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(http://www.dansteph.com/screenshots/200505-013957_dev_blog_orbiter_2016.jpg)
Dear Orbinauts,
I started the update of all my addons for Orbiter 2016 including:
- OrbiterSound - Released 11 august 2020
- DeltaGliderIV
- UMmu
- UCGO
- Arrow Freighter
I'll also add more features & stuff.
I'll post here the latest development news (with "NEWS" title if you want to read only those) and you can of course ask your questions here.
All my addons include:
-20 DLL (C++ project)
-2145 files in 170 folders
-208 MESH models
-141 txt file
-38 html files
-15 exe files
I'll not redo every file of course, but still it's a hell of work so some encouragements from time to time are welcome :badsmile:
Thanks :beer:
Dan
Development timeline
1-OrbiterSound 5.0 - Released 11 august 2020
2-UMmu - Work in progress
3-UCGO Cargo & cars - Work in progress
4-DeltaGliderIV & co - in queue
5-Arrow Freighter - Work in progress
UCGO UMmu and DeltaGlider are dependent of each other, so the release will be in same time.
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Hallelujah! It’s like Christmas in May. Thank you so much Dan!
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Good things come on Tuesdays.
:hailprobe:
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It's been awhile Dan, so don't be in a rush. Looking forward it to you though. Don't worry about your devlog being in French. Some of us can read French. too.
Keep well
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I was so excited that I forgot to say how glad I am to see you back! My best to you and yours :beer:
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Good things come on Tuesdays.
:hailprobe:
Tuesday ???, this tuesday ????... :badsmile:
Hail probe to all ! :beer:
(For those that don't know, it's a running joke in Orbiter community since years :)
-It will be released on tuesday.
-Tuesday? What tuesday???? This tuesday?????
-Well... one tuesday, duno...
-Grrr... and the next development update????
-Well, I think it will be on tuesday too.
:peur:
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Tuesday ???, this tuesday ????... :badsmile:
:badsmile: :badsmile: :badsmile: :badsmile: :badsmile: :badsmile: :badsmile:
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I have been using Orbiter since it appeared. I've "flown" all versions, but the 2016 version is my favorite. Except that some things from the 2010 version are not compatible with the 2016 version. So a dream comes true with all your Addons for Orbiter 2016. Thanx a lot Dan!
(B.t.w. It's been a long time since Orbiter first appeared. But if I remember correctly, I think it was a Tuesday) :)
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(B.t.w. It's been a long time since Orbiter first appeared. But if I remember correctly, I think it was a Tuesday) :)
Or a Monday ?... :wonder:
Ah.. err, my bad... I remember now: it was a Tuesday ! :badsmile:
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Such a good news Daniel!
Wish you all the best.
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Excellent news!!!
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It's good to be here again :)
OrbiterSound is in alpha testing yet.
(http://www.dansteph.com/screenshots/200506-054248_Arrow_Freighter.jpg)
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Wow... that’s great
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NEWS!
The first alpha test of OrbiterSound 5.0 is going well.
We tested only the dll, I'll make all the change in the distribution and release a complete alpha. (If you want to test this alpha send me a private message)
If all is okay, I'll release a public beta test here.
It might be in one week as well as longer, I must carefully check that the SDK and all the files are okay.
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That OrbiterSoundsGreat :)
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NEWS - Choose the new mp3 music demo of OrbiterSound 5.0
I'm completely reworking the Radio/Radar/Mp3 MFD which was completely broken.
Its dated probably from 2002, the very start of OrbiterSound, my coding style was horrible and not safe at all (and slow because I forgot to call InvalidateDisplay(), probably in 2006 or 2010 when sketchup was introduced for the MFD).
Now the MP3 setting with the MFD will be permanent (as with SoundConfig.exe), nor more peoples that simply delete the Mp3, no need anymore.
I'll added back also the "Bach Air on a G String" of the 3.5 version (for nostalgic purpose), but I plan to purchase also 3 more music, just for the fun of the demo.
I want a Vangelis style, as "Calm Space" the one of OrbiterSound 4.0:
https://www.shockwave-sound.com/royalty-free-music-track/3435/calm-spaces
See in this list if you find one that really please you and let me know here, I may add it (if I like it also, music taste is a whole subject :badsmile:)
https://www.shockwave-sound.com/search/vangelis
or this one:
https://www.shockwave-sound.com/browse/production-type/sci-fi-space-future
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Hi Dan,
If you give us a choice I want to vote.
I vote for https://www.shockwave-sound.com/stock-music-track/14710/synthetic-dreams (https://www.shockwave-sound.com/stock-music-track/14710/synthetic-dreams) first because it's very close to the Blade Runner theme.
My second choice is https://www.shockwave-sound.com/stock-music-track/1949/starfield that looks like an old commercial TV advert from 80s. :sage:
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My personal tastes lend more to Celtic such as Adrian von Ziegler or any of the "Space" offerings of SG Music. As long as I can add my own mp3 files, I really don't mind what is delivered with the addon.
Cheers all.
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NEWS - Choose the new mp3 music demo of OrbiterSound 5.0
https://www.shockwave-sound.com/browse/production-type/sci-fi-space-future
I really like the 60 secs version of Space Explorer from the link above. Taste in music is very personal but I think that it fits well with Orbiter.
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*had voted* I'll review your submission.
I'm sure that the user will disable or add his own music, but often it's not before the first 10mn-2 hours (10?) and I want that during this time he have better than only one repeating music.
Adding more is for me like purchasing nice clothes for the first school day of my child :badsmile:
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Music player now support format: mp3 ogg wma flac aac ac3 m4a mp4 ts. (previously only mp3)
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Music player now support format: mp3 ogg wma flac aac ac3 m4a mp4 ts. (previously only mp3)
Great !! :beer:
And ... mmmh... what about .....
Spotify playlists ?
https://developer.spotify.com/documentation/web-api/quick-start/
https://developer.spotify.com/documentation/web-playback-sdk/quick-start/
Not sure if the audio can be re-routed and played directly through MFD, looks like it's only designed for Web clients but I might be wrong :wonder:
Account linking could be done via the configurator of Orbiter Sound (if still applicable in the future of course)
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Not sure if the audio can be re-routed and played directly through MFD, looks like it's only designed for Web clients but I might be wrong :wonder:
Account linking could be done via the configurator of Orbiter Sound (if still applicable in the future of course)
Very interesting, I know how to implement a browser in an application so technically it should not be so difficult, but sorry I don't think I'll add it. Peoples use very different solution now, spotify is just one of them. On the few that will use OrbiterSound for the music, a very low amount will probably use Spotify, notice this feature in OrbiterSound and use it. (I may be wrong on this)
That make a lot more work for me for a small number of users.
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Music player now support format: mp3 ogg wma flac aac ac3 m4a mp4 ts. (previously only mp3)
WOW great ! :applause:
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NEWS
No news good news ?
Exactly ! :badsmile:
Still with the Radio/Radar MFD. Almost done but there is a lot of check & tests to do because of the Sound SDK.
I should be careful not to break anything and the fact that the user can replace any sound with C++ or config file add to the complexity of the code.
I added distance voice announcement for the distance radar and now it have 2 modes: dock or objects and can play only the voice, only the bip or both for the two modes.
Both radar and MP3 settings are now permanents (no need to come back to soundconfig.exe) and the Mp3 have a new volume setting. So you don't need soundconfig to fully control your music from Orbiter.
(http://www.dansteph.com/screenshots/200512-104004_new_MFD_orbitersound_5.jpg)
I plan to rework also the dock sound (it's the same sound since 15 years :sick: ) with a variety of random radio success announcement. I'll also add more chatter frequency.
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Sounds good. Thank you Dan.
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:applause: goody goody !!!
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I've been using Orbiter since i was a kid, and its part of who i am. It gave me a window into the universe in which we reside, and is what kept me wanting to be a pilot. Returning after years to find this thread, a shining beacon that great things live on in such a trying time, has actually brought a tear to my eye. Thank you Daniel, for all your work.
:wor:
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Copied from another posting:
"Dan, when working with the ObiterSound_SDK, what is your recommended setup? What versions of compiler are you using?
Regards"
There you go, Dan. I asked the question 'cause I think your answer will help a number of us, me least of all. You can delete the other posting now.
Cheers
StarLost (Ken Carter)
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Dear Ken,
I use VS2017 and I compile the SDK library with platform toolset "v140_XP" ("Visual Studio 2015 - Windows XP") to ensure maximum compatibility. This said I have absolutely no idea if it might cause problem with VS2008 or later and how much difficulties you might encounter with the VS2017 examples so I propose that we make a test. I'll send you the SDK and the examples.
Note: if your vessel was compiled with OrbiterSound 4.0 SDK you don't need to change anything, it will work as expected with OrbiterSound 5.0 on Orbiter 2016 (Given that your vessel is also fully compatible with Orbiter 2016 of course).
Cheers,
Dan
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NEWS - About web radio
I completely rewrote the Music system of OrbiterSound 5.0, the new one can also play web radio
(It was not the main reason why I rewrote it completely, but adding web radio was easy)
Adding one radio station is fairly simple:
1-Create a *.txt file in "Sound/Mp3/" folder.
2-Rename it with the radio name you want to display, inside write the URL of the radio.
3-Change ".txt" to ".webr"
Example: "NASA Third Rock radio.webr" with inside:
http://rfcmedia2.streamguys1.com/thirdrock.mp3
It will be read by OrbiterSound as any other song in the list but as it never stop playing, you'll need to click "PRV/NEXT" in Radio/Radar/Mp3 MFD if you want another radio or song.
Fun stuff: OrbiterSound will have the Nasa's Third Rock radio station as demo.
Rock music and various cool announcement. Click this link or the direct "mp3" link above to hear it:
https://www.nasa.gov/feature/third-rock-radio
(http://www.dansteph.com/screenshots/200520-004724_nasa_radio.jpg)
A cool radio to listen during your long orbital transfer
(http://www.dansteph.com/screenshots/200520-005655_nasa_third_rock.jpg)
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Oh, it just keeps getting better & better! :bave:
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NEWS - Updating the setup program
It's better to have a clean installation for beta test, so I had to update also the installer at this point. (work in progress)
(http://www.dansteph.com/screenshots/200522-231628_os_setup.jpg)
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:hot: :hurle: :applause: (http://www.bestemoticon.com/smiley/drapeaux/drapeaux151.gif)
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There really is a Santa Claus! :gift: :applause: :friend:
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:top: :top: :top::hot: :hot: :hot: :turning: :turning: :chef: :chef:
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:chef:
:fool: n'exagérons pas !!!
:)
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Adding one radio station is fairly simple***
NEWS & INFO - About web radio
You may wonder, "why the heck there is one file per radio station" :wonder: (see the news above about web radio )
The answer is simple: addons !
Downloading, uploading exchanging a zip with dozen of "*.webr" radio sorted by genre and copying those you want in the "Sound/mp3" folder take one second for the final user while manually editing a big config file containing all the radio's url would be much more annoying and sensitive.
Adding or removing one or more radio is easy like copying/deleting some files and one can even tag them with any info:
(Jazz) South Orlean Lulz.webr
(Classic) Vienna kaboom valz.webr
(Rock) Y100 Michiana.webr
I think web radio is a cool feature, I'm testing now with those radio below and often I wait that a song finish because I'm hooked by the music. Also traveling in space hearing "Earth", "Moon" or "Mars" radio station in the background is not unrealistic at all: it add to the ambiance.
(You may not have the same musical taste than me, only the NASA radio will be provided as demo )
NASA Third Rock radio.webr -> http://rfcmedia2.streamguys1.com/thirdrock.mp3
Rock Prog Univers.webr ->http://94.23.221.158:9163/stream.mp3
Y100 Michiana.webr -> http://colostreaming.com:8094/;listen.pls
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NASA Third Rock radio.webr -> http://rfcmedia2.streamguys1.com/thirdrock.mp3
:eek: Je connaissais pas cette web radio... J'aime le rock, ca va me plaire ! :love:
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NEWS - Sound and Music controlled by scenario
This will be useful for add-ons authors.
By adding a "BEGIN_OrbiterSound" section in any scenario, you'll be able to command sound and music in a particular scenario.
This is great if you want a full recording of real launch sound, or if you want to play your own music
or sound, or if you just want to mute the music and the VHF chatter.
Those commands are temporary, just for this scenario. The user can cancel this control with
the "Radio/Radar/Mp3" MFD at any time.
Comment from addon author welcome, let me know what you think !
See below a summary of all commands:
BEGIN_OrbiterSound
;-----------------------------------------------------------------
; Preliminary Note: all music, sounds and settings below are
; TEMPORARY just for this scenario.
; The "Radio/Radar/MP3" MFD will show :
; "WARNING: Sound controlled by scenario, click any MFD button
; to cancel this control and return to normal."
;-----------------------------------------------------------------
;-----------------------------------------------------------------
; IMPORTANT:
; This should come first before any other sound command !
; Its your addon's music and sound folder for this scenario located
; in "Sound\_CustomScenarioSound\" (for this example: "Sound\_CustomScenarioSound\MikeFalcon9Addon")
; Of course if you use only "mute" command, this is not mandatory.
SCENARIOSOUNDFOLDER MikeFalcon9Addon
;-----------------------------------------------------------------
; Mute the normal music, if you use a ADDTOPLAYLIST
; command below, the normal music is already muted and replaced
; by your playlist.
MUTEMUSIC 1
;-----------------------------------------------------------------
; Mute the VHF radio (radio chatter)
MUTEVHFRADIO 1
;-----------------------------------------------------------------
; Play a sound/ music
; T:# = time in second since start of simulation
; V:# = volume from 0 to 255
; View:# INTERNAL or EXTERNAL or BOTH
; last parameter is the name of the sound
; Note: only one sound can play at the same time with this command
PLAYSOUND T:3 V:255 View:EXTERNAL Complete_Launch_Sound.mp3
;-----------------------------------------------------------------
; Those commands below will temporary overwite the user's playlist and setting
; This new playlist will play in sequence from simulation start one song after another.
; V:# = volume from 0 to 255
; View:# INTERNAL or EXTERNAL or BOTH
ADDTOPLAYLIST V:255 View:BOTH hard_rock.mp3
ADDTOPLAYLIST V:255 View:BOTH On_Phobos.ogg
ADDTOPLAYLIST V:255 View:BOTH Christmas_song.mp3
;-----------------------------------------------------------------
; Engage Main engine, so your sound is synchronised in case of launch sound effect
; T:# = time in second since start of simulation
; POWER:#% = engine power
MAINENGINEPOWER T:25 POWER:100%
;-----------------------------------------------------------------
; Engage Hover engine, so your sound is synchronised in case of launch sound effect
; T:# = time in second since start of simulation
; POWER:#% = engine power
HOVERENGINEPOWER T:25 POWER:100%
END
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Very interesting stuff ! :flower: :music:
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NEWS - Sound and Music controlled by scenario
This will be useful for add-ons authors.
By adding a "BEGIN_OrbiterSound" section in any scenario, you'll be able to command sound and music in a particular scenario.
This is great if you want a full recording of real launch sound, or if you want to play your own music
or sound, or if you just want to mute the music and the VHF chatter.
Those commands are temporary, just for this scenario. The user can cancel this control with
the "Radio/Radar/Mp3" MFD at any time.
Comment from addon author welcome, let me know what you think !
See below a summary of all commands:
BEGIN_OrbiterSound
;-----------------------------------------------------------------
; Preliminary Note: all music, sounds and settings below are
; TEMPORARY just for this scenario.
; The "Radio/Radar/MP3" MFD will show :
; "WARNING: Sound controlled by scenario, click any MFD button
; to cancel this control and return to normal."
;-----------------------------------------------------------------
;-----------------------------------------------------------------
; IMPORTANT:
; This should come first before any other sound command !
; Its your addon's music and sound folder for this scenario located
; in "Sound\_CustomScenarioSound\" (for this example: "Sound\_CustomScenarioSound\MikeFalcon9Addon")
; Of course if you use only "mute" command, this is not mandatory.
SCENARIOSOUNDFOLDER MikeFalcon9Addon
;-----------------------------------------------------------------
; Mute the normal music, if you use a ADDTOPLAYLIST
; command below, the normal music is already muted and replaced
; by your playlist.
MUTEMUSIC 1
;-----------------------------------------------------------------
; Mute the VHF radio (radio chatter)
MUTEVHFRADIO 1
;-----------------------------------------------------------------
; Play a sound/ music
; T:# = time in second since start of simulation
; V:# = volume from 0 to 255
; View:# INTERNAL or EXTERNAL or BOTH
; last parameter is the name of the sound
; Note: only one sound can play at the same time with this command
PLAYSOUND T:3 V:255 View:EXTERNAL Complete_Launch_Sound.mp3
;-----------------------------------------------------------------
; Those commands below will temporary overwite the user's playlist and setting
; This new playlist will play in sequence from simulation start one song after another.
; V:# = volume from 0 to 255
; View:# INTERNAL or EXTERNAL or BOTH
ADDTOPLAYLIST V:255 View:BOTH hard_rock.mp3
ADDTOPLAYLIST V:255 View:BOTH On_Phobos.ogg
ADDTOPLAYLIST V:255 View:BOTH Christmas_song.mp3
;-----------------------------------------------------------------
; Engage Main engine, so your sound is synchronised in case of launch sound effect
; T:# = time in second since start of simulation
; POWER:#% = engine power
MAINENGINEPOWER T:25 POWER:100%
;-----------------------------------------------------------------
; Engage Hover engine, so your sound is synchronised in case of launch sound effect
; T:# = time in second since start of simulation
; POWER:#% = engine power
HOVERENGINEPOWER T:25 POWER:100%
END
Excellent! There are many Orbinauts that will use this to play real recordings during their scenarios.
The "T" option in particular (play sound at this many seconds after scenario start) is a wonderful and very thoughtful addition!
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NEWS - Scenarios commands Looking good...
Forbidden buttons (NXT/PRV/MOD) emit a "bip bip" sound, user still have the control over the volume (LVL)
(http://www.dansteph.com/screenshots/200525-130135_FastStoneEditor1.jpg)
MUS button pressed, user have the control again: (Yeah, radio playing AC-DC Highway to Hell)
As you see the music list added by scenario (3 songs, hans zimmer) is not the same than the user's songs which are in Sound/Mp3.
(http://www.dansteph.com/screenshots/200525-130641_FastStoneEditor2.jpg)
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:wor:
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Let me know if you need help. I'm 8 years older and wiser than I was last time! :beer:
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Let me know if you need help. I'm 8 years older and wiser than I was last time! :beer:
Welcoooome back :beer:
If you have some time for alpha test of OrbiterSound I'd be very grateful to have you onboard again like in the good 'ol time..
Cheers :friend:
Dan
PS: keep the UCGO signature up, it might serve again in the meaning time ;)
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I remember this was the first mod I downloaded back when I was 11. So good to see it getting an update!!
Thanks Dan!!
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Welcome on board OvalDreamX you have a reply to your pm :beer:
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NEWS - Last MFD dev and scenarios control almost finished
The latest look (slightly revisited)
(http://www.dansteph.com/screenshots/200531-155016_FastStoneEditor1.jpg)
Notice the new "DEL" button on the right (above).
(http://www.dansteph.com/screenshots/200531-155113_FastStoneEditor2.jpg)
If the file is in the playlist (physically located outside Orbiter directory) it will only be removed from the playlist.
(http://www.dansteph.com/screenshots/200531-155834_FastStoneEditor1.jpg)
The latest scenario commands as taken from a test scenario. Everything work yet and there is a few more commands. (Shown in the bottom of this list with all parameters)
BEGIN_OrbiterSound
;**********************************************************************
; Start of command sequence, see help for commands after this sequence.
MUTEMUSIC
SCENARIOSOUNDFOLDER OrbiterSoundDemo
PLAYSOUND_ONE T:0 V:255 View:COCKPIT Name:playsoundOneCockpit.ogg
PLAYSOUND_TWO T:3 V:255 View:EXTERNAL Name:playsoundTwoExternal.ogg
HOVERENGINEPOWER T:5 Power:1% Vessel:PB-01
SENDMFDKEY T:7 Mfd:LEFT Key:OAPI_OAPI_KEY_L
HOVERENGINEPOWER T:12.5 Power:90% Vessel:PB-01
SETAUTOPILOT T:12.5 Status:ON Type:HLEVEL Vessel:PB-01
MAINENGINEPOWER T:20 Power:10% Vessel:PB-01
MAINENGINEPOWER T:28 Power:60% Vessel:PB-01
SETAUTOPILOT T:30 Status:ON Type:HOLDALT Vessel:PB-01
HOVERENGINEPOWER T:30 Power:100% Vessel:PB-01
MAINENGINEPOWER T:35 Power:100% Vessel:PB-01
; End of command sequence.
