw meshland1.9.2.on OH.
 
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