Dan's Orbiter page

Orbiter English => Orbiter English => Topic started by: DanSteph on 05 May 2020, 02:05:09

Title: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 05 May 2020, 02:05:09
(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:
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.

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Ben sisko on 05 May 2020, 06:03:46
Hallelujah! It’s like Christmas in May. Thank you so much Dan!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 05 May 2020, 06:25:22
Good things come on Tuesdays.

:hailprobe:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: StarLost on 05 May 2020, 06:29:57
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Ben sisko on 05 May 2020, 06:32:46
 I was so excited that I forgot to say how glad I am to see you back! My best to you and yours :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 05 May 2020, 10:32:22
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 05 May 2020, 12:03:04
Tuesday ???, this tuesday ????...  :badsmile:

 :badsmile: :badsmile: :badsmile: :badsmile: :badsmile: :badsmile: :badsmile:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 05 May 2020, 13:50:58
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) :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 05 May 2020, 15:13:44
(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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Ripley on 05 May 2020, 15:39:10
Such a good news Daniel!
Wish you all the best.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n122vu on 05 May 2020, 19:39:09
Excellent news!!!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 06 May 2020, 05:43:37
It's good to be here again :)
OrbiterSound is in alpha testing yet.

(http://www.dansteph.com/screenshots/200506-054248_Arrow_Freighter.jpg)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Coussini on 06 May 2020, 13:10:48
Wow... that’s great
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 07 May 2020, 22:40:23
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 08 May 2020, 08:20:45
That OrbiterSoundsGreat  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 08 May 2020, 08:38:04
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: GROLANDER on 08 May 2020, 11:47:27
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: StarLost on 08 May 2020, 14:56:19
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: dgatsoulis on 08 May 2020, 20:51:28
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 08 May 2020, 22:36:02
*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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 09 May 2020, 04:19:32
Music player now support format: mp3 ogg wma flac aac ac3 m4a mp4 ts. (previously only mp3)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Jim Lovell on 09 May 2020, 11:58:41
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 09 May 2020, 14:56:45
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Charlotman on 09 May 2020, 17:15:22
Music player now support format: mp3 ogg wma flac aac ac3 m4a mp4 ts. (previously only mp3)

WOW great ! :applause:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 12 May 2020, 10:51:30
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 12 May 2020, 11:41:15
Sounds good. Thank you Dan.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 12 May 2020, 12:11:22
:applause: goody goody !!!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Angel on my Shoulder on 16 May 2020, 08:23:43
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: StarLost on 16 May 2020, 09:02:37
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 16 May 2020, 10:40:14
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 20 May 2020, 01:47:01
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Ben sisko on 20 May 2020, 05:33:55
 Oh, it just keeps getting better & better! :bave:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 22 May 2020, 23:18:00
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 22 May 2020, 23:46:40
 :hot: :hurle: :applause: (http://www.bestemoticon.com/smiley/drapeaux/drapeaux151.gif)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Ben sisko on 23 May 2020, 02:18:13
There really is a Santa Claus! :gift: :applause: :friend:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Charlotman on 23 May 2020, 07:48:26
  :top: :top: :top::hot: :hot: :hot: :turning: :turning: :chef: :chef:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 23 May 2020, 10:44:01
:chef:
:fool: n'exagérons pas !!!
:)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 23 May 2020, 10:49:58
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







Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Charlotman on 23 May 2020, 13:21:24

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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 24 May 2020, 04:41:26
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:


Code: [Select]
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 24 May 2020, 10:27:53
Very interesting stuff !  :flower: :music:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: dgatsoulis on 24 May 2020, 12:36:14
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:


Code: [Select]
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 25 May 2020, 13:09:06
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: antoo on 25 May 2020, 19:46:23
 :wor:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: sunshine135 on 27 May 2020, 19:19:13
Let me know if you need help. I'm 8 years older and wiser than I was last time!  :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 27 May 2020, 20:29:56
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  ;)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: OvalDreamX on 28 May 2020, 13:09:10
I remember this was the first mod I downloaded back when I was 11. So good to see it getting an update!!
Thanks Dan!!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 28 May 2020, 14:34:31
Welcome on board OvalDreamX you have a reply to your pm  :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 31 May 2020, 16:09:54
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)