;**********************************************************************
;-----------------------------------------------------------------
; Preliminary note:
; -----------------
; All music, sounds and settings below are TEMPORARY just for this scenario.
; The "Radio/Radar/MP3" MFD will inform the user of this control
; by scenario and allow him to regain control (for the music and radio chatter only).
;
; Note:
; -Timed commands are sorted by time, no need to write them in exact sequence.
; -Time command ("T:") can be float (for example "T:5.5" is 5500 milliseconds)
; -If something don't work, check for error in OrbiterSound_log.txt
; -All your sounds must be in your "Sound\_CustomScenarioSound\***" directory.
;-----------------------------------------------------------------
;-----------------------------------------------------------------
; IMPORTANT:
; ---------
; This should come first before any other sound command !
; Its your addon's music and sound folder located
; in "Sound\_CustomScenarioSound\" (for this example: "Sound\_CustomScenarioSound\OrbiterSoundDemo")
; Of course if you don't use sound command, this is not mandatory.
;SCENARIOSOUNDFOLDER OrbiterSoundDemo
;-----------------------------------------------------------------
; Mute the music. If you use ADDTOPLAYLIST below this command
; is ignored. The user's music is already replaced by your playlist.
;MUTEMUSIC
;-----------------------------------------------------------------
; Mute the VHF radio (radio chatter)
;MUTEVHFRADIO
;-----------------------------------------------------------------
; Play Timed sound One
;
; Note:
; -Two playsound stream can play in same time, see PLAYSOUND_TWO.
; This allow you to play for example a complete launch sound in exterior view and another for interior.
; -You can have up to 40 commands "PLAYSOUND_*", so you can also comment a replay flight or anything you can imagine.
; -External Sound volume is NOT controlled by distance and pressure.
; -Only mp3 or ogg format will play with this command.
; -Time < 3 seconds is not recommended as Orbiter take time to load everything.
;
; T:# = time in second since start of simulation
; V:# = volume from 0 to 255
; View:# COCKPIT or EXTERNAL or BOTH
; Name:# filename of the sound (mp3 or ogg)
;PLAYSOUND_ONE T:3 V:255 View:COCKPIT Name:playsoundOneCockpit.ogg
;-----------------------------------------------------------------
; Play Timed sound Two (Same as above but for sound TWO)
; T:# = time in second since start of simulation
; V:# = volume from 0 to 255
; View:# COCKPIT or EXTERNAL or BOTH
; Name:# filename of the sound (mp3 or ogg)
;PLAYSOUND_TWO T:3 V:255 View:COCKPIT Name:playsoundTwoExternal.ogg
;-----------------------------------------------------------------
; Add music to the playlist.
; Those commands below will temporary overwite the user's playlist and setting
; This new playlist will play in sequence from simulation start one song after another.
; Your songs must be in your scenario's folder.
; V:# = volume from 0 to 255
; View:# COCKPIT or EXTERNAL or BOTH
; Name:# filename of the sound (mp3 or ogg)
;ADDTOPLAYLIST V:255 View:COCKPIT Name:RockInsideTheClock.mp3
;ADDTOPLAYLIST V:255 View:BOTH Name:CrimsonTideMutiny.mp3
;-----------------------------------------------------------------
; Engage Main engine, so your sound is synchronised in case of launch sound effect
; T:# = time in second since start of simulation (<3 is not recommended as Orbiter take time to display everything)
; Power:#% = engine power
; Vessel:# = Name of the vessel
;MAINENGINEPOWER T:35 Power:100% Vessel:GL-02
;-----------------------------------------------------------------
; Engage Hover engine, so your sound is synchronised in case of launch sound effect
; T:# = time in second since start of simulation
; Power:#% = engine power
; Vessel:# = Name of the vessel
;HOVERENGINEPOWER T:25 POWER:100% VESSEL:GL-02
;-----------------------------------------------------------------
; Engage Orbiter Autopilot
; T:# = time in second since start of simulation
; Status:# = ON or OFF
; Type:# = KILLROT, HLEVEL, PROGRADE, RETROGRADE, NORMAL, ANTINORMAL or HOLDALT
; Vessel:# = Name of the vessel
;SETAUTOPILOT T:10 Status:ON Type:HLEVEL Vessel:PB-01
;-----------------------------------------------------------------
; Send a keypress to a MFD
;
; T:# = time in second since start of simulation
; Mfd:# = LEFT or RIGHT or MFD_USER1 to MFD_USER9
; Key:# = A key identifier as defined in
; Orbitersdk\doc\API_Reference.pdf (page 227 or search for "OAPI_KEY_1")
;SENDMFDKEY T:31 Mfd:LEFT Key:OAPI_OAPI_KEY_L
;SENDMFDKEY T:54 Mfd:MFD_USER4 Key:OAPI_OAPI_KEY_N
END
Next devellopment update: Tuesday :badsmile:
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Nice work Dan.
Prolific period :)
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NEWS - Redoing all the scenarios
For the next alpha test I'm redoing yet all the scenarios and will change a few things.
I plan to make a very special "1-Welcome in OrbiterSound - launch me first" but I'll see that later.
Yet this one might surprise you... and your neighborough if you pump up the volume :)
(http://www.dansteph.com/screenshots/200601-005727_FastStoneEditor3.jpg)
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Oh how very exciting to read this! Thank you Dan!! :beer: :beer: :beer:
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Okay, Dan. I get it. Now I'll have to go and re-invest in my Surround Sound 5.1 (or 7.1) with the Super Sub-bass speakers. My Landlord is gonna throw me out for sure.
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Not really a NEWS :)
The external sound for the demo scenario "Atlantis launch" was okay (taken from a real launch boosted and modified) Now, the internal cockpit sound come nicely also with real cockpit com of STS-135...
(http://www.dansteph.com/screenshots/200601-143753_FastStoneEditor1.jpg)
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Great news. Thanx Dan!
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Thanks,
And the scenario commands sequence:
BEGIN_OrbiterSound
;**********************************************************************
; Start of OrbiterSound command sequence, see documentation for a list of all commands and parameters.
MUTEMUSIC
MUTEVHFRADIO
SCENARIOSOUNDFOLDER OrbiterSoundDemo
PLAYSOUND_ONE T:3 V:255 View:COCKPIT Name:AtlantisFullLaunchInternal.ogg
PLAYSOUND_TWO T:3 V:255 View:EXTERNAL Name:AtlantisFullLaunchExternal.ogg
MAINENGINEPOWER T:12.7 Power:25% Vessel:Atlantis
MAINENGINEPOWER T:16.0 Power:90% Vessel:Atlantis
SENDMFDKEY T:18.20 Mfd:LEFT Key:OAPI_KEY_L ; This trigger the Ascent MFD launch sequence
; End of OrbiterSound command sequence.
;**********************************************************************
END
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Hello Dan,
How about your updating of OrbiterSound ? If you have more things to test, I could do it with pleasure. Anyways, all my congratulations for your hard work :top:
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NEWS - alpha test planned for tuesday
I just finished to clear a difficult bug about 3d sound cone and > mach 1 and I continue to fix and update the old 4.0 scenarios (the "mach one" revealed the bug).
I still have a hell of work and would like to "stabilize" a version before releasing another alpha test. There was a lot of changes and small fix since the last one and I must carefully test those changes.
So, sorry it will take sometime... maybe 4 day, one week, I don't know.
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NEWS - no news, yet good news
I've done a lot of small corrections, improvements, bug correction, wrote some new features, I'm almost 8 hours per day on it. Now I'll add some new feature and correct as much as I can until I have something solid and release a new alpha within one week or shorter.
A cool news *might* be released here within this time, stay tuned... :siffle:
Scrchhhh .. over !
(http://www.dansteph.com/screenshots/200609-025954_FastStoneEditor1.jpg)
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:top: :top: :top:
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:top: :top: :top: :merci:
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News - youtube video
Subscribe and activate the bell :badsmile: follow me on bwitter lacebook instagroom. You can also have reduction on Nord VBN
Watch it in fullscreen hd please :why: (click on the title instead of play)
http://www.youtube.com/watch?v=Lcd3txJ7YGo
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:top: :top: :top:
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:wor: :wor: :wor: :beer:
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Really exciting about this. Great job. You are the king of the sound in orbiter.
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Hello,
It sound really cool ! :top:
Milouse
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Excellence!! :beer:
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Woooo!
I just thought I'd check here after... months if not years and what do I see?! Excellent :)
I periodically get the itch to re-install Orbiter, but without the Sound and the Arrow it just isn't worth it.
Thank you Dan!
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Woooo!
Da man ! :)
Welcome back doc ! :beer:
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Woooo!
I just thought I'd check here after... months if not years and what do I see?! Excellent :)
I periodically get the itch to re-install Orbiter, but without the Sound and the Arrow it just isn't worth it.
Thank you Dan!
You're ALIVE!!
Good to hear from you Doc!
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NEWS - The 1% and the 99%
Some say that the last 1% of a program take 99% of the development time.
It's not entirely true, but it's not completely false either and we are more in the 4% yet.
I'm not working on a main feature actually but I'm fixing a lot of small one.
Scenario, doc, help text, music, bug, sound, I can work 30mn on a things and six hours on another.
Still, it's coming up nicely :explique:
Sorry to the alpha tester for the long delay, I'll contact you by MP when the next alpha will be ready.
Anyway, good news: the final release will be a Tuesday ! (https://forum-images.hardware.fr/images/perso/twixy.gif)
PS: Feature added lately:
Online update check: every 20 day if you launch Orbiter there will be a check to see if there is a new OrbiterSound version. Usually I avoid frequent release because everyone end with a different version but with this new feature it will not be a problem and I can issue new version with small fix or add minor things.
Note: it's a simple silent check of an online text file at start of Orbiter, no external program or background task running and you can also set the delay between check and even stop it completely. This feature is not yet tested, I don't know if the firewall will trigger on most closed configuration, we'll see (port 80 http)
My actual todo list:
(http://www.dansteph.com/screenshots/200618-032520_FastStoneEditor1.jpg)
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Anyway, good news: the final release will be a Tuesday ! (https://forum-images.hardware.fr/images/perso/twixy.gif)
(https://zupimages.net/up/20/25/c3t2.gif)
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If this continues, we have to rename the Orbiter Space flight simulator to Orbiter Tuesday flight simulator :)
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If this continues, we have to rename the Orbiter Space flight simulator to Orbiter Tuesday flight simulator :)
:ptdr:
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Dan - thank you so much for coming back and for working on these updates - for free. Like many, I come back to Orbiter every few years (and have to, of course, re-learn EVERYTHING each time). I, for one, can't wait to have the Arrow Freighter work in Orbiter2016! I've also long been a fan of FSPassengers. You've given me hundreds of hours of entertainment over the years.
Two questions:
1) Do you think your time will allow you to eventually update the Arrow and UCGO?
2) Do you have a venmo or patreon or something that I can contribute to?
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Welcome here David and thanks for your kind word :beer:
Arrow and UCGO are planned yes, see the first post there is a "timeline".
No "patreon" or anything like that, but you can subscribe to my youtube channel (http://www.youtube.com/DanstephOrbiter) and soon I'll be famous and make a lot of $$$
(http://www.dansteph.com/screenshots/200620-085206_FastStoneEditor1.jpg) (http://www.dansteph.com/screenshots/200620-085820_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/200620-090121_FastStoneEditor3.jpg) :trucdeouf:
99'882 subscribers to go until monetization... :sad: <-- poor
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I started the update of all my addons for Orbiter 2016 including:
- OrbiterSound
- DeltaGliderIV
- UMmu
- UCGO
- Arrow Freighter
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1 - Orbiter 2016 installed to see what´s new
2- Checked Dan´s addons were unavailable for this version.
3- Back to Orbiter 2010.
There´s something unique about your work Dan, I tried to play this new Orbiter version to realize I cannot enjoy if I´m unable to use UMMU, love so much to "be" out there...
Thanks for your efforts.
Count another youtube subscriptor!! hell yeah.
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Count another youtube subscriptor!! hell yeah.
(https://forum-images.hardware.fr/images/perso/aline2003.gif) (https://forum-images.hardware.fr/images/perso/atom1ck.gif)
Welcome... :)
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NEWS
I'm still working on scenarios and sound to make them better and various stuff. (I cleared a "mach bang" bug)
I added some new scenario commands, you'll find the actual complete list below.
Now you can also control RCS, change focus, delete vessel so a scenario with "AI" or "Bot" vessel is possible.
Here below is the "online check message" when there is an update. The delay by default will be 20 day, as said above there's nothing external to orbiter, the check will be done only when you launch it.
(http://www.dansteph.com/screenshots/200625-034844_FastStoneEditor1.jpg)
The documentation:
(http://www.dansteph.com/screenshots/200625-040756_FastStoneEditor1.jpg)
And the full list of Scenario Commands:
;-----------------------------------------------------------------
; Preliminary note:
; -----------------
; All music, sounds and commands are TEMPORARY just for one scenario.
;
; Note:
; -All commands must be inside a scenario between "BEGIN_OrbiterSound" and "END" tag.
; -Up to 200 commands are allowed.
; -Timed commands are sorted by time, no need to write them in exact sequence, this
is VERY usefull to group long sections of commands (by vessel, by type etc).
; -Time command ("T:") can be float (for example "T:5.5" is 5500 milliseconds).
; -Time command ("T:") can be relative to the previous command's time (for example "T:+4").
; -Time <3 seconds is not recommended as Orbiter take time to load everything.
; -If something don't work, check for "ERROR" in OrbiterSound_log.txt.
; -All your sounds must be in your "Sound\_CustomScenarioSound\***" directory.
; -You can add comments or unactivate a command with ";" keyword.
;-----------------------------------------------------------------
;-----------------------------------------------------------------
; IMPORTANT:
; ---------
; This should come first before any other sound command !
; Its your addon's music and sound folder located
; in "Sound\_CustomScenarioSound\" (Example: "Sound\_CustomScenarioSound\OrbiterSoundDemo")
; Of course if you don't use any sound, this is not mandatory.
;
;SCENARIOSOUNDFOLDER OrbiterSoundDemo
;-----------------------------------------------------------------
; Mute the music. If you use ADDTOPLAYLIST or INSERTTOPLAYLIST below this command
; is ignored.
;
;MUTEMUSIC
;-----------------------------------------------------------------
; Mute the VHF radio (radio chatter)
;
;MUTEVHFRADIO
;-----------------------------------------------------------------
; Immediate check of OrbiterSound Update (See demo scenario "OrbiterSound update check")
;
;CHECKORBITERSOUNDUPDATE
;-----------------------------------------------------------------
; Offset commands time
;
; This may be usefull wen you write very long sequence and want to insert, offset or
; delete a sequence without modifying every command's time.
;
; Note: Every commands >that follow this one in the script< will have their time modified
; by the amount set. When you offset a sequence, don't forget to reset the offset to "0"
; after the sequence.
;
; OffsetTime:# = offset time positive or negative in second. (valid: -600 to +600)
;
;OFFSETCOMMANDSTIME OffsetTime:21
;OFFSETCOMMANDSTIME OffsetTime:-5
;OFFSETCOMMANDSTIME OffsetTime:0
;-----------------------------------------------------------------
; Play Timed sound One
;
; Note:
; -Two playsound stream can play in same time, see PLAYSOUND_TWO.
; This allow you to play for example a complete launch sound in exterior view and another for interior.
; -You can have up to 200 commands "PLAYSOUND_*", so you can also comment a replay flight or anything you can imagine.
; -External Sound volume is NOT controlled by distance and pressure.
; -Only mp3 or ogg format will play with this command.
; -Time < 3 seconds is not recommended as Orbiter take time to load everything.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; V:# = volume from 0 to 255
; View:# COCKPIT or EXTERNAL or BOTH
; Name:# filename of the sound (mp3 or ogg)
;
;PLAYSOUND_ONE T:3 V:255 View:COCKPIT Name:playsoundOneCockpit.ogg
;-----------------------------------------------------------------
; Play Timed sound Two (Same as above but for sound TWO)
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; V:# = volume from 0 to 255
; View:# COCKPIT or EXTERNAL or BOTH
; Name:# filename of the sound (mp3 or ogg)
;
;PLAYSOUND_TWO T:3 V:255 View:COCKPIT Name:playsoundTwoExternal.ogg
;-----------------------------------------------------------------
; Add a music to the playlist.
;
; This commands REPLACE the user's playlist with your songs.
; This new custom playlist will play in sequence from simulation start one song after another.
; Your songs must be in your scenario's sounds folder.
;
; V:# = volume from 0 to 255
; View:# COCKPIT or EXTERNAL or BOTH
; Name:# filename of the sound (mp3 or ogg)
;
;ADDTOPLAYLIST V:255 View:COCKPIT Name:RockInsideTheClock.mp3
;ADDTOPLAYLIST V:255 View:BOTH Name:CrimsonTideMutiny.mp3
;-----------------------------------------------------------------
; Force Current Active Music and settings (not recommended)
;
; OrbiterSound usually remember the last song played by the user and the last 'Volume' and 'Mode' set by the MFD.
; This command will force the users's Mode, Volume and current song.
; Note:
; This command is very agressive because it change the user's setting. It was done only
; for the purpose of the scenario "How to use MFD" but may annoy the user if you use it often.
; The song must be in Mp3 directory, if the user erase the song, this command will be ignored.
; For a demo of this parameter see the demo scenario "How to use MFD".
;
; V:# = volume from 0 to 255
; View:# COCKPIT or EXTERNAL or BOTH
; Name:# filename of the sound (mp3 or ogg)
;
;FORCECURRENTACTIVEMUSIC V:255 View:BOTH Name:RockInsideTheClock.mp3
;-----------------------------------------------------------------
; Engage Main engine, so your sound is synchronised in case of launch sound effect
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Power:#% = engine power from 0% to 100%
; Vessel:# = Name of the vessel
;
;MAINENGINEPOWER T:35 Power:100% Vessel:GL-02
;-----------------------------------------------------------------
; Engage Hover engine, so your sound is synchronised in case of launch sound effect
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Power:#% = engine power from 0% to 100%
; Vessel:# = Name of the vessel
;
;HOVERENGINEPOWER T:25 Power:100% Vessel:GL-02
;-----------------------------------------------------------------
; Engage RCS thruster
;
; Note: to stop a RCS send the same command with Power:0% or with "Type:ATT_STOPALL"
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Power:#% = RCS engine power from 0% to 100%
; Type:# = one thruster group below
; ATT_STOPALL < stop all rcs
; ATT_PITCHUP < rotation: pitch up
; ATT_PITCHDOWN < rotation: pitch down
; ATT_YAWLEFT < rotation: yaw left
; ATT_YAWRIGHT < rotation: yaw right
; ATT_BANKLEFT < rotation: bank left
; ATT_BANKRIGHT < rotation: bank right
; ATT_RIGHT < translation: move right
; ATT_LEFT < translation: move left
; ATT_UP < translation: move up
; ATT_DOWN < translation: move down
; ATT_FORWARD < translation: move forward
; ATT_BACK < translation: move back
; Vessel:# = Name of the vessel
;
;RCSENGINEPOWER T:25 Type:ATT_PITCHUP Power:100% Vessel:GL-02
;RCSENGINEPOWER T:27 Type:ATT_PITCHUP Power:0% Vessel:GL-02
;-----------------------------------------------------------------
; Set control surface
;
; Note: The control surface will stay in position unless there is a user input or you set it back to 0%.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Position:#% = Surface position from -100% to 100% (neutral 0%)
; Type:# = one control surface below
; AIRCTRL_ELEVATOR, ///< elevator control (pitch control)
; AIRCTRL_RUDDER, ///< rudder control (yaw control)
; AIRCTRL_AILERON, ///< aileron control (bank control)
; AIRCTRL_FLAP, ///< flaps (lift, drag control)
; AIRCTRL_ELEVATORTRIM, ///< elevator trim
; AIRCTRL_RUDDERTRIM ///< rudder trim
; Vessel:# = Name of the vessel
;
;SETCONTROLSURFACE T:25 Type:AIRCTRL_ELEVATOR Position:-50% Vessel:GL-02
;SETCONTROLSURFACE T:27 Type:AIRCTRL_RUDDER Position:0% Vessel:GL-02
;-----------------------------------------------------------------
; Set vessel fuel
;
; Note: to find the fuel text "PRPLEVEL", edit the fuel with Orbiter's Scenario editor, quit
; open the Scenarios/(Current state).scn and copy the PRPLEVEL line listed in the right vessel section.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; PRPLEVEL # = text of fuel as in one scenario
; Vessel:# = Name of the vessel
;
;SETVESSELFUEL T:10 PRPLEVEL 0:1.000000 Vessel:STS-101
;SETVESSELFUEL T:25 PRPLEVEL 0:0.130000 1:0.050000 2:0.100000 Vessel:GL-02S
;-----------------------------------------------------------------
; Engage an Orbiter Autopilot
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Status:# = ON or OFF
; Type:# = KILLROT, HLEVEL, PROGRADE, RETROGRADE, NORMAL, ANTINORMAL or HOLDALT
; Vessel:# = Name of the vessel
;
;SETAUTOPILOT T:10 Status:ON Type:HLEVEL Vessel:PB-01
;-----------------------------------------------------------------
; Send a keypress to a MFD
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Mfd:# = LEFT or RIGHT or MFD_USER1 to MFD_USER9
; Key:# = A key identifier as defined in Orbitersdk\doc\API_Reference.pdf (page 227 or search for "OAPI_KEY_1")
;
;SENDMFDKEY T:31 Mfd:LEFT Key:OAPI_KEY_L
;SENDMFDKEY T:54 Mfd:MFD_USER4 Key:OAPI_KEY_N
;-----------------------------------------------------------------
; Send a keypress to a Vessel
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Key:# = A key identifier as defined in Orbitersdk\doc\API_Reference.pdf (page 227 or search for "OAPI_KEY_1")
; for shift and control key, see example below.
