Space Shuttle Ultra 1.25 Revision B development

Sometimes I have, but didn't notice if it happens also on inline client. I can confirm on DX9.
 
Sometimes I have, but didn't notice if it happens also on inline client. I can confirm on DX9.
It happens on the inline client as well, so it is not related to D3D9Client. I suspect something is performing really intensive computations that it shouldn't at that time which leads to Orbiter being overloaded and freezes.
 
Updated the HAC Test scenario to just before HAC intercept. Vehicle is Columbia in the STS-107 configuration. Also fixed the retracted position of the Orbiter Access Arm of the SLC-6 Access Tower.

---------- Post added at 11:28 PM ---------- Previous post was at 10:24 PM ----------

Just checking here: Is anybody else besides me getting freezes when using 100x time acceleration? Doesn't matter if the vehicle is in launch or orbiter only config.
Freezing confirmed.

---------- Post added at 07:34 PM ---------- Previous post was at 06:53 PM ----------

The freezing is caused by the AP101S::OnSubPropagate function; adding a return statement to the start of this function (so it doesn't do anything) fixes the problem for me.

---------- Post added at 08:21 PM ---------- Previous post was at 07:34 PM ----------

The speedbrake throttle change has been implemented. I'll be away from the forum for a few weeks, so if there are any problems it'll be a while before I can fix them.

Quick note: The speedbrake is closed when the throttle is fully forward, not the other way round.
 
Anyone up to adding the Centaur pane to the VC? I have checked in a test version with just the basic panel, without any switches.

I was thinking it could be enabled/disabled through a mission file parameter that would also add the Centaur umbilicals in the midbody.
 
Anyone up to adding the Centaur pane to the VC? I have checked in a test version with just the basic panel, without any switches.

I was thinking it could be enabled/disabled through a mission file parameter that would also add the Centaur umbilicals in the midbody.

Should be possible by using the same code that currently handles the ODS panel, which is also optional.
 
Should be possible by using the same code that currently handles the ODS panel, which is also optional.
Can you just add it for now so I can verify that the panel size and orientation is good before I add any switches?
 
Can you just add it for now so I can verify that the panel size and orientation is good before I add any switches?

Only if I switch branch, which can take a while because of the slow SF server.
 
Just a heads-up: It seems like the RMS is dead and non-operational. Getting error messages about that various joints have reached the speed limit. Only the single/direct joint drives work.
 
Which build ?
Latest.

---------- Post added at 02:45 AM ---------- Previous post was at 02:27 AM ----------

After doing a bit of research, it seems like the RMS joint speed checks were implemented in revision 1138. If your SSU installation predates this rev, the RMS should be fine.

If your SSU installation have been updated to rev following 1138, the RMS will most likely be useless to you.
 
I'll take a look at the RMS issue. DaveS, can you post the RMS position when you're encountering this issue? It might be occurring because the RMS is almost completely extended.
 
I'll take a look at the RMS issue. DaveS, can you post the RMS position when you're encountering this issue? It might be occurring because the RMS is almost completely extended.
Tried it on my new machine which gets better fps, and I don't have this problem anymore.

Another thing is that something is seriously draining the fps when you're in one of the aft flightdeck views. Also the RMS digital readouts on A8 always show negative(-) even when the numbers should be positive.
 
I have a problem when using the RMS in SSU. When I start a scenario that has a payload grappled, the RMS is in the correct position, but the payload is attached to the RMS's stowed position. If I move the RMS, it snaps into the stowed position, with the payload attached. Anyone confirm this ?

PS. It works correctly in 2010 P1
 
Checked in a fix for the sound not playing when the RSS was being moved. Found the fix a while ago, just forgot to check it in.
 
Tried it on my new machine which gets better fps, and I don't have this problem anymore.

Another thing is that something is seriously draining the fps when you're in one of the aft flightdeck views. Also the RMS digital readouts on A8 always show negative(-) even when the numbers should be positive.
The fps is the same for me in the aft flightdesk and forward cockpit views (this is with Orbiter 2010 P1 - are you using a different version?). RMS readouts are also working fine for me.
 
The fps is the same for me in the aft flightdesk and forward cockpit views (this is with Orbiter 2010 P1 - are you using a different version?). RMS readouts are also working fine for me.
Weird. I'm using 2010-P1 as well but with D3D9Client as it gives better performance on Win 7. Could this be the reason?

---------- Post added at 03:19 AM ---------- Previous post was at 03:13 AM ----------

The fps is the same for me in the aft flightdesk and forward cockpit views (this is with Orbiter 2010 P1 - are you using a different version?). RMS readouts are also working fine for me.
Just ran a the same scenario on the default inline client and got the same. The performance is just so bad on a Win 7 machine running the outdated D3D7 inline client that the poor performance masks the FPS drain.

In D3D9Client which gives much better performance, the drain is very evident and noticeable.
 
I have a problem when using the RMS in SSU. When I start a scenario that has a payload grappled, the RMS is in the correct position, but the payload is attached to the RMS's stowed position. If I move the RMS, it snaps into the stowed position, with the payload attached. Anyone confirm this ?

PS. It works correctly in 2010 P1


This shouldn't have been moved, It only happens with the D3DX9 client.
 
Checked in a updated LC-39A concrete hardstand mesh. Also corrected the offset of the water tower. Elements now present is the hypergol fuel and oxidizer "farms" as well as the GH2 burn-off flarestacks.
 
I can reproduce both these issues with the D3D9 client. For some reason, the framerate is much lower in the aft view for the D3D9 client than with the default client.
 
I can reproduce both these issues with the D3D9 client. For some reason, the framerate is much lower in the aft view for the D3D9 client than with the default client.
As I wrote above: The poor performance of the inline client masks the FPS difference.
 
Back
Top