; Vessel:# = Name of the vessel
;
;SENDVESSELKEY T:31 Key:OAPI_KEY_G Vessel:PB-01
;SENDVESSELKEY T:35 Key:OAPI_KEY_LSHIFT+OAPI_KEY_G Vessel:GL01-S
;SENDVESSELKEY T:+4 Key:OAPI_KEY_LCONTROL+OAPI_KEY_G Vessel:GL02
;-----------------------------------------------------------------
; Switch Camera view
;
; Note: To find _EXTERNAL view POS parameter, simply launch a scenario, set the desired track view, quit,
; open the Scenarios/(Current state).scn and copy the POS numbers listed in BEGIN_CAMERA.
; Else the first number is distance in meter, the second horizontal angle from -180 to +180 and the last the vertical angle.
;
; To find _GROUND view GROUNDLOCATION parameter, simply launch a scenario, set the desired ground camera, quit,
; open the Scenarios/(Current state).scn and copy the GROUNDLOCATION numbers listed in BEGIN_CAMERA.
; Else the first number is longitude, the second latitude and the last, the altitude over ground.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Fov:# - Camera Field Of View from 20 to 90
;
;SWITCHCAMERA_COCKPIT T:31 Fov:50
;SWITCHCAMERA_EXTERNAL T:35 Fov:50 POS 3.657627 0.000000 -20.467185
;SWITCHCAMERA_GROUND T:+4 Fov:50 GROUNDLOCATION -80.61481 28.62108 27.89
;-----------------------------------------------------------------
; Rotate the camera around ship in external view
;
; Note: This command will slowly rotate the camera around ship in external (track) view.
; Any mouse move or view change from the user will cancel this effect.
; For a demo of this parameter see the demo scenario "How to use MFD".
; To stop the rotation call again this function with RotX and RotY parameters to 0.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; RotX:# = Horizontal (azimuth) speed in degree per minute (-1400 to 1400)
; RotY:# = Vertical (orbital) speed in degree per minute (-1400 to 1400)
; Acc:# = Acceleration (1 to 400, 1=ultra slow, 100=normal, 400=very fast)
;
;ROTATECAMERA T:1 RotX:90 RotY:20 Acc:40
;-----------------------------------------------------------------
; Disable vessel focus capabilities for the user
;
; Note: for a sort of "AI" vessel, you may want to forbid focus capabilities so user cannot take control
; of the vessel and be spoiled. Also the select ship windows will not be populated with a lot of "unflyable" vessel.
; This command is executed at T=0.
;
; Vessel:# = Name of the vessel
;
;DISABLEVESSELFOCUS Vessel:PB-01
;-----------------------------------------------------------------
; Switches the input focus to a different vessel.
;
; Note: only the focus vessel produce sound.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Vessel:# = Name of the vessel that receive the input
;
;SETFOCUSVESSEL T:80 Vessel:PB-01
;-----------------------------------------------------------------
; Delete one Vessel
;
; Note: This allow you to delete an "AI" vessel that have finished its show.
; Be CAUTIOUS with this command, if one third party addons or MFD
; don't manage the vessel deletion correctly (check for the validity of handle), Orbiter may crash.
; This is rare but it may happen with some addons.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Vessel:# = Name of the vessel
;
;DELETEVESSEL T:80 Vessel:PB-01
;-----------------------------------------------------------------
; Set the time acceleration
;
; Note: Take care with this function, at very high time acceleration with low framerate you may have one image
; for several thenth of seconds and timed commands may be delayed.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; TimeAcc:# = Time acceleration from 1x to 1000x
;
;SETTIMEACCELERATION T:10 TimeAcc:10x
;SETTIMEACCELERATION T:25 TimeAcc:1x
;-----------------------------------------------------------------
; Display one line of debug text
;
; This can help you to debug your scenario. The message is permanent,
; if you want to switch it off, call the command without any text.
;
; T:# = time in second since start of simulation OR "+" for offset since last command (eg: "T:+4" )
; Text:# = Text to display
;
;DISPLAYDEBUGTEXT T:10 Text:Hello World
;DISPLAYDEBUGTEXT T:25 Text:
PS: Please don't mind the english, usually before release I ask one or more tester that are fluent in english to review and correct all texts.
It's probably not 100% typo free but at least (I hope) they don't burn the eyes.
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I can't wait for the UMMU and UCGO updates! The new Orbitersound looks awesome, but I REALLY miss not being able to use the UMMU and UCGO in 2016! There are some UCGO alternatives out there, but they don't have the acceptance that your work does. And there IS no replacement for UMMU! I can't wait to see the updated spacecraft, too! It has not been clear to me how compatible the 2014 versions are, so I have hesitated to install them on the 2016 Orbiter. Please, keep up the good work!
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Thanks for your kind word, yes I'm impatient to work also on those.
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Subbing your YouTube Dan. Thanks so much for all of this and FSPassengers too! If you'll be needing an English editor/tester, I'd be more than happy to oblige.
:beer:
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Subbing your YouTube Dan. Thanks so much for all of this and FSPassengers too! If you'll be needing an English editor/tester, I'd be more than happy to oblige.
:beer:
Much thanks, yes I'll have a lot of horrible globish texts to correct, any help would be much appreciated.
Usually I do it last but if you want I can send you the next alpha so you can test and have a pre-look.
(https://forum-images.hardware.fr/images/perso/tonio.gif)
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NEWS
I'm reworking now the basic sounds.
Until now OrbiterSound only had pressure and distance taken in account in external view.
The volume was lower due to the distance but the frequency was steady (apart with the ground camera that had also Doppler)
In reality far away from the source, the atmospheric turbulence, wind and difference in density and temperature damper and change the volume and frequency by burst. I wanted to mimic that and my first quick test show that it's much better even if it's not an effect that you'll really notice, it will simply sound more natural in the distance.
I plan to try to add more sounds during atmospheric flight to make the sound more complex, but no promise yet.
The real physic of aircraft sound is a nightmare: speed of sound, pressure, compression, temperature, venturi ,harmonics, there would be enough calculus to put any PC down, so I'll try to mimic some effects with quick cheat but there is no guaranty.
While waiting, a very cool real video of SpaceX sonic boom... The whole video is interesting:
https://youtu.be/ImoQqNyRL8Y?t=372
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Oh man this just keeps getting better and better!
BTW Dan, I've been experimenting with a different way to animate mmu meshes. Here is a test video:
http://www.youtube.com/watch?v=IdKcrKeVvco
When the time comes for the UMmu update, I hope you'll perhaps consider trying something like this.
As always, I'll help in any way I can.
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When the time comes for the UMmu update, I hope you'll perhaps consider trying something like this.
As always, I'll help in any way I can.
That look stunning ! :eek:
Skinned mesh ?
For sure I'll ask you when doing UMmu. :top:
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Skinned mesh ?
Spacecraft3 animation :)
The each group in the mesh is one frame of the animation (19 frames/groups in total). With a single material and a single texture, there was no noticeable performance hit.
All the groups start ~ 1000 meters away from the center and for every animation frame I fetch the group I want to the center, keep it there for ~1/24th of a second, send it back 1 km away and so on. I also tied the animation speed to the main thrust level and the result was pretty good as you can see.
Another way to do it, is to save each animation frame as a separate mesh and call it with insert_mesh(index=0), but this has a significant performance impact.
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I saw some "blinking" is that an artifical glitch or ?
Did you test with SetMeshVisibility of something like that. The main mesh contain all frame in mesh group and you "enable/disable" one group at a time.
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BTW Dan, I've been experimenting with a different way to animate mmu meshes. Here is a test video:
:eek: Amazing !!!
I thought I knew Spacecraft3&4 but there, your are the master !!! :wor:
I saw some "blinking" is that an artifical glitch or ?
I Saw the same blinking... and the same interrogation :)
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That is incredibly cool and looks realistic! :wor:
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Thanks guys!
The blinking is a simple timing issue. On this next video I fixed it. The running animation has no blinking and the... ahem other animation has one skipped frame at the end of its cycle.
http://www.youtube.com/watch?v=ExbukwgH-Iw
I am in the middle of streamlining the process, using a blender script to batch import .obj files into a single mesh and using a spreadsheet to auto-create the animation components.
Hopefully I'll be able to publish a tutorial sometime next weekend.
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Looking forward to that tutorial soonest. Thank you very much.
Any thoughts on how to adjust so you don't lose the feet to just under the surface on the running test?
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EXTRAORDINAIRE :eek:
Très très beau travail
La MACARENA :hot: :hot:
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Hopefully I'll be able to publish a tutorial sometime next weekend.
(https://zupimages.net/up/20/26/y12c.gif) La LAMBADA :hot: :doubt: copier...
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:eek: :)
Hahahah that is brilliant!
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Magnifique ! :love: :wor:
Et superbe Macarena ! :badsmile:
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Thanks everyone for the kind words. I am continuing this topic here:http://orbiter.dansteph.com/forum/index.php?topic=14539.msg220938#new (http://orbiter.dansteph.com/forum/index.php?topic=14539.msg220938#new)
as to not further hijack this thread. (My apologies Dan).
:beer:
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as to not further hijack this thread. (My apologies Dan).
No worry Dimitris, this is amazing !
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NEWS spacecraft4 and spacecraft3 native support
spacecraft4 & 3 is an addon that allow anyone to create a vessel without C++.
It has some OrbiterSound function but was not able to play animation sound and it was somewhat limited to the basics sounds. The new OrbiterSound will give full access to all functions of vessel configuration.
(see "Sound/_CustomvesselsSound")
(http://www.dansteph.com/screenshots/200718-220448_FastStoneEditor1.jpg)
What's next:
I'll work to clean and redo some help & documentation, maybe add one or two features, then hire more beta testers (the actual thread is almost dead) and release the last closed beta. If all is well there will be a public beta then release.
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So that's really great !!! :hot:
I had been waiting for this for many many years !!! :doubt: really ?
thank you dan :beer: :wor:
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You welcome :badsmile:
Any other wish ?
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NEWS - a utility to create sound config file
In Orbiter the key SHIFT+CTRL+S will now open a small utility to create a vessel sound configuration file and folder without headache.
This utility allow you also to dump useful information as animation number or sound position in a txt file.
(http://www.dansteph.com/screenshots/200722-072617_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200722-072748_FastStoneEditor3.jpg)
When you dump the animation it also set on the runtime debug that show the camera position in real time.
(http://www.dansteph.com/screenshots/200722-072726_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/200722-073247_FastStoneEditor4.jpg)
A sound configuration file allow you to add/replace sound and modify sound option for any vessel without any coding:
(http://www.dansteph.com/screenshots/200722-073443_FastStoneEditor5.jpg)
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(https://i1.wp.com/www.seductionbykamal.com/wp-content/uploads/2012/09/se-faire-respecter-lycee.jpg)
(https://img.myloview.fr/images/l-internaute-fou-400-4575544.jpg) :damn: il est très fort!!!
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Plus que très fort, super fort :wor: :wor: :wor:
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top :top:
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Thanks mate :beer:
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NEWS: OrbiterSound 5.0 will be released Tuesday 11 august
I really need you help for the last test and English text correction, please see here:
http://orbiter.dansteph.com/forum/index.php?topic=14553.0
Much thanks
Dan
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Do you still need a translator? I can try to get it out today or tomorrow, if you send me whatever needs looking at. I doubt that it will take much time.
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Sure with you aboard the team count 1 people... :)
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Sure with you aboard the team count 1 people... :)
:badsmile:
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OrbiterSound 5.0 for Orbiter 2016 is released :flower: see here for dedicated thread:
http://orbiter.dansteph.com/forum/index.php?topic=14556.msg221264
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Development timeline
1-OrbiterSound 5.0 - Released 11 august 2020
2-UMmu - in queue
3-UCGO Cargo & cars - in queue
4-DeltaGliderIV & co - in queue
5-Arrow Freighter - in queue
UCGO UMmu and DeltaGlider are dependent of each other, so the release will be in same time.
C'est pas tous les jours facile... (https://forum-images.hardware.fr/images/perso/megalyth.gif)(https://aws-cf.imdoc.fr/prod/photos/9/6/2/11083962/24432591/img-24432591509.gif?v=1)
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Congratulations on the release of OrbiterSound 5.0!
I'm so excited to fly the DeltaGliderIV and use those autopilots again on Orbiter 2016.
Oh, and rescue Joe Drank from dying in Europa orbit. (dammit Joe)
DanSteph, You rock! :beer:
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Oh, and rescue Joe Drank from dying in Europa orbit. (dammit Joe)
Ah yes... :ptdr:
C'est pas tous les jours facile... (https://forum-images.hardware.fr/images/perso/megalyth.gif)(https://aws-cf.imdoc.fr/prod/photos/9/6/2/11083962/24432591/img-24432591509.gif?v=1)
Okay, okay... what a life... :sad:
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NEWS 20 august
I finished the update of the website with new tutorials "welcome & install" in french and various update.
http://orbiter.dansteph.com/forum/index.php?page=bienvenue
I'll now resume operation as in the first post, starting with UMmu.
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FINALLY! :) I've always thought i would have to stick with XRSound (or use the incompatible OrbiterSound 4.0 addon) for sound in Orbiter 2016! Also can't wait for you to implement your other addons!
BTW, I'm new to the forums, hi!
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Oh I can't wait for UMMU and UCGO in orbiter 2016, it will be glorious.
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Welcome and welcome back :beer:
Well "glorious" for the UMmu might be a bit too much.
Orbiter's ground relief is really not designed for such things, you'll have UMmu "levitating" or with leg "cut" in some place but if you don't mind loosing one leg or two it will work at least... ;)
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We have the same issue in NASSP from one of our newer members, ggalfi. He and kuddle discuss it later in this thread: https://www.orbiter-forum.com/threads/apollo-11-tranquility-base-scenery-for-orbiter-2016.38022/
The Good Doctor can probably solve it.
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Much thanks, I'll follow the evolution of this thread.
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So many things rely upon UMMU. Moonbase Alpha is virtually useless without it. That's just one example. I'm thinking 2016 add-on development has been hamstrung without it!
Post Merge: 22 August 2020, 14:31:56
Welcome and welcome back :beer:
Well "glorious" for the UMmu might be a bit too much.
Orbiter's ground relief is really not designed for such things, you'll have UMmu "levitating" or with leg "cut" in some place but if you don't mind loosing one leg or two it will work at least... ;)
That's what 2 is for - to get you above something. Who did that running animation? That was awesome!
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Looking forward to using DGIV and UMMU with kulch's Mir2 again.
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A comment on demos. The Shuttle PB demo is a pain. I STILL do not know where the airlock is. The vessel is extremely poorly documented. Also, a mention of F3 to change UMMUs somewhere in the docs would be nice. Trying to figure that out was VERY frustrating! Demos tend to have little or nothing in the way of description (a general comment, not pointing fingers at you specifically). I have started many a demo and ended up wondering why I was in the scenario and what I was supposed to do.
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I have started many a demo and ended up wondering why I was in the scenario and what I was supposed to do.
Okay, thanks, with your help we'll change all that and make it clear as a river for the next version.
Also I'll see if I can show the airlock's shape or at least an indication in the "hud".
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Yaayyyy! Dan is BACK! :beer: :wor:
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Yaayyyy! Dan is BACK! :beer: :wor:
How ya reekchaa ? :friend:
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Doing Well, Dan! :beer:
You inspired me to Admin for a Facebook group of 300,000 peeps now covering SpaceX, got Janez helping me out along with about 10 other mods, enjoying all technical developments and staying a loyal futurist. :) I'm watching Starship SN6 venting for StaticFire live right now.
facebook.com/groups/spaceXverse/ (http://facebook.com/groups/spaceXverse/)
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You inspired me to Admin for a Facebook group of 300,000 peeps now covering SpaceX, got Janez helping me
Great news,
Once Orbiter revived with many addon up again for 2016 you'll be able to make some pub for it in facebook :badsmile:
Janez did a short visit some month ago, as Tex and many others.
I wait that all my addons are up and I'll try to contact the good doctor.
Cheers
Dan
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NEWS 24 august - OrbiterSound 5.1 in public beta
Download and information here:
http://orbiter.dansteph.com/forum/index.php?topic=14574.msg221458
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NEWS UMmu
Okay, Orbiter 2016 is really NOT designed for UMmu on ground: legs cut, levitation, lightspeed bug, whatewere hack I can do the result IS horrible.
Cars will cause less problem because they can't fly at all, still you'll have wheel cut and levitation in some place.
So, given the small return I had for OrbiterSound for three month of work, if I continue, I'll do a fast and minimal work for UMmu. Other (Car, DGIV, Arrow) will probably be also just a porting so everything work fine in Orbiter 2016 but without any new feature.
The problem is that I cannot work for free during months.
(http://www.dansteph.com/screenshots/200825-031412_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200825-031604_FastStoneEditor1.jpg)
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Hi,
Anyway, we surely and greatly appreciated your hard work. If i could help you in code, i would do it. Have you contacted woo462 for oMmu ? He seems to have some clues to manage elevation problems in Orbiter 2016.
Moreover, would you want some financial help, through donating ?
Your addons are a must-have for Orbiter :)
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Yes, send me at least $2000 per month, thanks :)
I just reviewed ommu code trough github, we all do the same: glue things to the ground using DefSetStateEx and the elevation problem is hard-coded, no way to solve it unless Martin change the code. (I don't know if D3D9 client can "hack" it and create elevation data based on polygons?)
Now the second problem of UMmu is that he can fly also with the turbopack, I can switch the "glue" off when the turbopack is activated but then you get all sort of problems. Ground handling is really not done to handle characters, that's it.
Anyway, it will be usable but not "right out of the box", the user should carefully choose a flatland with a goods elevation to create a base.
The "welcome" scenario will show all those problems and give the user some indications to get a... err "good" result. :sick:
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Indeed.
But GeneralVehicle from Fred18 works fine on slopes, except maybe for the wheels which can be cut a little bit by ground elevation.
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But GeneralVehicle from Fred18 works fine on slopes, except maybe for the wheels which can be cut a little bit by ground elevation.
He use also DefSetStateEx and a little cut of wheel is less visible than a half "guillotined" man... (https://forum-images.hardware.fr/images/perso/trev37.gif)
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Hello,
It should be a pain to make roller skates for UMmus. :ptdr:
Milouse
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Yes. I have made a vessel of a guy. And you right it is not perfect. The guy sometimes sink in a bit and then sink in more.
I followed Freds ground vehicle code. But Icouldn't get the guy to exit at certain spots like airlocks. I think OMMo might be dead as I haven't seen any more about it
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Yes. I have made a vessel of a guy. And you right it is not perfect. The guy sometimes sink in a bit and then sink in more.
I followed Freds ground vehicle code. But Icouldn't get the guy to exit at certain spots like airlocks. I think OMMo might be dead as I haven't seen any more about it
Sometimes, i even wonder whether Martin is passed away (i don't hope so). There isn't any update for orbiter beta since last september.
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Might not need it. Take a look at what dgatsoulis has been doing with his dancers.
Hello,
It should be a pain to make roller skates for UMmus. :ptdr:
Milouse
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(http://www.dansteph.com/screenshots/200828-031908_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200828-032652_FastStoneEditor1.jpg)
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Hello,
Aaaaaaaaaaaaahhhhhhhhhh !... :eek:
Milouse
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Mais quel est donc cet étrange vaisseau ? :wonder:
Il ressemble à un vaisseau que je n'ai pas vu en orbite depuis longtemps.......... :love:
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Hello,
This last years, the Arrow have still traveling in Orbiter 2010. I'm more friendly (not master) with space travels now, and not only for Earth - Moon and Earth - Mars. :)
Last manned mission, destination : Pluto system. Vessels fully loaded, 2 x DGIV and one Shuttle-ACV (piggy-backed).
(https://zupimages.net/up/20/35/jqf7.png)
Milouse
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This last years, the Arrow have still traveling in Orbiter 2010. I'm more friendly (not master) with space travels now, and not only for Earth - Moon and Earth - Mars. :)
Last manned mission, destination : Pluto system. Vessels fully loaded, 2 x DGIV and one Shuttle-ACV (piggy-backed).
Wow, nice image ! Nice setup ! :eek:
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NEWS Arrow Freighter
Reworking a bit the VC to make screens hi-res
old (click on image else you will not see much difference)
(http://www.dansteph.com/screenshots/200829-164906_FastStoneEditor2.jpg)
New:
(http://www.dansteph.com/screenshots/200829-170918_FastStoneEditor1.jpg)
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Outdated graphics in 2020 !??? :worry:
NOT with the D3D9 clients !!!! :explique: :eek:
http://orbiter.dansteph.com/forum/index.php?topic=14577.0
(http://www.dansteph.com/screenshots/200829-172111_FastStoneEditor1.jpg)
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Outdated graphics in 2020 !??? :worry:
NOT with the D3D9 clients !!!! :explique: :eek:
I agree with you... ma qué yé souis d'accord :expliquechapo:
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This teasing... :peur:
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NEWS - The crew panel of Arrow Freighter
Old version: for comparison
(http://www.dansteph.com/screenshots/200901-101957_FastStoneEditor1.jpg)
New version:
-HD screen and panel (resolution doubled)
-Graphic display of selected exits and docks location with status.
-A new buttons "Add Rand(om)" allow you to enter a full crew in one click. You enter a number from 1 to 20 and a random crew will be added with name choosen randomly in a list of 700 names (futurist, german, french, italian, english modern and from 1800)
The list of names is a text file that you can edit if you want only special name.
(http://www.dansteph.com/screenshots/200901-102348_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200901-102755_FastStoneEditor3.jpg)
Another crew, selected exit, dock:
(http://www.dansteph.com/screenshots/200901-103151_FastStoneEditor1.jpg)
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Wow, so great.
Thanks for your hard work, Dan. I have a question : i have always looked for the joke or the joystick. Even it is purely comestic, i wonder where the joystick could be located in the arrow freighter. :badsmile:
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Thanks for your hard work, Dan. I have a question : i have always looked for the joke or the joystick. Even it is purely comestic, i wonder where the joystick could be located in the arrow freighter. :badsmile:
On the side of the invisible seat.... :)
I'm not sure that making one visible would be so great, clipping issue etc, no legs, no arms.
Sometime it's better to let the imagination do the job than a bad visual...
But yet I do not have a "todo" list apart update everything so it work on Orbiter 2016.
There is probably more "surprises" to come...
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Bonjour,
Great work, Dan !
Capt - 40 - Han Solo
Tech - 86 - Jar Jar Binks
Spe - 800 - Yoda
E.T. - 5792 - &^@$_fkds5#
Oh my... don't let aboard the Arrow. :badsmile:
Milouse
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Getting so excited for the Arrow and DGIV. I'm already planning a grand tour.
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Let's call this a false-positive tuesday. :badsmile:
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Yes,
I cannot wait to find again the arrow freighter in Orbiter :).
Just two words about elevation. I have noticed that by increasing the mesh resolution, the "cutting" aspect could be reduced. I am not sure it works with every vessel.
I have made some tests with the lunar rover (LER) from GeneralVehicle, by incrasing mesh resolution from 32 to 64, with linear interpolation mode (of course).
With mesh resolution set on 32 :
(https://www.orbiter-forum.com/attachments/linear_elev_32-jpg.22809/)
With mesh resolution set on 64 :
(https://www.orbiter-forum.com/attachments/linear_elev_64-jpg.22810/)
But another issue appears while increasing this mesh resolution : the shadows generated by lunar terrain are a bit more sharpened (or less blurry) and so less good-looking. But it is subtle. I have talked about to Jarmonik on the official Orbiter forum.
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NEWS - UCGO ShuttleA
New belly dock, it just connect the ShuttleA for long trip so you can carry two (and one deltaglider or XR in the bay). You have to EVA the crew to enter the Arrow Freighter. Thinking about it, it can be a "mini adventure".
You can connect by the nose, transfer all crew but one pilot and then fix the ShuttleA by the belly and EVA the pilot.
I corrected also some bugs and will maybe ameliorate some things.
If you have any suggestion, you're welcome (no promise, but better ask now than regret later)
Click on image for full size...
(http://www.dansteph.com/screenshots/200902-035603_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200902-041242_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200902-043122_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200902-043643_FastStoneEditor1.jpg)
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But another issue appears while increasing this mesh resolution : the shadows
The shadow is not the only one.
I'll try my best but I think only martin can correct the elevation & landing point problem.
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NEWS - Arrow Freighter's color
By default the material's diffuse and ambient RGB of the hull was 0.588 on 1.0
It mean even with a white skin, the better you could get was a light grey.
I don't want to break the compatibility with old skin, so what I'll try to do is to provide a new configuration file that allow skin author to modify also the material.
Diffuse colour (RGBA)
<ar> <ag> <ab> <aa> Ambient colour (RGBA)
<sr> <sg> <sb> <sa> <pow> Specular colour (RGBA) and specular power (float)
Quick test with a white skin and 1.0:
(http://www.dansteph.com/screenshots/200902-052500_FastStoneEditor2.jpg)
The default skin with 1.0
(http://www.dansteph.com/screenshots/200902-051638_FastStoneEditor1.jpg)
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I think the last time I was this excited, it was 2007/14. :bave:
I forget, it's been a while. Is there a way to dock two Arrows together?
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I forget, it's been a while. Is there a way to dock two Arrows together?
You can natively on dock 2 but the visual result is forbidden if you are less than 18 old...
I don't know if there is an addon for that.
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I forget, it's been a while. Is there a way to dock two Arrows together?
You can natively on dock 2 but the visual result is forbidden if you are less than 18 old...
I don't know if there is an addon for that.
Oh my...
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You can natively on dock 2 but the visual result is forbidden if you are less than 18 old...
I don't know if there is an addon for that.
:applause: :ptdr:
Mission planned !!!
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NEWS - Arrow Freighter's color & Material
In skin folder you can create a "MATERIALS_COLORS.cfg" file with this inside:
(Here a "max white version" with 1,1,1 for diffuse and ambient)
//////////////////////////////////////////////////////////
// Skins's Materials color (new feature 2020)
// See \Orbitersdk\doc\3DModel.pdf
// RGBA must be >= 0.0 <=1.0
// specular power must be >=0.0 <=100.0 (typical around 10.0 for shiny)
//////////////////////////////////////////////////////////
MainHull:
1.0 1.0 1.0 1.0 //Diffuse colour (RGBA)
1.0 1.0 1.0 1.0 //Ambient colour (RGBA)
0.9 0.9 0.9 1.0 0.3 //Specular colour (RGBA) and specular power (float)
0.0 0.0 0.0 1.0 //Emissive colour (RGBA)
BayWings:
1.0 1.0 1.0 1.0 //Diffuse colour (RGBA)
1.0 1.0 1.0 1.0 //Ambient colour (RGBA)
0.9 0.9 0.9 1.0 0.0 //Specular colour (RGBA) and specular power (float)
0.0 0.0 0.0 1.0 //Emissive colour (RGBA)
Emissive:
0.639216 0.639216 0.639216 1.0 //Diffuse colour (RGBA)
0.639216 0.639216 0.639216 1.0 //Ambient colour (RGBA)
0.9 0.9 0.9 1.0 0.0 //Specular colour (RGBA) and specular power (float)
0.847059 0.839216 0.8 1.0 //Emissive colour (RGBA)
Result:
(http://www.dansteph.com/screenshots/200902-215650_FastStoneEditor2.jpg)
Without this file, the same skin with the default material (of previous version)
(http://www.dansteph.com/screenshots/200902-215531_FastStoneEditor1.jpg)
Of course you can do anything to the material, here a Christmas edition :gift:
(http://www.dansteph.com/screenshots/200902-215843_FastStoneEditor3.jpg)
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Omg I can see the Easter eggs coming :)
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Omg I can see the Easter eggs coming :)
Ho ho ho ? (https://forum-images.hardware.fr/images/perso/noelgrin.gif)
Nah, too much serious things to do... :sad:
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NEWS - New gravity wheels
I would like your advice: how do you find the new look ? :trucdeouf: :mouais:
The idea would be a 0.9G realistic wheel (0.6G previously) that deploy before rotating.
The head of sleeping crew would be at R=24m60 and G=0.9G. See here for calculation:
http://www.artificial-gravity.com/sw/SpinCalc/SpinCalc.htm
Stowed:
(http://www.dansteph.com/screenshots/200903-014203_FastStoneEditor1.jpg)
Deployed:
(http://www.dansteph.com/screenshots/200903-014813_FastStoneEditor2.jpg)
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Hello,
Yes, interesting. But *maybe* with a more round-shaped visual (more sections). :wonder:
New challenge about the white Arrow : can we find it on icy planets/moons ?
Milouse
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I tried but I'm not convinced visually. Also with 4 blocs *8 places there is already more than enough for the whole crew, one might keep this sensitive turning device at the minimum complexity/weight.
(http://www.dansteph.com/screenshots/200903-161349_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/200903-161749_FastStoneEditor1.jpg)
I added some more bars and I'm still working on it...
I would say it's not the best design but it's a realistic design...
(http://www.dansteph.com/screenshots/200903-162354_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/200903-162735_FastStoneEditor3.jpg)
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After seeing the 8-section version, I think I like the 4 best.
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I don't care, make it easy, make it quick, do the releaaaaaase !!!! (ze riliiiiize ouiz ze fituuuuuurz) :badsmile:
Seriously : maybe wider rooms, as to have a more complete cylindrical shape when stowed ? Or a stowed position closer to the hull ? Both ? Could be seen as a protective shield for the short diameter of the hull, the thinest section ? Or maybe as a reinforced frame too for this thinest section, as the spinning wheel has to be stowed when entering/exiting atmospheres.
Whatever, wonderful job ! Thanx for what you're doing ! :wor:
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Peut-être une idée ?
Avec une forme spéciale comme le vaisseau du film "PASSSENGERS"
(https://zupimages.net/up/20/36/g2qa.jpg) (https://zupimages.net/viewer.php?id=20/36/g2qa.jpg)
https://3dwarehouse.sketchup.com/model/66800fe3-e7f0-4a95-9405-b9aa8a660290/Passengers-Avalon
(https://zupimages.net/up/20/36/o5fr.jpg) (https://zupimages.net/viewer.php?id=20/36/o5fr.jpg)
https://www.wired.com/2016/12/seeds-inspired-swooping-starship-passengers/#slide-1
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Seriously : maybe wider rooms, as to have a more complete cylindrical shape when stowed ? Or a stowed position closer to the hull ? Both ? Could be seen as a protective shield for the short diameter of the hull, the thinest section ? Or maybe as a reinforced frame too for this thinest section, as the spinning wheel has to be stowed when entering/exiting atmospheres.
Well, with the current shape, the most realistic is the extending "light wheel" which is sufficient for the whole crew. Another design would need a complete change and dozen hours of work Tuesdays of delay :)
I can add a configuration parameter to forbid the extension for those that don't like the new look.
I added an "hydraulic cylinder" texture. The system is technically realistic, I mean, there is no "cheat" with cylinders that extend magically.
(http://www.dansteph.com/screenshots/200903-204249_FastStoneEditor7.jpg)
(http://www.dansteph.com/screenshots/200903-203854_FastStoneEditor4.jpg)
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... Another design would need a complete change and dozen hours of work Tuesdays of delay :) ...
This design is absolutely glorious. The best one. Who can even think to change this perfection ? Forget what i've said. You can delete the post. I wasn't there.
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(https://forum-images.hardware.fr/images/perso/maestun.gif) That Idea !
One button to run at 0.6G (no extent, almost classic look) and another to run at 0.9g (full extent)
Everyone's happy and this can give more maneuvers: 0.6G in sensitive area, 0.9g for deep and long trip.
The two main problems for human in space are radiation and zero gravity.
with 12 hours of sleep/exercise in 0.9G the problem is almost solved.
2 pods can be dedicated to individual sleeping room (2x8=16 rooms for 20 crews) and two for medic, kitchen, dinner, salon, exercise.
(http://www.dansteph.com/screenshots/200904-024618_FastStoneEditor9.jpg)
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Hello,
Finally, i agree with the 4 sections ; with more, it's like a big flat tire around the hull. :)
Thanks for the new buttons ! :top:
Milouse
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This is NOT a request, Dan, but i would like to know why you've never made a rocket, with its capsule, a.s.o ?
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This is NOT a request, Dan, but i would like to know why you've never made a rocket, with its capsule, a.s.o ?
Do you mean UCGO ? (Cargo and such)
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I think they mean, why you decided on a winged space plane rather than an apollo-style capsule.
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UMMU, UCGO, a multi stage launcher/family and its features (Launchpad, a probe, capsule, lander...). I've often thought about what could have been a "Dan's Space Program", with your designing and programming skills. Maybe i'm wrong, but it could have been more simple than complete space ships (but less fun perhaps).
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And just to be clear, I absolutely love :love: the Deltaglider IV (and III, II was before my time with Orbiter).
I am so excited to take a fleet out to the Outer Planets again.
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I absolutely love the Apollo program and lately love the SpaceX rockets, but in Orbiter they are already done with talent by others authors.
But I mostly love sci-fi and dream a lot about the futur of regular travel in solar system. In this aspect the actual space program and classics rockets are very, very limited. In orbiter they do as in real life a definite and definitive trajectory without any freedom. It's absolutely not what I call "travel in space".
About half of my books are SF or space opera.
PS: the only eventual regret is that my fleet could be more "hard science" with more "realistic" spacecrafts.
I made some research lately about the gravity wheel, how should be the radiation shield and how to organize the space in it given those constraints but it's too late to make an "hard science" Arrow Freighter and it would not have this look at all.
(http://www.dansteph.com/screenshots/200905-062457_FastStoneEditor1.jpg)
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QUESTION:
Do anyone have information about the docked vessel bug when landed in Orbiter 2016 ?
In orbiter 2010 it was almost impossible, but yet it seem to work so I must perhaps remove the warning message ?
(http://www.dansteph.com/screenshots/200905-065115_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/200905-065224_FastStoneEditor1.jpg)
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Orbiter 2016 supports landed docked vessels. https://www.orbiter-forum.com/threads/docking-between-vessels.34273/post-525240
The bug in 2016 (and previous Orbiter versions), related to the calculation of the Moment Of Inertia, of docked vessels. This was pointed out by indy91 of the NASSP project. Martins fixed this in Orbiter Beta.
https://www.orbiter-forum.com/threads/moments-of-inertia-of-two-docked-vessels.35383/
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Thanx for the answer Dan, i was just curious about your choices. I've already done billions of km with your vessels (and crashed a lot of them) and will do the same with this future release (rilize :badsmile:).
The temptation becomes stronger for me to create "something flyable" for Orbiter. I'm still waiting because there are things in progress here and in Orbiter Forum, and i have a lot to learn before doing anything. There are tools too, now, that makes it a bit easyer. The "i would like" is becoming a "i want to".
(Downloading Blender right now... :bebe:)
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Orbiter 2016 supports landed docked vessels. https://www.orbiter-forum.com/threads/docking-between-vessels.34273/post-525240
Great...
The bug in 2016 (and previous Orbiter versions), related to the calculation of the Moment Of Inertia, of docked vessels. This was pointed out by indy91 of the NASSP project. Martins fixed this in Orbiter Beta.
Only in the beta ?
This is annoying. I would like to support the beta but I don't want to ask the users to install the beta for my addons.
I don't have the time to read all about this, what would be you advice :
1-Leave the caution message as it is now (no landing with docked vessel) ?
2-Remove this message and let peoples land with vessel docked ?
3-Other solutions ?
Much thanks for the information :beer:
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The temptation becomes stronger for me to create "something flyable" for Orbiter.
Just DO IT NOW !!! :badsmile:
Orbiter is ideal to learn anything, from C++ to 3d modeling.
I personally prefer 3dsmax which is much more professional and allow render to texture (The arrow's cockpit), but blender is good also.
I you decide to go for 3dsmax, I have a modified export script for 3dsmax 2011->Orbiter.
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As Coussini has made some good tutos for blender, available on Pappy's Hangar, and knowing that Blender is free... :badsmile: I'm just planning a funny overpowered rocket, a probe, and maybe a base, so this software shall be enough. I don't know a lot about C++ but i'm able to take an old addon and make it Multistage 2015 compatible (done for my personal use with the Trassa Launch Vehicle from Peter Cizek). I've nerver opened a .dll file, so it looks like some kind of sorcery for me :diable:. But maybe, using Vessel Buider... I'll search those things and decide later what to do. I have time 'till tuesday ! :badsmile:
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Dan, I wouldn't worry about the issue in 2016. It's an issue if you want the vAGC DAP to be accurate and stable.
I would remove the message and let people land with it. The issue isn't specific to landing with vessels docked, it's an issue with all docked vessels in orbiter.
The only real difference will be docked vessels turning slightly slower in beta than in 2016, Probably not even a noticeable difference with the Arrow and DGIV.
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I would remove the message and let people land with it. The issue isn't specific to landing with vessels docked, it's an issue with all docked vessels in orbiter.
Much thanks, message removed, it's good to be able to land with docked vessel.
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I would remove the message and let people land with it. The issue isn't specific to landing with vessels docked, it's an issue with all docked vessels in orbiter.
Much thanks, message removed, it's good to be able to land with docked vessel.
Dan's, maybe I'm a little late
But landing with a DGIV just maintained by the airlock seems not to be realistic, at least on Earth and for this precise case.
It seems to me that the message was (is) important to the captain of the ship.
What do you think about it ?
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What do you think about it ?
Yep, this worry me but I'm not decided if I let the users free of the level of realism they want or if I take radical action as force undocking when landed.
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What do you think about it ?
Yep, this worry me but I'm not decided if I let the users free of the level of realism they want or if I take radical action as force undocking when landed.
The way I see it there are a few options:
1) Let people land with no warning. (less realistic, more sci-fi like) :)
2) Make people undock. (more realistic, but less fun) :(
3) Make this an option in a configurator/config file (More work/Tuesdays for you) :sad:
Personally, I'm in favor of option 1. It's a futuristic spacecraft, and if It can handle the acceleration caused by the the engines, it can handle landing on the low-gravity locations that you'd typically land an Arrow.
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Personally, I'm in favor of option 1.
Me too... and it save my time also.
A good compromise would be an orange warning or "notice" at 500 meter during descent ?
or maybe just a short note in the doc.
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It is an idea indeed. I thought that the arrow freighter was not suitable for atmospheric ascent like on earth and where gravity is too heavy. But maybe it is ok for descent on earth.
Dan, when you have concepted the arrow freight, where is it should be assembled ? In the space like the ISS ?
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Hi Dan. I don't know why i didn't speak about this earlyer, and it's surely too late, but why is the Captain alone on the bridge of the arrow ? It could have been nice to call the second officer there, or a dog, or a robot... OK, i'm just speaking about eye candy stuff.
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It is an idea indeed. I thought that the arrow freighter was not suitable for atmospheric ascent like on earth and where gravity is too heavy. But maybe it is ok for descent on earth.
Dan, when you have concepted the arrow freight, where is it should be assembled ? In the space like the ISS ?
Nobody read the doc... :sad:
There is an image of her construction in 2037 :eek:
http://orbiter.dansteph.com/downloadround/tempucgo/Bin/Bin/ArrowHtmlDocumentation.html
By default the Arrow is only able to take-off from moon (earth's moon maximum) and is only certified for no or tiny atmosphere.
A welcome scenario allow the user to change the power and some other data with a configuration file, so one can take-off even from earth.
but why is the Captain alone on the bridge of the arrow ?
I was thinking about it since a long time, first reason was dev time, second the model or his behavior should be really great to not break the immersion. Seing the same guy at the same place with the same face is not very immersive and if he move it should be great.
Now, why not some model fleeing in the (zero gravity) cockpit on the far side when you engage the security maneuver mode ?
This mode is ideal, the user is in the cockpit waiting during 2mn and there is good reason why the crew move at this time.
But still: dev time.
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I read the manual...
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Hello,
1) Let people land with no warning. (less realistic, more sci-fi like) :)
I have more feeling about this option and n72.75's opinion. I'm thinking with a little cradle, but the XR2 fit in the hangar, and the hull is not the same.
It would be fun/tricky to undock the DGIV/XR2 (and the ShuttleA on the back) with the Arrow landed...
Orange warning ? Maybe like this : "warning: docked vessel(s) ! Are you sure to want this ?"
Milouse
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It is an idea indeed. I thought that the arrow freighter was not suitable for atmospheric ascent like on earth and where gravity is too heavy. But maybe it is ok for descent on earth.
Dan, when you have concepted the arrow freight, where is it should be assembled ? In the space like the ISS ?
Nobody read the doc... :sad:
There is an image of her construction in 2037 :eek:
http://orbiter.dansteph.com/downloadround/tempucgo/Bin/Bin/ArrowHtmlDocumentation.html
By default the Arrow is only able to take-off from moon (earth's moon maximum) and is only certified for no or tiny atmosphere.
It is not because i don't read the doc (i read them with pleasure usually) but I just would want to be sure :)
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But still: dev time.
Alone is good too. The captain must stay focussed on his/her tasks. :)
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More news soon, stay tuned... :)
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More news soon, stay tuned... :)
I am... :beer:
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Thanx for the answer Dan, i was just curious about your choices. I've already done billions of km with your vessels (and crashed a lot of them) and will do the same with this future release (rilize :badsmile:).
The temptation becomes stronger for me to create "something flyable" for Orbiter. I'm still waiting because there are things in progress here and in Orbiter Forum, and i have a lot to learn before doing anything. There are tools too, now, that makes it a bit easyer. The "i would like" is becoming a "i want to".
(Downloading Blender right now... :bebe:)
Ahah I'm glad I'm not the only one influenced by Dan to go out and model something for Orbiter (I'm trying to gather my buddies to make a "hard sci-fi Arrow" atm). Best of luck on your end!
More news soon, stay tuned... :)
Tuesday have never felt so close and yet so far away!
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Ahah I'm glad I'm not the only one influenced by Dan to go out and model something for Orbiter (I'm trying to gather my buddies to make a "hard sci-fi Arrow" atm). Best of luck on your end!
This guy is dangerous ! Good luck with your creation ! :)
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"-It will be released on Tuesday.
-Tuesday? What Tuesday???? This Tuesday?????
-Well... one Tuesday, duno...
-Grrr... and the next development update????
-Well, I think it will be on Tuesday too."
Stay Tuesday tuned... :explique:
I'll post a little video tomorrow.
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Tuesday NEWS - New features of Arrow in Video
Please watch in HD 1440p 60fps if you can :pasmoi:
And don't forget to like and subscribe :explique:
(http://www.dansteph.com/screenshots/200915-173204_FastStoneEditor1.jpg) (https://www.youtube.com/watch?v=OQrhOI8-Kzw)
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yé souis sans voix !!! :expliquechapo: :love:
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:applause: F*****G Tuesday. :badsmile: Great job !
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EXTRAORDISUPER :wor: :love: :wor:
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Marvellous ! :love:
Really like the rover lift and the landing gears :eek:
I think about the minor elevation issues that we could talk, the Arrow Freighter is very massive and its landing gears, to bear the massive weight, can slightly sink into the ground. And we know that lunar terrain is not only rocky :) So it is quite realistic finally and not embarrassing there.
And I will add that the gravity wheel fits with the vessel very well.
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Thanks mates :beer:
I made the feet higher so it "hide" 20-40cm sinking or floating error and this video was recorded with "Mesh resolution=64" in D3D9 advanced parameters.
Still not far from this landing site we can see as much as 2-4 meters error and the Arrow was almost half buried into Phobos at many places, we'll have to live with such problems until the good doctor do somethings.
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Ooh phenomenal upgrade! (And more things for me to learn :) ) I can't wait to fly it in the future (and use autoland cause I clearly don't know how to land anything :badsmile: )
Not to be a downer in such a happy occasion, but is the web radio working for everyone else? It has error and won't show up in MFD again so it only plays the music files I put in the folder.
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but is the web radio working for everyone else? It has error and won't show up in MFD again so it only plays the music files I put in the folder.
All or just some stations ?
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All or just some stations ?
I believe all? Last I tried it anyway...
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Nice gear animations. Will you share the code for that? Or tell we can do that
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Of course one just need to ask.
To be optimized if you have several stuff to do, but here is a "standalone" function.
There is no control of validity of pointers so one may add that also.
///////////////////////////////////////////////////////////
// GetLonLatHeightRelativePoint
// Return longitude, latitude and height above surface
// of a point in vessel's relative coordinate.
///////////////////////////////////////////////////////////
double GetLonLatHeightRelativePoint(VESSEL *v1,VECTOR3 v3RelativePoint, double* dLong, double* dLat)
{
OBJHANDLE hSurfaceRef = v1->GetSurfaceRef();
double rt = oapiGetSize(hSurfaceRef);
double dRadMeter,Height=0;
VECTOR3 v3pos = { 0 };
v1->Local2Global(v3RelativePoint, v3pos);
oapiGlobalToEqu(hSurfaceRef, v3pos, dLong, dLat, &dRadMeter);
double dElevation = oapiSurfaceElevation(hSurfaceRef, *dLong, *dLat);
double dHeight = (dRadMeter - rt) - dElevation;
return Height;
}
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NEWS - Stolen image from Spacetech
Hidden in the data flow coming from the LMO (Low Moon Orbit) where one Arrow MK2 is being built there was this picture which was leaked to the social network... It show probably some new features.
It's incredible that such security hole still exists in 2061...
(http://www.dansteph.com/screenshots/200922-034932_FastStoneEditor1.jpg)
LMO image of the MK2 Number 3 in construction taken by an amateur..
(http://www.dansteph.com/screenshots/200922-035618_FastStoneEditor2.jpg)
Having some fun... :programmeurhey:
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Of course one just need to ask.
To be optimized if you have several stuff to do, but here is a "standalone" function.
There is no control of validity of pointers so one may add that also.
///////////////////////////////////////////////////////////
// GetLonLatHeightRelativePoint
// Return longitude, latitude and height above surface
// of a point in vessel's relative coordinate.
///////////////////////////////////////////////////////////
double GetLonLatHeightRelativePoint(VESSEL *v1,VECTOR3 v3RelativePoint, double* dLong, double* dLat)
{
OBJHANDLE hSurfaceRef = v1->GetSurfaceRef();
double rt = oapiGetSize(hSurfaceRef);
double dRadMeter,Height=0;
VECTOR3 v3pos = { 0 };
v1->Local2Global(v3RelativePoint, v3pos);
oapiGlobalToEqu(hSurfaceRef, v3pos, dLong, dLat, &dRadMeter);
double dElevation = oapiSurfaceElevation(hSurfaceRef, *dLong, *dLat);
double dHeight = (dRadMeter - rt) - dElevation;
return Height;
}
Thanks. So that give you the Y touchdown down point correct?
But how to make the gear appear to absorb the force?
As far as I know you can'y make it so the y value for each leg be different. Of course alot of code for animation to adjust so the craft is level:)
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The compression is done automatically by SetTouchDownPoint. What you want is to animate the gear accordingly.
Say you gear's lowest point is at 0.0.0 and extend until 0.-10.0.
So, for dAnimValue 0.0 the gear are at y=0 and for dAnimValue 1.0 they are at -10.
You take the dHeightOverGround of the highest point (0.0.0) then add a simple calculus with a factor of the total height:
double dAnimValue=max(0,min(1,1/10*dHeightOverGround)):
anim(Gear,dAnimValue);
Repeat for each gear.
Hope it help ?
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Hi,
i see you started an update for your excellent addons... :wor:
after 3 1/2 years i am back in space with Orbiter 2016 ^^
i really appreciate your work
p.s. (sorry for my english because otherwise i could appreciate your work better ;) )
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It's good to have you back. Lack of your addons is probably one of the reasons why I've actually barely played the new orbiter.
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Much thanks for the kind words.... :beer:
HURRAY !!!! :youpie:
I was blocked 5 days on a tricky :wall: problem. It work now ! :eek:
New video coming tuesday, I bet you'll like it also (hint: see image above)
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I believe all? Last I tried it anyway...
Here's the picture of what it's showing me every time I try to load up a web radio btw https://cdn.discordapp.com/attachments/476687128009375746/759979268763025439/unknown.png
Much thanks for the kind words.... :beer:
HURRAY !!!! :youpie:
I was blocked 5 days on a tricky :wall: problem. It work now ! :eek:
New video coming tuesday, I bet you'll like it also (hint: see image above)
Woohoo can't wait!
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Here's the picture of what it's showing me every time I try to load up a web radio btw https://cdn.discordapp.com/attachments/476687128009375746/759979268763025439/unknown.png
Unfortunately, this web radio is dead.
-Open the "webr" file with notepad and replace the link with one below:
http://146.185.18.251:7067/stream?type=http&nocache=84972
http://hydra.cdnstream.com/1822_128
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Unfortunately, this web radio is dead.
-Open the "webr" file with notepad and replace the link with one below:
http://146.185.18.251:7067/stream?type=http&nocache=84972
http://hydra.cdnstream.com/1822_128
That doesn't work either, same can be said for other web radio files unfortunately. But it's not the biggest deal, I'll just play my music in the meantime :)
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New video coming tuesday, I bet you'll like it also (hint: see image above)
On Tuesday, of course. Whatever day else :)
I am very excited about the new video ...
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Tuesday! Which Tuesday? this Tuesday? ugggg !
I know I know "welcome to the world of orbiter" :beer:
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Tuesday NEWS - New features of Arrow Freighter - The new Camera system
Please watch in HD 1440p 60fps if you can (http://orbiter.dansteph.com/forum/Smileys/orbitersmiley/pasmoi.gif)
And don't forget to like and subscribe (http://orbiter.dansteph.com/forum/Smileys/orbitersmiley/explique.gif)
PS: I uploaded it Tuesday 29, not my fault if youtube took time to process ;)
Edit: oh, finally the date of the video is correct.
(http://www.dansteph.com/screenshots/200930-005327_FastStoneEditor1.jpg) (https://www.youtube.com/watch?v=4eM7GlzOa38)
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Love it! That flyby cam is another thing that should be in the base game! :wor: And no worries, it's still Tuesday over here across the Atlantic!
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si! love it! i can not wait any longer ;) :love:
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Very beautiful ! :love: :top: :applause:
But your link is broken . I put a good one
https://www.youtube.com/watch?v=4eM7GlzOa38 (https://www.youtube.com/watch?v=4eM7GlzOa38)
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Very beautiful ! :love: :top: :applause:
But your link is broken . I put a good one
https://www.youtube.com/watch?v=4eM7GlzOa38 (https://www.youtube.com/watch?v=4eM7GlzOa38)
Arrhhh, much thanks, I copied the text from orbiter forum post which doesn't have exactly the same url tag :beer:
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Awesome !
Keep the good work, Dan. I particularly like the cameras which allow to watch the docked deltaglider.
I don't imagine the time you spend in coding. Cheers up !
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I don't imagine the time you spend in coding. Cheers up !
The fly by gave me solid headache.... :wall:
But it work now... :ouf:
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Hello,
Great work and stunning views, Dan ! :top:
Milouse
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Hi Dan,
I just wanted to add my appreciation for all your time, effort, and dedication over the years. You are personally responsible for helping make Orbiter accessible and fun for me and, I'm sure thousands of other fans of the game.
Inasmuch as I can't wait to see the new updates to Arrow Freighter, DG-IV, and the others, I also realise getting those updates ready takes time and can't be rushed! So at your own pace, and when you're ready, I will be here eagerly awaiting to try them out.
Much love and appreciation from across the globe. :beer:
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I love this video, images and views are stunnings. That's an impressive work!
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Much thanks for your kind message Drax Nal and ClemG and welcome here :beer:
NEWS - Arrow Freighter new Antenna and mission system
Video coming soon (2-4 days)
New antenna:
(http://www.dansteph.com/screenshots/201014-143538_FastStoneEditor6.jpg)
(http://www.dansteph.com/screenshots/201014-142722_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/201014-142822_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/201014-142929_FastStoneEditor2.jpg)
New antenna display - Notice that the antenna really serve a purpose (see below)
(The screen was taken from Saturn Orbit, hence the long delay to transmit data to Earth)
(http://www.dansteph.com/screenshots/201014-142106_FastStoneEditor1.jpg)
New Permanent Mission system - Now there is a goal in Orbiter (work in progress)
(http://www.dansteph.com/screenshots/201014-143048_FastStoneEditor3.jpg)
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OMG!!!
I had completely given up on Orbiter since my beloved Arrow was not available. What a surprise tonight seeing first that you decided to update your work and second all the nice stuff coming with this update!!
I am so excited and I very much look forward to go on a solar system tour and release satellites everywhere!!
Thanks Dan for taking the time to update your addons, you make Orbiter fun!! 🙏👍
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Wow, wow, wow. It's hard to wait...
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NEWS - More information on Arrow Freighter mission
Doing the mission code... you'll love it... :love: The system was a bit confuse in my head before start but now I think I get it.
First, now you can have several mission configuration, you are not limited anymore to "small Tour/GrandTour".
This mean you can download more mission, modify some etc. etc.
On the mission display you'll choose one mission in a list and it will be tied to vessel's name (An "AR01" can do one mission while an "AR02" can do another)
Once chosen, the mission will be "permanent" for any "AR01" vessel in Orbiter and it doesn't depend of one scenario. Of course, you'd like to use always the current one if you doesn't want to cheat.
Progress, Completion, Success will be remembered across Orbiter launch.
Now a mission can have up to 20 planets with up to 5 Objective for each.
Objective can be:
Sat44 release (UCGO cargo exploration sat) with precise APA PEA and INC
Ground instrument deploying (require Arrow landing with precise Longitude/latitude)
Probe Release (UCGO)
Other ? not decided yet...
You'll receive a note given the precision, I just deployed a SAt44 around venus with PEA 295km APA 7700 km INC 85.5 (real data of an existing) and I got 99.94% precision detected by my code :)
I plan also radio announce, for example when you unpack a Sat44 with Ummu "Satellite released, nominal orbit, well done etc" or "Satellite released, but the orbit is not very precise"....
I plan also graphical success (mini cup on mission screen), success music and maybe real 3d medal displayed in the virtual cockpit for each completed mission (permanent, unless you delete the "stats" file)
Last, I'll probably add basic spawning capacity to the mission configuration, this mean that an "AR01" that have a mission might have a "permanent" Asteroid or any other basic object and this will not be dependent of a scenario. (There is already a "GeoSatCom" spawned permanently for communication)
I'm not sure if all this is clear for you, but in my head it is... ;)
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Excellent idea to score the satellite deployment and landings accuracy !! we love a good challenge.
If it's all clear in your head, that's what matters! :)
Another idea with that big antenna could be to send some position/mission progress reports to Earth such as "in transit, in the SOI of XXX, in orbit, on grand..." or receive random reports/change in mission objectives..
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Oooh this is a great addition to the sim! Can't wait to give it a go with my noobish experience! :badsmile:
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Dan this is absolutely fantastic!
Sorry I've been absent for a while, I've been very busy with life.
-
Wow,
The Arrow Freighter was already a fantastic addon and it becomes better and better. I can't wait to see the final product :)
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DanSteph, tell me, is there a way to support you for the great work? i bought FSXP from u and i hope ur Orbiter mods stay free, but a way to contribute would be cool
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NEWS - Arrow Freighter's missions system
After several hundred lines of code (1674 exactly) :ouf: the mission system is coming well. :youpie:
It's complex in detail but will be very simple for you.
1-Choose a mission in the list
2-Restart Orbiter
3-Mission is now permanent, just follow the Objectives on the mission screen.
WORK IN PROGRESS ! - It miss more Objectives (rendez-vous, docking, others ? and the mission display itself is not done...
(But the core system that detect and scan objective completion is done)
(http://www.dansteph.com/screenshots/201023-045621_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/201023-045802_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/201023-045835_FastStoneEditor3.jpg)
Here I just deployed a satellite C44 and got one radio sound message and status message:
(http://www.dansteph.com/screenshots/201023-051729_FastStoneEditor4.jpg)
And this is how a Mission configuration file will look like
(Again WORK IN PROGRESS, it miss a lot of fix and details)
////////////////////////////////////////////////////////////////////////////////
// Mission configuration for the Arrow Freighter MK2 (2020) by DanSteph
// To create a new mission, copy this file, modify the filename "Mission_****.cfg" where "***" is a unique name (without space and special char)
// Once the file modified, you can distribute it or play with it.
//
// Parameters:
//------------
//
// "MissionName=" the name of the mission that will be shown on the mission's display (button and title, Max 40 chars)
// "Summary=" a short description (max 80 chars)
// "Difficulty=" self explanatory (max 40 chars)
// "<Description>" A longer description or guide, max 10 lines of max 110 chars ended by a line with "</description>".
//
// "StartPlanet=" Optional ! The name of a body were the mission should start (In orbit or landed).
// "EndPlanet=" Optional ! The name of a body were the mission should end (In orbit or landed).
//
// "Planet=" the name of a body followed by a number of "Objective=" and one "DataAmount=". (Max 20 planets sections)
// "DataAmount=" the total number of megabyte to be collected at 100% exploration (when all objectives are completed). The higher the number the longer it take to collect and transmit.
//
////////////////////////////////////////////////////////////////////////////////
MissionName=Giant Exploration // max 40 chars
Difficulty=Hard and Long // max 40 chars
StartPlanet=Moon // optional, mission should start around or landed on this planet
EndPlanet=Earth // optional, mission should end around or landed on this planet
Summary=Visit Jupiter and Saturn with some satellites launch and landing. //(max 80 chars)
<Description> //(max 10 lines of 110 chars)
Take-Off from Earth's Moon, head on to Jupiter's system, launch one satellite in Io's orbit, another in
Europa's Orbit, land on Europa and drope somes instruments. Then go to Saturn system and do almost the
same for Enceladus and Iapetus. Finally head on to Earth's Orbit.
Note: The start scenario have no cargo, you should take care to load the required one yourself.
Have Fun Commander !
</Description>
////////////////////////////// One planet:
Planet=Io // name of a valid Orbiter's body followed by one "DataAmount=" and up to 5 "Objective="
DataAmount=2500.0 // number of science data in megabyte that will be collected on this planet.
Objective=Sat44Launch,APA=1500km, PEA=45km,Inc=85.5° // a satellite must be deployed with this data
////////////////////////////// One planet:
Planet=Europa // name of a valid Orbiter's body followed by one "DataAmount=" and up to 5 "Objective="
DataAmount=2500.0 // number of science data in megabyte that will be collected on this planet.
Objective=Sat44Launch,APA=1500km, PEA=45km,Inc=85.5° // a satellite must be deployed with this data
Objective=LandArrow,Lon=-33.411341,Lat=41.129850,Range=1500m // You must land the Arrow at this location.
////////////////////////////// One planet:
Planet=Enceladus // name of a valid Orbiter's body followed by one "DataAmount=" and up to 5 "Objective="
DataAmount=2500.0 // number of science data in megabyte that will be collected on this planet.
Objective=Sat44Launch,APA=1500km, PEA=45km,Inc=85.5° // a satellite must be deployed with this data
////////////////////////////// One planet:
Planet=Iapetus // name of a valid Orbiter's body followed by one "DataAmount=" and up to 5 "Objective="
DataAmount=2500.0 // number of science data in megabyte that will be collected on this planet.
Objective=Sat44Launch,APA=1500km, PEA=45km,Inc=85.5° // a satellite must be deployed with this data
Objective=LandArrow,Lon=-33.411341,Lat=41.129850,Range=1500m // You must land the Arrow at this location.
////////////////////////////////////////////////////////////////////
// Start Scenario
// 1-Copy here the start situation after "<start scenario>".
// 2-Replace all vessel's name with <VesselName> (eg: change all 'AR01' to '<VesselName>')
// 3-Don't put anything after this scenario as the whole end of the file is used!
////////////////////////////////////////////////////////////////////
<start scenario>
BEGIN_DESC
This is the start scenario for the Arrow Freighter mission 'Giant Exploration'
END_DESC
BEGIN_ENVIRONMENT
System Sol
Date MJD 78671.5465050573
END_ENVIRONMENT
BEGIN_FOCUS
Ship <VesselName>
END_FOCUS
BEGIN_CAMERA
TARGET <VesselName>
MODE Extern
POS 1.574579 -128.230982 2.454433
TRACKMODE Ground Moon
GROUNDLOCATION -33.40347 41.13194 13.41
FOV 40.00
BEGIN_PRESET
Ground:<VesselName>:50.00:Moon -33.42832 41.11517 5.78
END_PRESET
END_CAMERA
BEGIN_HUD
TYPE Surface
END_HUD
BEGIN_MFD Left
TYPE Orbit
PROJ Frame
FRAME Ecliptic
REF Earth
END_MFD
BEGIN_MFD Right
TYPE Surface
SPDMODE 1
END_MFD
BEGIN_VC
END_VC
BEGIN_SHIPS
ISS:ProjectAlpha_ISS
STATUS Orbiting Earth
RPOS 1310957.655 6282854.710 -2043029.076
RVEL 7402.9111 -1860.0523 -960.4685
AROT -142.311 -34.746 145.463
VROT -0.1003 0.0202 -0.0094
AFCMODE 7
IDS 0:588 100 1:586 100 2:584 100 3:582 100 4:580 100
NAVFREQ 0 0
XPDR 466
END
<VesselName>:UCGO\Vessels\UCGOArrowFreighter
STATUS Landed Moon
POS -33.4113406 41.1298504
HEADING 200.75
ALT 20.798
AROT -131.845 -18.420 139.168
AFCMODE 7
PRPLEVEL 0:0.497109
IDS 0:140 100 1:145 100 2:150 100
NAVFREQ 260 0
XPDR 320
O2_RESERVE 70.00
SkinName NasaWhite
SAVEVAR00 0§0,1§0.00,2§1,3§1.00,4§0,5§0.00,6§0,7§1,8§0.00,9§1,10§0.00,11§0.00,12§0,13§2,14§2,15§0.00,16§0,17§0,18§0,19§1,40§0.04,41§4,42§0,43§0,44§0.00,45§0,46§0.00,47§0.00,48§0,80§0,81§0.00,82§0,83§0,
UMMUCREW Capt-Jamie_Young-50-78-71
UMMUCREW Tech-Hector_Hart-24-79-70
UMMUCREW Eng-Mary_Light-55-60-84
UMMUCREW Tech-Sofia_Meier-55-68-80
UMMUCREW Tech-Edda_Paccioretti-23-72-83
UMMUCREW Sci-Frank_Edwards-36-70-79
UMMUCREW Doc-Yasmin_OMoore-24-61-80
UMMUCREW Tech-Sidney_Brown-28-61-75
UMMUCREW Eng-Gunda_Gerson-33-60-81
UMMUCREW Sci-William_Coates-50-73-71
UMMUCREW Tech-Donald_Bentley-46-68-80
UMMUCREW Eng-Walter_Healey-54-78-80
UMMUCREW Sci-Vetka_Tomsko-50-67-74
UMMUCREW Geo-Nevaeh_Pearson-25-61-69
UMMUCREW Eng-Jakob_Lang-48-75-74
UMMUCREW Spe-Kashedy_Rossi-26-74-73
UMMUCREW Bio-Susanne_Lachs-33-74-80
UMMUCREW Sec-Casey_Burke-36-72-84
UMMUCREW Min-Emgo_Phillips-41-70-83
UMMUCREW Vip-Arkandr_Gachana-45-67-70
UCGO @@0,1,1,147,CargoExploSat44UMmu,@@1,1,1,147,CargoExploSat44UMmu,@@2,1,1,1134,CargoOxygen,
UCGO @@3,1,1,1134,CargoOxygen,@@4,1,1,1134,CargoOxygen,@@5,1,1,1134,CargoOxygen,
UCGO @@6,1,1,1048,CargoSpaceFuel,@@7,1,0,0,@@8,1,0,0,@@9,1,0,0,@@10,1,0,0,@@11,1,0,0,
UCGO @@12,1,0,0,@@13,1,0,0,@@14,1,0,0,@@15,1,0,0,@@16,1,0,0,@@17,1,0,0,@@18,1,0,0,
UCGO @@19,1,0,0,@@20,1,0,0,@@21,1,0,0,@@22,1,0,0,@@23,1,0,0,@@24,1,0,0,@@25,1,0,0,
UCGO @@26,1,0,0,@@27,1,0,0,@@28,1,0,0,@@29,1,0,0,@@30,1,0,0,@@31,1,0,0,@@32,1,0,0,
UCGO @@33,1,0,0,@@34,1,0,0,@@35,1,0,0,@@36,1,0,0,@@37,1,0,0,@@38,1,0,0,@@39,1,0,0,
Antenna 0 0.0000 0.0000 0.0000 GeoSatEarth
END
GeoSatEarth:UCGO\Cargos\CargoExploSat44UMmu
STATUS Orbiting Earth
RPOS 25852176.915 -27415621.716 -19944593.473
RVEL 1273.5241 -746.9961 2677.5569
AROT 0.000 -0.000 0.000
AFCMODE 24
NAVFREQ 0 0
XPDR 260
CargoUnpacked 1
END
END_SHIPS
-
DanSteph, tell me, is there a way to support you for the great work? i bought FSXP from u and i hope ur Orbiter mods stay free, but a way to contribute would be cool
Much thanks for your purchase...
I don't have any donation system, but you can get one more copy of FsPX ;)
Being an independent coder is not easy, after I finish with Orbiter I'd better do a good commercial project
else I'll be in trouble...
But I love the Arrow, I can't stop now... :why:
-
Nice !
Will we be able to customize missions ?
-
Alors là !!!! :applause: :applause:
C'est vraiment EXTRAORDINAIRE :wor: :love:
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It's getting harder and harder to wait for the release. Your work for Orbiter is absolutely awesome.
I already have an FsPX. Sorry ;)
But I wrote an article about Orbiter in issue No. 5/2020, August / September, of the FS Magazin (the only German-language specialist magazine for flight simulation). In it I also referred to the DeltaGlider, OrbiterSound and your name ... and FsPX. Maybe someone will buy FsPX because of the article? I hope so :beer:
-
Hello,
Great work, Dan ! Long and hard, like some missions itself. :applause:
Milouse
-
NEWS - Arrow Freighter's Mission system
2500 lines of codes, almost all the basis is now functional, including save/restore :ouf:
This is an ambitious and complex project... but it's coming well.
For instruments as Satellite "44" the whole process is:
1-Deploy on correct Orbital parameter with an Ummu: voice announce.
2-Sat booting (60 seconds) then voice announce and display of orbital parameter score (precision)
3-Sat sending "science data" to our vessel (take from minutes to 4 days as defined in mission config)
4-You send all accumulated "science data" to "earth".
First sat deployed on Venus, booting (never mind the "science data" at this point, I forced them for test)
(http://www.dansteph.com/screenshots/201029-114433_FastStoneEditor3.jpg)
Second just released:
(http://www.dansteph.com/screenshots/201029-115135_FastStoneEditor5.jpg)
As the Venus's objectives are completed, the display switch to next Planet with objective:
(http://www.dansteph.com/screenshots/201029-114843_FastStoneEditor4.jpg)
All objective completed, I'm on Saturn to check the transfer speed... looks okay.
(http://www.dansteph.com/screenshots/201029-112801_FastStoneEditor2.jpg)
You can expect ~2Mbs on Venus
(http://www.dansteph.com/screenshots/201029-141541_FastStoneEditor6.jpg)
Todo:
Other objectives/instruments/landing (docking ? other ?)
General/Detail display
Mission Recap display
Final mission Success and score display
"Hall of fame" display with all the completed mission
And one actual config file (I removed the scenario section)
////////////////////////////////////////////////////////////////////////////////
// Mission configuration for the Arrow Freighter MK2 (2020) by DanSteph
// To create a new mission, copy this file, modify the filename "Mission_****.cfg" where "***" is a unique name (without space and special char)
// Once the file modified, you can distribute it or play with it.
//
// Parameters:
//------------
//
// "MissionName=" the name of the mission that will be shown on the mission's display (button and title, Max 40 chars)
// "Summary=" a short description (max 80 chars)
// "Difficulty=" self explanatory (max 40 chars)
// "<Description>" A longer description or guide, max 10 lines of max 110 chars ended by a line with "</description>".
//
// "StartPlanet=" Optional ! The name of a body were the mission should start (In orbit or landed).
// "EndPlanet=" Optional ! The name of a body were the mission should end (In orbit or landed).
//
// "Planet=" the name of a body followed by one "ScienceDataAmount=" and a number of "Objective=" (Max 14 planets sections with 5 objectives)
// "ScienceDataAmount=" In Gygabit from 1.0 to 150.0, determine how much data the instruments as Sat 44 send. 1.0 take only some minutes, 150.0 take about 4 days sim time.
// Defaut is a random number around 20.0 wich take some minutes. Note: the antenna take much longer to transmit the data to "earth".
//
////////////////////////////////////////////////////////////////////////////////
MissionName=Small Tour - Venus and Mars // max 40 chars
;StartPlanet=Earth
Difficulty=Easy // max 40 chars
Summary=Visit Venus and Mars and release three satellites. //(max 80 chars)
<Description> //(max 10 lines of 110 chars)
Take-Off from Earth's Moon, head on to Venus, launch two satellites then go to Mars and
release another one.
Have Fun Commander !
</Description>
////////////////////////////// One planet:
Planet=Venus // name of a valid Orbiter's body followed by one "ScienceDataAmount=" and up to 5 "Objective="
ScienceDataAmount=50.0 // number of science data collected by instruments on this planet.
Objective=Sat44Launch,APA=7700km, PEA=295km,Inc=85.5° // a satellite must be deployed with this data
Objective=Sat44Launch,APA=700km, PEA=700km,Inc=25.0° // a satellite must be deployed with this data
////////////////////////////// One planet:
Planet=Mars // name of a valid Orbiter's body followed by one "ScienceDataAmount=" and up to 5 "Objective="
ScienceDataAmount=1.0 // number of science data in megabyte that will be collected on this planet.
Objective=Sat44Launch,APA=1500km, PEA=45km,Inc=85.5° // a satellite must be deployed with this data
////////////////////////////////////////////////////////////////////
// Start Scenario
// 1-Copy here the start situation after "<start scenario>".
// 2-Replace all vessel's name with <VesselName> (eg: change all 'AR01' to '<VesselName>')
// 3-Don't put anything after this scenario as the whole end of the file is used!
////////////////////////////////////////////////////////////////////
<start scenario>
BEGIN_DESC
This is the start scenario for the Arrow Freighter mission 'Giant Exploration'
END_DESC
CUT !!!!!!!
-
:wor: :top: :beer: EXTRAORDINAIRE :wor: :top: :beer:
-
:beer: Ohh, la la! :beer:
-
Excellent Dan, ça fait envie !!! :eek: :hot: :wor:
-
Ohh, la la!
THAT's the word :badsmile:
Much thanks all for your support, even if you are a few it help me not to suicide to continue :friend:
NEW - Arrow Freighter Mission
Testing and sanitizing :explique:
After a long session of creative coding (new features), one might stop and try to test all the cases and limits so you don't have CTD or strange results. It's also time to refine the code and correct a lot of details.
I'm not sure that someone will finish this mission one day... :wonder:
(http://www.dansteph.com/screenshots/201030-042009_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/201030-042102_FastStoneEditor3.jpg)
One must deliberately try to fool and crash the program making all user mistake possible:
(http://www.dansteph.com/screenshots/201030-043900_FastStoneEditor4.jpg)
-
Testing is important. There are always a few null pointers or something like that that slip through... :bug:
-
Testing is important. There are always a few bull pointers os something like that that slip through... :bug:
Yep, also sometime, the error & validity checking (user or file input) make about 40%-60% of code.
And sometime it's the error checking code that make the program explode.... :arg: :badfinger:
Typical bad copy/paste case
NoteTextError("ERROR !!!! Scenario in '<start scenario>' section does not look like a valid Orbiter 2016 scenario in \n'%s'\nMission configuration not loaded.", cLine, cFilename);
Visual Studio 2017 detect sprintf error, but not custom va_list.
-
"came back when the 70 objectives are completet... when you are still alive"
Oh crap, i'm 62 years old, how am i ever going to get back alive?
You have to include another goal: the potion of eternal life ;-)
-
Youngster, get a faster spacecraft :)
-
Hello,
My mind, a Grand Tour is a travel to make once. With IMFD or TransX. By just passing by the planets, or by planting a flag on every bodies on the system, even on gas giants, if you want. There are some ways to make it. :)
The Arrow is fast ; just need a fuel station at arrival. :badsmile:
Milouse
-
NEWS - Arrow Freighter mission
When you exit with a mission running, a "continue" scenario is saved.
Please, if you see any typo or bad English in any screenshot, let me know, it will save my time later at correction time, and also I'm not sure I'll catch them all, there is so much cases with text - Thanks ! :beer:
(http://www.dansteph.com/screenshots/201031-122658_FastStoneEditor1.jpg)
-
Hi Dan, just made an account to tell you how grateful I am that you are updating your addons. :wor: The Arrow is looking amazing!
Also, the English in the screenshot looks fine :top:
-
I am without voice.... :expliquechapo: ma qué !
-
For some reason the ability to launch probes in specific locations as part of a mission, reminds me of:
http://orbiter.dansteph.com/forum/index.php?topic=6384.0
I've always felt the Arrow was a sort of distantly related spiritual successor.
-
Hello Dan, i made an account just to say thank you for the work you are doing for us, a true saint :)
Also the Orbiter Sound 5.0 is really nice, i noticed that the XR ships aren't compatible with it. I know the creator made his own sound mod but i'm curious if you can do anything about it.
-
Nice work ! :wor: Can't wait to fly the arrow again...
-
Hello Dan, i made an account just to say thank you for the work you are doing for us, a true saint :)
Much thanks for the kind word and welcome aboard... :beer:
-
...I don't have any donation system...
A PayPal account should be enough.
Look for "paypal.me" at this link
https://www.paypal.com/myaccount/transfer/homepage/more
BTW...amazing work!!!
:beer:
-
Dan,
I have a question : how about your UMMU addons ?
Do you still have problems with levitation :badsmile: ?
-
Do you still have problems with levitation :badsmile: ?
Will see that later, I have some idea, yet they work but don't "walk" on ground.
-
NEWS - Arrow Freighter Mission
The core is almost done, I'm adding new objectives types. Each completed objective is confirmed with a radio voice heard from any vessel in any view. The max objective number is now 8 per planet (instead of 5)
(http://www.dansteph.com/screenshots/201104-163446_FastStoneEditor2.jpg)
And the config to define thoses objectives:
////////////////////////////// One Body:
Body=Mars // name of a valid Orbiter's body followed by one "ScienceDataAmount=" and up to 8 "Objective:"
ScienceDataAmount=150.0 // number of science data in Gygabit that will be collected by each instrument on this Body.
Objective:RendezVousWith=COMET01, Distance=1000m //User must go near one Vessel at less than "Distance=" in meters (Max 50000 meters, min 10 meters)
Objective:GetUCGOCargo=CargoSampleRock.cfg, Number=5,TipsText=use an Ummu to find them on the comet //User must get "Number=" of cargo by the way indicated by "TipsText=" (max 63 chars)
Objective:Sat44Launch,APA=1500km, PEA=45km,Inc=85.5° // a satellite must be deployed with this data
Objective:DockWith=GL-01 //User must dock with a vessel that have this name
Objective:Refuel=80%, TipsText=use the fuel cargo of the SH01 landed on Mars // Will show "Refuel the Arrow at NN% ***" and you must complete the *** with "TipsText=" (max 63 chars, example: "using the SH01 fuel cargo")
Objective:RefillO2=80%, TipsText=use the O2 cargo of the SH02 landed on Phobos // Will show "Refill O2 reserve at NN% ***" and you must complete the *** with "TipsText=" (max 63 chars, example: "using the SH01 O2 cargo")
Objective:LandArrow,Lon=-33.411341,Lat=41.129850,Range=1500m // You must land the Arrow at this location.
Objective:DeployUCGOCargo=CargoLandingBeacon.cfg,Number=1, TipsText=near the landing site //User must deploy "Number=" Cargo with Ummu at "TipsText=" location (max 63 chars)
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NEWS - Arrow Freighter Mission
The news mission will need some fuel & o2 station (by default UCGO contain only an "ISS fuel station")
Meet the new STF4 that one can wisely park in Orbit on some far body.
It's a rocket upper stage with 4000 tons of fuel (The arrow contain 800 tons).
It have a dock so the refueling can be more "realistic".
(http://www.dansteph.com/screenshots/201106-032452_FastStoneEditor1.jpg)
One main engine if you want to pilot it yourself...
(http://www.dansteph.com/screenshots/201106-033046_FastStoneEditor2.jpg)
Refueling operation...
(http://www.dansteph.com/screenshots/201106-033417_FastStoneEditor3.jpg)
Might be useful if you want to come back
(http://www.dansteph.com/screenshots/201106-034002_FastStoneEditor1.jpg)
No need for contact to get fuel, but a docking is much more realistic...
(http://www.dansteph.com/screenshots/201106-034433_FastStoneEditor1.jpg)
Model done in 5 hours... a welcome rest from code.
-
Yet another blessing. Thank you Dan. It's going to be so fun to use this.
-
Really cool. I just wonder how resource intensive will this be compared to the old Arrow.
Will the extra tons of coding and new features interfere with the system requirements in any way?
-
Ooh refueling satellite sounds cool! This reminds me of another question: additionally will the Arrow be able to refuel when it is landed anywhere? Or perhaps in specialized planetary bases/fuel depot for realism? Or maybe you have to manually deploy some sort of fuel station from cargo and move it into place by the MMU?
That aside, excellent progress, Dan!
-
J'vous fait le plein M'sieur ? :eek: :eek:
Et un ch'ti coup sur le parebrise ? :eek: :eek:
(https://zupimages.net/up/20/45/t9is.jpg) (https://zupimages.net/viewer.php?id=20/45/t9is.jpg)
-
Hello,
Nice mesh. The Spacetech Corp. is surprising !
"Captain, now the space tank is not so far, but we need more fuel to reach them." :badsmile:
Milouse
-
J'vous fait le plein M'sieur ? :eek: :eek:
Et un ch'ti coup sur le parebrise ? :eek: :eek:
Je prends le prochain vol pour Vénus et j'y passe !!!!
-
Really cool. I just wonder how resource intensive will this be compared to the old Arrow.
Will the extra tons of coding and new features interfere with the system requirements in any way?
Not noticeable at all on modern PC (540FPS) at 2560x1440 D3D9 client and all maxed out.
On very old one or on mac with wine I don't know.
In know well how to optimize but if I can't see where are the bottleneck on a low end machine I cannot optimize them. We'll see that at alpha or beta time.
Ooh refueling satellite sounds cool! This reminds me of another question: additionally will the Arrow be able to refuel when it is landed anywhere? Or perhaps in specialized planetary bases/fuel depot for realism? Or maybe you have to manually deploy some sort of fuel station from cargo and move it into place by the MMU?
That aside, excellent progress, Dan!
Well, there is an earth fuel station with a typical look but not a "mining" or planet fuel station... yet.
Now I can spend more time to make one (maybe a cargo that can be deployed, start to "mine" fuel and fill slowly)
but it would be more realistic in 2070 to have STF4 station sent from earth.
They would be automatic can do slingshot to save fuel and the earth can send a lot of them in advance.
J'vous fait le plein M'sieur ? :eek: :eek:
Et un ch'ti coup sur le parebrise ? :eek: :eek:
volontiers et j'ai un bruit dans le moteur aussi... :eek: penchez vous un peu pour mieux voir....
-
Well, there is an earth fuel station with a typical look but not a "mining" or planet fuel station... yet.
Earth fuel station as in one up in orbit, correct? Since the Arrow can't land and hope to take off from Earth's gravity as far as I remember :wonder:
-
Yep but UCGO and "getfuel" cap was meant for other vessels that used the SDK as well.
-
Hello,
The great rocket engines of the Arrow are not so "thirsty", without cheating. A more little than a full tank for going back from Neptune, with a very bad planed trajectory, in 5 years or so. Or 10 years for Earth-Pluto, and 10 years back with a good planed trajectory and one full tank (Pluto at Periapsis, not so crazy).
Milouse
-
Maybe it was due to a lower crew in the scenario by default because with a full crew of 20 there is only 1 year O2 and I didn't changed the default config.
What changed is the new utility that allow to define a full crew with random name in one click, so I test more often with 20 members than before.
I'll tune the default O2 consumption so you'll have 1-2 years to reach the outer planets with 20 members, enough to reach a "STF4" station.
What you think ? (one must take in account that 2xO2 cargo can refill the tank easily)
(http://www.dansteph.com/screenshots/201107-130837_FastStoneEditor1.jpg)
The new utility:
(http://www.dansteph.com/screenshots/201107-130923_FastStoneEditor1.jpg)
I just checked, the default "enroute to Jupiter" scenario have only... 1 member and thus 21 years of O2 reserve...
-
Awesome work Dan, congrats.
It is a pleasure to follow that thread and to see that we will be able for Orbiter 2010 mission revival, with even more gameplay deepness
-
Hello,
Of course, for the O2, i refilling the tanks with cargos... in the Arrow .cfg file, it's writed that the default value for O2 tanks (13.7) can be increased until 96 month. I did it (+ 8 O2 cargos for 21 years mission). :)
One more thing for a very long trip : once the trajectory planed, we can use the scenario editor to edit the MJD, and be in the right place for course correction or braking in no time, and ridiculous consumption of O2 (if i doesn't fail, 10 years at 100000x = 1 hour or so IRL). I didn't this way, because is not very funny to reach a planet far away in no time with a vessel with working internal systems.
Milouse
-
Hi Dan,
First, will the mission program be available only in de Arrow ? I mean, could it be used in the DG or other UCGO stuff ? Second, taking the risk of being a little off-topic, but not so far, have you planed to update the Prelude bases ? Third, do you think those "mission satellites" could be put easily under a rocket fairing ? Thanx for all, keep up the good work !
-
Awesome work Dan, congrats.
It is a pleasure to follow that thread and to see that we will be able for Orbiter 2010 mission revival, with even more gameplay deepness
Thanks :beer:
Hello,
Of course, for the O2, i refilling the tanks with cargos... in the Arrow .cfg file, it's writed that the default value for O2 tanks (13.7) can be increased until 96 month. I did it (+ 8 O2 cargos for 21 years mission). :)
One more thing for a very long trip : once the trajectory planed, we can use the scenario editor to edit the MJD, and be in the right place for course correction or braking in no time, and ridiculous consumption of O2 (if i doesn't fail, 10 years at 100000x = 1 hour or so IRL). I didn't this way, because is not very funny to reach a planet far away in no time with a vessel with working internal systems.
Milouse
Thanks, if you want to test and give some values and tips at beta time you're welcome. I code, I make model, but I don't really have the time to fly ;)
Hi Dan,
First, will the mission program be available only in de Arrow ? I mean, could it be used in the DG or other UCGO stuff ? Second, taking the risk of being a little off-topic, but not so far, have you planed to update the Prelude bases ? Third, do you think those "mission satellites" could be put easily under a rocket fairing ? Thanx for all, keep up the good work !
Some mission item can concern other vessel: bring cargo with UCGO SHuttleA, deploy a landing beacon with a DGIV or other compatible vessel etc etc. You can also order to dock a DG.
At first I would say all components of UCGO will be updated, but I don't think I'll go as far than with the Arrow.
Probably the DGIV will be functional as the Prelude and UMmu but that's all.
Notice as always, I planned room for future update in the data structure of the mission (and old mission save will be compatible with newer version)
Thirds all cargo have an attachment point (this is how UCGO recognize them) and it can be used to attach them to a rocket or whatever. Now one will need to work on the rocket to put a lot of them if needed.
Hope this answer ?
(http://www.dansteph.com/screenshots/201109-013937_FastStoneEditor1.jpg)
-
Hi Dan thanx for the answer. As to be clear, we won't be able to initiate a mission from another vessel than the Arrow ? I mean, it won't be possible to make missions only with the DG for example, mission control is an "only-Arrow" feature ? This is not bad criticism, all you do is awesome. Good news for the Prelude ! :)
-
No problem, the question is interesting. A sort of "universal" mission system ?
Thinking about it there is two problems: one need a big screen to display the mission text.
A MFD for example would be a hell to read and use, hardcore player might find it fun, other would probably give up.
The second problem is that you need a UCGO cargo compatible vessel. A stock DG can only go here and there, land and dock but not release recognizable cargo or deploy satellite or base.
Anyway, thanks for the question: this give me the idea to add mission objective for other vessels, for example
"Land the 'DG-01S" at this point". No promise but I'll see what I can do.
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As i'm a "rocket fan" i wondered if it would be possible to deploy a Prelude base and, from there, initiate missions launching rockets with "mission satellites" under the fairings. But as you mentioned, this is not a "mission MFD" and your explanations are OK. And now, i realize i'm a hard-core user... I need a therapy... Mum ? Are you there ??? :badsmile:
-
Dear Santa,
I am very pleased you're updating your stuff to 2016 version.
Nous sommes tous impatients de la release date.
(the guy who was worried you were sick lol)
-
Any update? :badsmile:
-
Yes that would be wonderful. I'm also very impatient and stop by here every day. But it's not Tuesday yet ... :)
-
Any update? :badsmile:
Yep !!! :badsmile:
NEWS - Arrow Freighter Mission
First I'm adding more objective type, one especially use the antenna but in reception this time.
(Don't mind the chaotic order of objectives, it's just for testing)
(http://www.dansteph.com/screenshots/201122-142042_FastStoneEditor2.jpg)
When the Orbit is correct, the objective highlight (all events have voice announcement)
(http://www.dansteph.com/screenshots/201122-142228_FastStoneEditor3.jpg)
Then
(http://www.dansteph.com/screenshots/201122-142346_FastStoneEditor4.jpg)
(http://www.dansteph.com/screenshots/201122-142425_FastStoneEditor5.jpg)
Collecting data:
(http://www.dansteph.com/screenshots/201122-142514_FastStoneEditor6.jpg)
Once done, the data accumulate as from other sources, then you just need to transmit them to earth:
(http://www.dansteph.com/screenshots/201122-142740_FastStoneEditor7.jpg)
(http://www.dansteph.com/screenshots/201122-142834_FastStoneEditor8.jpg)
(http://www.dansteph.com/screenshots/201122-142950_FastStoneEditor1.jpg)
For the record, the "GeoSatEarth" is a geostationnary sat that is present in all scenario that have an Arrow, but you can also send the data to any base or other vessel
(http://www.dansteph.com/screenshots/201122-143126_FastStoneEditor2.jpg)
Now one objective caused me some trouble: :wonder:
There is NO simple way in Orbiter to land at Lon/Lat coordinate... :trucdeouf:
(http://www.dansteph.com/screenshots/201122-143300_FastStoneEditor3.jpg)
So, now I'm writting a GPS/VTOL MFD :badsmile: Work in progress
(http://www.dansteph.com/screenshots/201122-143540_FastStoneEditor4.jpg)
(http://www.dansteph.com/screenshots/201122-143649_FastStoneEditor5.jpg)
(http://www.dansteph.com/screenshots/201122-143818_FastStoneEditor6.jpg)
(http://www.dansteph.com/screenshots/201122-143902_FastStoneEditor7.jpg)
(http://www.dansteph.com/screenshots/201122-143930_FastStoneEditor8.jpg)
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Hi !
I read : "Deploy a "inflat base Control Module" cargo with a UMmu near the landing site". UMMU !!! :bave: :bave: :bave:
I'm soooooo impatient to see those guys and ladies back to Orbiter ! There will be life in the universe again ! THANX !!!
-
Great work !
The new function in MFD for localizing is very pratical. I think to use it, in the future, to locate specific craters (without base) on the moon.
I think there is a similar function to go to a specific places using coordinates in the Hover MFD, but not as easy to use.
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Awesome! UMMU will be back, and the GPS/VTOL MFD is just the thing that orbiter is missing. No more tons of "bases" just to land on a geographical location (crater, valley, mountain etc).
This arrow package may just be one of the very very few good things we got out of this cursed year. :wor:
-
Thank you Dan. And again one step further to complete one of the greatest addons for orbiter 2016!
-
Looks amazing! Magnificent!
One piece of advice I might give is the ability to directly type in the target for the antenna, rather than having to flick through them one at a time as this can become annoying in large save files, and I found this annoying with the DGIV.
Otherwise, this is looking really good!
-
Hello,
The gps/vtol MFD is a great idea ! :top:
Edit : One thing about firsts screenshots of mission system :
Having an orbit objective around moon's gas giants may be a problem... or not ? :wonder:
Milouse
-
Having an orbit objective around moon's gas giants may be a problem... or not ? :wonder:
Of course one should make some test when designing a mission.
It seem to me that we can orbit around Europa ?
Looks amazing! Magnificent!
One piece of advice I might give is the ability to directly type in the target for the antenna, rather than having to flick through them one at a time as this can become annoying in large save files, and I found this annoying with the DGIV.
Otherwise, this is looking really good!
No promise on this, we don't change target so often and I have enough work yet.
-
Hello,
It seem to me that we can orbit around Europa ?
The moons are full in Planet SOI, and orbits decay more or less. Less (a few) around Jupiter's moons and more around Saturn's moons (SOI at ground less than 50% until Dione included - Arrow landing AP not working with the beacon).
No mistake, i'm made only one journey to the gas giants, approach the moons before landing, stay a few, and take off for the next destination. :)
Milouse
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A bit of roleplay never arm ;)
If you see any typo...
(http://www.dansteph.com/screenshots/201125-011325_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/201125-011838_FastStoneEditor1.jpg)
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It should read:
Information:
The GPS/VTOL system uses an Optical Navigation system (OpNav) similar to Voyager 2’s Deep Space Positioning System (DPS). It has three EECAM periscopes with +/- 80 degrees azimuth, +/- 40 degrees elevation, and 10 micro rad IFOV resolution.
-
Thanks sir :beer:
Feel free to make any modification, the space is very limited on each line:
(http://www.dansteph.com/screenshots/201125-054355_FastStoneEditor1.jpg)
-
It’s perfect! Thank you Dan! :beer:
-
Marvellous. :wor:
I dare to imagine that we could use that GPS/VTOL MFD with anyvehicle (EVA included), right ? :)
-
I dare to imagine that we could use that GPS/VTOL MFD with anyvehicle (EVA included), right ? :)
Yep.
If by EVA you mean UMMU, no they can't use any MFD but the interest is limited they are not supposed to go very far.
-
I dare to imagine that we could use that GPS/VTOL MFD with anyvehicle (EVA included), right ? :)
Yep.
If by EVA you mean UMMU, no they can't use any MFD but the interest is limited they are not supposed to go very far.
I just added an "ACTual position" so you can quickly set your actual position as target.
(http://www.dansteph.com/screenshots/201125-132354_FastStoneEditor2.jpg)
-
Indeed, the astronauts don't have MFD (unless we build one directly on their helmet :badsmile:).
But I speak about moon rovers.
-
In this case, yes, no problem...
Thanks for the input, I'll take this case in account (I plan maybe some voice announcement which may be wrong in case of ground vehicle)
-
Hey, Dan,
I'm here to provide that encouragement you mentioned in the first post of this thread. You're doing great work! I can't wait until the day I get to try it.
-
Much thanks, yes its important for me :beer:
I'm finalizing the GPS/VTOL MFD, soon in beta test and final release here (two three days?).
It will of course be also included in the Arrow/UCGO pack.
(http://www.dansteph.com/screenshots/201202-003826_FastStoneEditor1.jpg)
(http://www.dansteph.com/screenshots/201202-003858_FastStoneEditor2.jpg)
(http://www.dansteph.com/screenshots/201202-003930_FastStoneEditor3.jpg)
It will also enforce an Orbiter parameter that to much peoples ignore, the MFD res:
(http://www.dansteph.com/screenshots/201202-004019_FastStoneEditor4.jpg)
-
I'm finalizing the GPS/VTOL MFD, soon in beta test and final release here (two three days?).
It will of course be also included in the Arrow/UCGO pack.
... and this will save 2020, gloriaaaaaaaaa ! :wor:
-
Hello,
It's a good news ; no more people lost in space ! :)
Milouse
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It's a good news ; no more people lost in space ! :)
It's not a space GPS but a ground one :badsmile:
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Hello,
Good point. :badsmile:
But technically, while hovering above ground of body like the Moon, we are in space... bad joke :clown:
Seriously, i think this MFD useful to land on "middle of nowhere" from orbit (no base, no object for reference on the Map MFD or VOR/VTOL MFD). We have target distance and direction to follow. Feel free to the pilots to decelerate or reentry to reach the coordinates. ;)
Milouse
-
Hello,
Good point. :badsmile:
But technically, while hovering above ground of body like the Moon, we are in space...
Gosh, you got me... (https://forum-images.hardware.fr/images/perso/5/paydaybear.gif)
:)
Finalizing ! Beta probably tomorrow....
-
... and then...
LA RILIZE !!!
:badsmile:
-
LA RILIZE !!!
:peur:
Faut pas hurler comme ça... :)
-
Oh.. Did i shout it out loud ? Sorry about that... i'm not that happy after all... This is not so important. There are much more serious things in life. Like... eeerrrr... Well, you know. :badsmile:
-
GPS/VTOL MFD Beta test
As promised for Tuesday wednesday the beta is here:
http://orbiter.dansteph.com/forum/index.php?topic=14613.0
Much thanks for your feedback
:beer:
-
As promised for Tuesday wednesday the beta is here:
He missed Tuesday :peur: :expliquechapo: yé fé quoi ?
(https://zupimages.net/up/20/49/g9hw.gif) t'emballe pas, c'est que le MFD....
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Hello !
Made a short test for now. Everything seems to be OK for me on a cool mission to Mars using the "stock" DG. It could be useful to say that this is not, i repeat THIS IS NOT an autopilot !!! :badsmile:
But it gave me what i was looking for, and i've crashed the bird all by myself... :wonder:
Thanx for that, keep up the good work, i'll make another mission this weekend. :beer:
PS : while we're waiting "patiently" to catch the updated UMmu, does someone know if there is a way to get any kind of astronauts to spawn on a planet ? Even static ones, just for the cool view ?
-
Hello,
The MFD seem work well for me too. No CTD at launch, or in scenario. It flying me to the destination. :)
Thanks for this ! :top:
A message appear on the MFD when we banking too much, really too much :badsmile: ("Warning high bank, Vectors may be wrong").
We can enter the lon and lat in order or not, the coordinates are recognized either (E/W and N/S, minus letters approved). Strange coordinates like 178.32f aren't validated.
I'm thinking having a very little issue : when selecting another vessel in the F3 window, i was not able to enter coordinates in the target field of the MFD. Closing the window enable to edit the field. Finally, it seems the only window in scenario that make this...
Milouse
-
I tested this on the moon, i went to a ton of craters and locations. It's just amazing :wor:
The only weird thing that it did 1 time was when i tried to enter one set of coordinates in memory it wouldn't do it, the selected slot would change to "empty" and after that no matter what coords i tried to enter on any of the slots .. it just gave me the empty slot.
The only way to solve that was to restart orbiter.
At first i thought it was because somehow my coordinates were wrong BUT 1 hour later i tried to replicate the "bug" with the same set of coordinates and with no success. Now it works.
I have no idea what was wrong.
-
Okay much thanks mate :beer:
If any of you can reproduce the problems so I can get them also, it would be nice.
I'll try to get them also on my side.
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Okay much thanks mate :beer:
If any of you can reproduce the problems so I can get them also, it would be nice.
I'll try to get them also on my side.
I wil try....
for the moment all is ok for me. :wor:
very useful not to get lost in the Amazon forest (in French Guiana) :expliquechapo: claro !
-
Hello,
The only weird thing that it did 1 time was when i tried to enter one set of coordinates in memory it wouldn't do it, the selected slot would change to "empty" and after that no matter what coords i tried to enter on any of the slots .. it just gave me the empty slot.
I have this very odd thing, and restarting Orbiter doesn't change anything, but i can enter another name + location in another slot. I having not tested the MEM fonction until now.
Trying to enter : Kourou/Earth 52.73W 5.20N give me an empty slot,
enter : Kourou 52.73W 5.20N give me the line accordingly,
enter : Kourou/Earth current give me the line accordingly with current location,
enter : Kourou / Earth 52.73W 5.20N is not validated,
enter : Kourou / Earth current give me the line accordingly with current location,
enter : KourouEarth 52.73W 5.20N give me an empty slot,
enter : KourouEarth current give me the line accordingly with current location...
For exemple, same things happen with Gran Canaria, San Marco and Hammaguira bases, but Kasputin Yar/Earth work (just the "th" is cut due to the 16 chars limit).
:wonder:
Milouse
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Milouse
Great test thanks !
With your indication I think I got this solved, to be confirmed.
New version:
http://orbiter.dansteph.com/2020_beta/web/GPSMFD_20201212.zip
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Hello,
The update seems to be OK, even with chars like # § % ! :top:
I'm going to be boring :sad: , but locations with one or both coords at 0.0 (right on the ref meridian, and/or at the equator) give a empty slot...
I don't knowing that, but a floating weather station is at "Null Island", at the cross point between the Greenwich meridian and the equator.
https://fr.wikipedia.org/wiki/Null_Island ;)
Keep up the great work ! :beer:
Milouse
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I'm going to be boring :sad:
The more problems you find, the more I'm happy... :badsmile:
New version with null island:
http://orbiter.dansteph.com/2020_beta/web/GPSMFD_20201214.zip
I added also a check for lon+-180 and lat+-90 (before that, lon 999 was accepted)
and "-6m/s 6m/s" display was inverted.
Cheers
Dan
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Hello,
Thanks Dan, this time, all seems good. :applause:
[HS]
C'était la St Daniel, vendredi dernier... donc, avec du retard : bonne fête ! :beer:
[/HS]
Milouse
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C'était la St Daniel, vendredi dernier... donc, avec du retard : bonne fête ! :beer:
:flower: Bonne Fête !!!
-
Euh, thanks, first time I hear about the St Daniel in my life :badsmile:
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Bonne fête également :flower:
-
Belated happy birthday Dan :beer:
-
Will Santa bring us something nice this year? We've been good!
Any updates on the Arrow? :)
-
Will Santa bring us something nice this year? We've been good!
Any updates on the Arrow? :)
Tsk tsk tsk, Chistmas Eve is on Thursday not Tuesday :)
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Will Santa bring us something nice this year? We've been good!
Any updates on the Arrow? :)
Tsk tsk tsk, Chistmas Eve is on Thursday not Tuesday :)
Hey, any day that Dan releases something will automatically become a Tuesday. We just have to insert the appropriate number of leap-days.
-
Will Santa bring us something nice this year? We've been good!
Any updates on the Arrow? :)
Tsk tsk tsk, Chistmas Eve is on Thursday not Tuesday :)
Hey, any day that Dan releases something will automatically become a Tuesday. We just have to insert the appropriate number of leap-days.
It'll also automatically become Christmas too! :lol:
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Hi Dansteph
Regarding your tremendous work and development with the UMMU/UCGO/Deltaglider IV and the Arrow Freighter,i am seriously curious when these major addons will be released for the Orbiter 2016 version.I have currently the Orbiter 2016 on hold,since i don't see the point installing it before these major addon of yours will see the light of day,and that i think those addons are somehow " essential " for the Orbitersim 2016 version..I tip the hat for your work,and i am waiting anxiously for any release from you...Thank you so much :wor:
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Dan wasnt active for weeks, his addons will be Release on tuesday, but no one knows which tuesday :) He does this as a Hobby so i can take time.
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Hi Dansteph
Regarding your tremendous work and development with the UMMU/UCGO/Deltaglider IV and the Arrow Freighter,i am seriously curious when these major addons will be released for the Orbiter 2016 version.I have currently the Orbiter 2016 on hold,since i don't see the point installing it before these major addon of yours will see the light of day,and that i think those addons are somehow " essential " for the Orbitersim 2016 version..I tip the hat for your work,and i am waiting anxiously for any release from you...Thank you so much :wor:
That's very true, this game is worthless without Dan's add-ons.
Great Job Dan! All credits should go to you!
-
Whoa there, I wouldn't say Orbiter is worthless without Dan's OrbiterSound, DG-IV, UMmu/UCGO, and Arrow. That does a disservice to Martin Schweiger. Even without sound, cargo, or freighters, Dr. Schweiger gave us one hell of a playground to get lost in. DanSteph made Martin's universe richer with his sounds, interactive objects, and vessels. I'd say we're lucky to have both and are richer for both their efforts! So, let's celebrate Orbiter as we look forward to Tuesday!
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I think it's a shame not to install Orbiter2016 when several major addons are working ...
Orbitersound 5.0
KOUROU
AMSO
GAIA Mission
AMMAGUIR
ROCHAMBEAU Airport
SpaceX Mission Package (2016-present)
US ISS A to Z v.3
Space Transportation System 2016
.....
http://francophone.dansteph.com/?page=addons
https://www.orbiter-forum.com/
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You are forgetting XR Fleet and XRSound...
Both very deep and as advanced (if not more) than Dan's DGIV.
-
You are forgetting XR Fleet and XRSound...
Both very deep and as advanced (if not more) than Dan's DGIV.
That's borderline heresy right there haha. Joking aside, those are good addons too, though I like Dan's sound addon better as well as certain functionalities of DGIV (cold start interactivity, eject, explode to million pieces, etc.)
-
OHM is run by a community of legends, and Dan adds life to it. We are here for the immersion that his work gives. Thank you, 2021 starts amazing!
PS. Thinking to use the Arrow to throw some rocks at Earth...
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Dan, your work is absolutely fantastaic!
It´s the only reason why i´m still using Orbiter 2010 parallel to Orbiter 2016.
So sad that it has been silent here for quite a while.
We all hoped that the conversion of your addons to Orbiter 2016 might somehow be possible.
Too bad that this does not seem to work.
But at least we have back a working OrbiterSound for Orbiter 2016.
And anyway, your other superb addons work great in Orbiter 2010 and so i will stay with that in future, too.
Thank you for your great effort, Dan!
Best regards
and lots of health for you and your family
Rick
-
Hello Dan,
Your work is GREAT, both in FS and here in Orbiter. I adored the add-ons. The fact that they don't run under O2016 is one reason I stopped spending time with it. So I'm super happy to see that you're working on an update!
My own dev folder for Orbiter 2016 is a big mess of started projects that I never finished, as work and family dragged out each project. So I really admire how you managed to create such a comprehensive add-on and keep it updated too!
Maybe this will motivate me to finish something someday :).
Thanks for your great work and I'm looking forward to the new mission system!
-
Back to work :badsmile:
Sorry for the silence, it was my "no electronic month", I took some holliday from any network.
-
Welcome back Dan ! :wor:
Glad to see you again !
-
A well deserved break Dan. I hope you enjoyed it!
-
Holydays ? Who gave the authorization ? You're fired !
:badsmile:
It's good to see you again ! ;)
-
Back to work :badsmile:
Sorry for the silence, it was my "no electronic month", I took some holliday from any network.
:trucdeouf:
Content de te relire à nouveau :beer:
-
ouf !
:ouf: :expliquechapo: travaillais trop du sombrero, caramba(r) !!!
-
It's good to take breaks. Easy to get burnt out on projects like this. It's supposed to be fun; sometimes I have to remind myself that with NASSP development.
Welcome back.
:beer:
-
Back to work :badsmile:
Sorry for the silence, it was my "no electronic month", I took some holliday from any network.
(https://media.giphy.com/media/MVDPX3gaKFPuo/giphy.gif)
-
Back to work :badsmile:
Sorry for the silence, it was my "no electronic month", I took some holliday from any network.
Ah, that sounds great! Thanx for your work.
-
Good to see you back Dan!
A digital detox is a very wise thing to do every now and again.
-
I would say the same thing : Welcome back Dan !
-
Hello,
One month without any network. :trucdeouf: > :wor:
Hakuna Matata :) , real life first !
Milouse
-
"No electronic month" sounds like such a good idea.
-
Well, after the horror that was 2020, it is so exciting to return here to read all of this!! Welcome back Dan, glad you're still well. I am looking SO forward to the new Arrow and UCGO! This will bring a smile to my face once again. Keep up the great work here as well as in the FS world! Cheers!
-
Back to work :badsmile:
Sorry for the silence, it was my "no electronic month", I took some holliday from any network.
Whoa, that's a really cool tradition! I should try it sometimes! But welcome back!
-
Wow, really excited for the Arrow, UCGO and DG. I have great memories of crashing my DG on the moon only to mount a rescue mission with Arrow in Orbiter 2010. Fantastic fun and as always thank you for your efforts Dan!
-
Good to have you back Dan. I always knew your addons were 90% of the fun I get from the sim, specially ummu it makes all the difference for me to be able to go on a spacewalk now and then. I still in orbiter 2010 and be there until the release of your addons for 2016. Many thanks for your hard work, to make most of us be able to go and play in space fulfilling a childhood's dream.
Keep safe and kindest regards Dan.
-
--------------------------------------------------------
No new videos or pictures, no announcements...
Can i still assume that no news are good news???
Any sign of life would be greatly appreciated!
I´m waiting sooooo desperately....
--------------------------------------------------------
-
Be patient and give the man some time, he really deserves it. It will be done when it´s done.
-
Just be glad that after years of silence, Dan returned amist chaotic 2020! Waiting a few months for next update is nothing by comparison!
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After all these years, I'm very happy to see Dan active again and working on this project. No other addons come close to the immersion Dan's addons provide. I've been out of the loop for at least a couple of years as nothing in the orbitersphere was happening for a while, then check in to see that the D3D9 client now supports same-vessel shadows and Dan has updated Orbitersound for 2016 is actively working on the rest!! This is the perfect time to get back in the pool. I just can't wait for Tuesday.
-
C'mon everybody!!
A big round of applause and massive encouragments for Dansteph and the work ahead of him, hoping all goes well (in every way)!
:applause: :applause: :applause:
...I'll not redo every file of course, but still it's a hell of work so some encouragements from time to time are welcome...
-
I’m always rooting for Dan with all of his awesome work! :beer: :wor:
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I join my voice to all here saying thank you Dan for the hard work. I still enjoy Orbiter 2010 because of your add-ons. I plan on many hours of fun with the new version and new features. Cheers.
-
I'm using both. Orbiter 2010 (because of Dan's addons) and 2016. And I love to see Dan's work in Orbiter 2016. But I can wait. Yes, it's hard to wait, but I know that it's not Dan's job.
Thanx Dan !!
-
We must consider that the current context is not easy for everyone but I am sure that Dan will come back when he will get some available time.
As for Martin, though he has not updated Orbiter Beta since September 2019, he seems to be still alive as I have discovered that he had published a scientific article in last november.
https://link.springer.com/article/10.1007/s11548-020-02284-y
(https://link.springer.com/article/10.1007/s11548-020-02284-y)
I hope he will continue to patch Orbiter Beta :)
-
As for Martin, though he has not updated Orbiter Beta since September 2019
Whoa that is rather recent as Orbiter timeframe goes! I wonder if the next Orbiter version will see advances in capabilities of the engine as technologies have changed significantly in the last decade.
-
Let's get together and buy Dan some dodgecoin to thank him :)
-
Come on Dan, give us an update on the work in progress, pleeeeeease!
Anything that will keep the spark of faith in us glowing will be greatly appreciated...
...a picture, a video or just a sign of life.
Best regards
Cougar
-
Esperando genio ésa nave espacial gracia
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Guys, what´s up with you... let´s give Dan some cheers...
Hip hip hurray, long live Dan!!! :beer:
...this site is way too quiet to keep Dan motivated...
-
The community as a whole is on the quiet side :)
But if it's uplifting people need, they shall get it! :friend:
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We must consider that the current context is not easy for everyone but I am sure that Dan will come back when he will get some available time.
As for Martin, though he has not updated Orbiter Beta since September 2019, he seems to be still alive as I have discovered that he had published a scientific article in last november.
https://link.springer.com/article/10.1007/s11548-020-02284-y
(https://link.springer.com/article/10.1007/s11548-020-02284-y)
I hope he will continue to patch Orbiter Beta :)
I hope so too, but seeing how he hasn't logged into OF for about 14 months (March 2020) doesn't make me too optimistic :\
-
Martin will be back. If I remember correctly, there was a long absence in between Orbiter 2006 and 2010. I'm sure Brexit and COVID are keeping him very busy.
-
I really hope so - to be clear, I'm certainly not blaming the Doc or Dan for their other commitments, far from it - I am just really looking forward to improved versions of the "things" they developed, whether a new major Orbiter release or (especially) the updated addons shown by Dan.
Especially the new Arrow Freighter in O2016 is looking to be a thing of beauty.
-
Dan, I miss you! :beer:
https://www.youtube.com/watch?v=YI-OzM0dy30
-
When I am sad, I remember that one day there will be a release of UCGO for Orbiter 2016, and it makes the pain go away :beer:
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May I just say that the combination of Dan Steph's and Martin Schweiger's work is still unparalleled in terms of its educational worth and simulator quality. It's such a shame that the upgrade to Orbiter 2016 caused so many problems in its development, I keep hoping that someone will fix the issues its had since no other developer has stepped up to create something in the same spirit.
I've been one of Dan's long-term paying customers, having brought his FS Passengers a few times over the years - all I have to ask really is why hasn't Dan Steph, Schweiger and Doug Beachy from the XR Fleet come together to create a paid product? If bugs were ironed out and it got published on Steam I'm sure this would sell like hot cakes, the modding community would grow and you would get the financial reward you deserve for undertaking this work!
In any case, I hope all is well with you Dan. We're all looking forward to the return of UCGO.
-
May I just say that the combination of Dan Steph's and Martin Schweiger's work is still unparalleled in terms of its educational worth and simulator quality. It's such a shame that the upgrade to Orbiter 2016 caused so many problems in its development, I keep hoping that someone will fix the issues its had since no other developer has stepped up to create something in the same spirit.
I've been one of Dan's long-term paying customers, having brought his FS Passengers a few times over the years - all I have to ask really is why hasn't Dan Steph, Schweiger and Doug Beachy from the XR Fleet come together to create a paid product? If bugs were ironed out and it got published on Steam I'm sure this would sell like hot cakes, the modding community would grow and you would get the financial reward you deserve for undertaking this work!
In any case, I hope all is well with you Dan. We're all looking forward to the return of UCGO.
I can only agree, you rock
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Hi !
I've spoken about this with Dan himself a few months ago, and the problem was that Dan didn't earn any money during the time he spent developing for Orbiter 2016. And he wasn't exactly happy to see how Orbiter 2016 stays without any upgrades and maintenance. We (the french-speaking community) don"t have any news from him since a long time now, but as Face said, he's probably developing for FS2020 and other things, as to put something in the fridge. The idea of a commercial simulator is not a bad one for him, but he "disapeared" and the topic was left. It's frustrating to stay without knowing about him though. As you all, i can just hope that he and his family are well and happy.
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Dan didn't earn any money during the time he spent developing for Orbiter 2016.
Dan worked on Orbiter 2016's development? This news to me! Makes me even more surprised that OrbiterSound wasn't a part of the vanilla experience. But I guess not being paid probably contributed to this as well.
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ooOOoooOOOOps !!! CORRECTION : ... during the time he spent developing UCGO update for Orbiter 2016 !
My bad ! :badsmile:
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ooOOoooOOOOps !!! CORRECTION : ... during the time he spent developing UCGO update for Orbiter 2016 !
My bad ! :badsmile:
Oh! I see, thanks for the clarification! Also in regards to this "FS2020" you mentioned before as Dan's side project, what is it exactly?
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Do I understand it correctly that we are saying goodbye to Dan here.
Oh man, my worst fears are coming true!
At least let us give him by a well-deserved farewell:
:beer: :beer: :beer:
Long live Dan, hip hip hurray!
:beer: :beer: :beer:
:wor: Thank you very much for so many exiting hours, days, weeks, months and years in space, Dan! :wor:
:wor: I love you, man! :wor:
:arg: At least my wife is happy having me back on earth.... :arg:
:arg: ...doing the plumber work.... :arg:
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Do I understand it correctly that we are saying goodbye to Dan here.
Oh man, my worst fears are coming true!
At least let us give him by a well-deserved farewell:
:beer: :beer: :beer:
Long live Dan, hip hip hurray!
:beer: :beer: :beer:
:wor: Thank you very much for so many exiting hours, days, weeks, months and years in space, Dan! :wor:
:wor: I love you, man! :wor:
:arg: At least my wife is happy having me back on earth.... :arg:
:arg: ...doing the plumber work.... :arg:
lets chill a bit more and see what happens (https://i.postimg.cc/bZ01F0vW/dan.jpg) (https://postimg.cc/bZ01F0vW) Sry that pic is a little small, its Dan´s last activity
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Hello here.
I don't know if we're saying goodbye to Dan, and i hope we won't. He's the author of Passengers X for flight simulator, something that gives him some money, and he needed some. It's just a hypothesis, as i (we) don't have any fresh news since a loooong time. As Corondal says, let's chill out, cross fingers and give him some trust and patience. :beer:
@Cougar : do the plumber my friend, an angry wife is way more dangerous than a Supernova ! :beer: :badsmile:
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...I don't know if we're saying goodbye to Dan...
No, we are not.
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Dan will be back. Don't despair.
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Back to work :badsmile:
Sorry for the silence, it was my "no electronic month", I took some holliday from any network.
No offense Dan, but are you taking a "no electronic year"???
Any news will be good news!
A small pic, a vid or just a very short note... any sign of life would be greatly appreciated.
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Relaaaaax, in Orbiter, progress is measured in years anyway. The fact that Dan has returned to us and worked on the addon with no monetary incentives at all is praiseworthy. We finally got OrbiterSound after all these years! Let the man do as he wish and we will get something someday :)
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I think Dan may be learning to fly.
http://www.fspassengers.com/?action=about_authors (http://www.fspassengers.com/?action=about_authors)
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Your first Karma in the Frenchy Orbiter Forum. Welcome, and thanx for the link ! :beer:
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Now, second karma for you .... ;)
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Another Tuesday, another spark of hope.
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I know we have heard waiting for a stable 2016 version. Now that it is gone open source. It seems like it has gone to unstable as changes for the better? will be made
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Orbiter being open source now....it makes me giddy with anticipation on how groundbreaking mods can be. Or why stop at mods, make it the mainstay feature in vanilla!
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Is the sweet dream over???
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gracia por todo su trabajo pero una respuesta para esperar no cuesta aparecer
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Any news from DanSteph?
Is he and his family doing well?
Has Dan cancelled updating his addons?
Is this site abandonned?
Is there another site where all the good developing and updating stuff is going on now?
Are there at least any BETA´s of the Arrow Frighter and DeltaGlider IV for Orbiter 2016 to download?
Any answer would be greatly appeciated!
Best regards
Rick
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Any answer would be greatly appeciated!
Dan´s Last Active: 11 June 2021, 12:22:46
If anyone near him from this forum would know smth, that person would have said anything i guess. so there are 2 ways to go: 1) Just wait and wait and did i say wait? 2) We have to life without UCGO/Arrow DG IV
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Hi guys.
No news from Dan in the french speaking forum. Sadly. But people in Orbiter Forum decided to go without him and are actively developing addons for, at least, bring MMUs to our space adventures. If they push their addons 'till the end (and i realy think they'll do), we'll have oportunities to have cargoes, astronauts, bases and vessels to go to infinite and beyond. It's not that bad after all.
Let's hope Dan and his beloved ones are all in good health. :beer:
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Speaking as a developer (gattispilot) on the OF. For 2016 we have found ways to do EVA. But the interaction of UMMu and cargoes is missed. I have a guy who can walk around on the surface but that is about it. Also in space a guy with moveable joints,....
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Hi Gattico.
It's better than nothing. We can interract with cargos (UCSO) via the vessels, move UMMus on planet and even make them spacewalking. We have a bunch of good vessels, and developing is still going on. Orbiter = patience. Nothing to complain about ! :)
Again, a big thanx to all developers. I'll begin to learn with Jacquesmomo how to do things for Orbiter, and that will be a nice adventure / exercise. I hope to be able to bring my small stone to the building. :beer:
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What I meant about the interacting. Was with Ummu you could open/close packages you also could make action area. UCGO seems to work in 2016 but not sure if packages can be opened. Sure an EVA vessel can pick up a package via attachment points.
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I don't know if we're speaking about the same thing. I'm speaking about Abdullah Radwan's UCSO, not Dan's UCGO, which can be deployed from the vessel (Deepstar for example) or by selecting the cargo itself. 80mileshigh has made simple astronauts using GV, and i think it could be possible to make them deploy the crates. Those astronauts can "only" walk on the floor, and are not "flyable" yet.
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Oh. I am familiar with UCSO. I helped in the mesh end. The part that I liked best about UMMU was where from the person point of view they could uncrate the box. I know that can be done but you have to focus on the crate,....
I have some walkable guys. Flying in space is just a matter of thrusters.
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Tha damned lack of gameplay in Orbiter ! :badsmile:
I agree with you about the focus, realy better for immersion.
Did you see this ? Seems very promissing. :bave:
https://www.orbiter-forum.com/threads/xr2-crew-swap.40271/
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Reading up on UCSO made me all excited again! I want to experience going around and actually walk about on planetary surface! If they could interact with crates like Gattico mentioned, I'll need to download it ASAP!
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Warning ! If you want to walk around, you need the Deepstar vessel (https://www.orbithangar.com/showAddon.php?id=aaa0757c-589a-49dd-9d5c-f984b9c1f0ae) and its dependencies, and you need to download the astronauts (https://www.orbiter-forum.com/threads/deepstar-development.26879/page-12#post-589669) from the forum. Astronauts are very basic, and they CAN'T deploy the crates. But hey, i find them fun enough ! ;) :beer:
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Warning ! If you want to walk around, you need the Deepstar vessel (https://www.orbithangar.com/showAddon.php?id=aaa0757c-589a-49dd-9d5c-f984b9c1f0ae) and its dependencies, and you need to download the astronauts (https://www.orbiter-forum.com/threads/deepstar-development.26879/page-12#post-589669) from the forum. Astronauts are very basic, and they CAN'T deploy the crates. But hey, i find them fun enough ! ;) :beer:
Ack, that's a tiny bit of hassel! :badsmile: I'll get around to it eventually I guess but I do wish it would all compile into a single package to plug and play. Maybe one day! :friend:
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Wow... I've posted something useful ! Yeeepppeeee ! Champagne ! :eek:
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Wow... I've posted something useful ! Yeeepppeeee ! Champagne ! :eek:
Ce n'est qu'un début !
(https://zupimages.net/up/22/03/2e4f.gif)
:expliquechapo: si pero con moderación
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Wow I like the deepstar eva guy. I was able to make a eva guy for the Artemis lander. I have made some jointed eva guy. UMMU was universal so that it could be added to a vessel and the guy gets in the vessel. Which was really deleteing them and if you wanted putting a mesh inside. Like my LER
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Hi Orbiter community. Does anyone kniw the actual status of UCGO for Orbiter 2016?
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Hello and welcome here,
At this time, no current development for UCGO for orbiter 2016 (as far as i know).
Milouse
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OK thanks for the Info. Lets see what happens in the future.
Greetings Jason
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It's a pity that there doesn't seem to be any further development. I would be willing to support Dan on e.g. Patreon but you would need a sign of life to suggest something like that to him.
Best regards :peur:
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Another Tuesday, another spark of hope.
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Help orbiter crash when arrow fighter mission launch...
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Please post the log file. It may give clues
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i download UCGO 3.0 + UMmu 3.0 - 2014 edition for 2016 orbiter no error in log only crash when i run a arrow mission
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https://www.orbiter-forum.com/threads/arrow-freighter-for-orbiter2016-merry-christmas.40956/
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THANKSSSS
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Your welcome