Code: [Select]
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Gingin on 31 May 2020, 17:15:24
Nice work Dan.
Prolific period :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 01 June 2020, 00:47:43
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Schmidtrock on 01 June 2020, 06:13:33
Oh how very exciting to read this! Thank you Dan!!   :beer: :beer: :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: StarLost on 01 June 2020, 07:14:43
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 01 June 2020, 14:35:09
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 01 June 2020, 15:47:01
Great news. Thanx Dan!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 02 June 2020, 00:38:04
Thanks,

And the scenario commands sequence:

Code: [Select]
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 04 June 2020, 00:28:58
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:

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 04 June 2020, 04:35:54
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.



Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 09 June 2020, 02:57:49
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Charlotman on 10 June 2020, 13:12:02
 :top: :top: :top:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Schmidtrock on 10 June 2020, 14:35:46
 :top: :top: :top: :merci:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 10 June 2020, 19:29:24
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 10 June 2020, 22:20:02
 :top: :top: :top:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Djowin on 11 June 2020, 15:06:49
 :wor: :wor: :wor: :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Coussini on 11 June 2020, 19:59:05
Really exciting about this. Great job. You are the king of the sound in orbiter.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 13 June 2020, 11:14:43
Hello,

It sound really cool ! :top:


Milouse
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Schmidtrock on 13 June 2020, 13:55:19
Excellence!!  :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DocHoliday on 13 June 2020, 23:42:36
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 14 June 2020, 01:02:44
Woooo!

Da man !  :)
Welcome back doc !  :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: StarLost on 14 June 2020, 15:36:30
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 18 June 2020, 03:32:51
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 18 June 2020, 12:39:21
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 19 June 2020, 11:50:46
If this continues, we have to rename the Orbiter Space flight simulator to Orbiter Tuesday flight simulator   :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 19 June 2020, 12:33:06
If this continues, we have to rename the Orbiter Space flight simulator to Orbiter Tuesday flight simulator   :)

 :ptdr:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: davidweb on 20 June 2020, 05:00:37
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?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 20 June 2020, 07:22:59
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: corondal on 20 June 2020, 08:07:11
I started the update of all my addons for Orbiter 2016 including:
  • OrbiterSound
  • DeltaGliderIV
  • UMmu
  • UCGO
  • Arrow Freighter

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: E69Shango on 20 June 2020, 11:54:48
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 20 June 2020, 16:12:48
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...  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 25 June 2020, 03:56:19
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:

Code: [Select]

  ;-----------------------------------------------------------------
  ; 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.


Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Thinker55 on 29 June 2020, 03:48:31
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 29 June 2020, 11:16:27
Thanks for your kind word, yes I'm impatient to work also on those.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Schmidtrock on 30 June 2020, 01:33:53
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 30 June 2020, 03:02:48
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 30 June 2020, 04:23:12
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: dgatsoulis on 06 July 2020, 19:08:05
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.

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 06 July 2020, 19:36:17
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: dgatsoulis on 06 July 2020, 21:04:39
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 06 July 2020, 21:25:04
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 07 July 2020, 00:23:00
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 :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Schmidtrock on 07 July 2020, 01:12:09
That is incredibly cool and looks realistic!   :wor:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: dgatsoulis on 07 July 2020, 05:48:56
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.
 
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: StarLost on 07 July 2020, 10:30:48
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?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Pappy2 on 07 July 2020, 11:18:07
EXTRAORDINAIRE :eek:

Très très beau travail

La MACARENA   :hot: :hot:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 07 July 2020, 12:13:22
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...
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Schmidtrock on 07 July 2020, 12:57:52
 :eek:   :)

Hahahah that is brilliant!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Djowin on 10 July 2020, 14:31:42
Magnifique !  :love: :wor:

Et superbe Macarena !  :badsmile:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: dgatsoulis on 12 July 2020, 14:20:08
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 12 July 2020, 22:25:53
as to not further hijack this thread. (My apologies Dan).

No worry Dimitris, this is amazing !
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 18 July 2020, 22:05:16
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 18 July 2020, 23:56:36
So that's really great !!! :hot:

I had been waiting for this for many many years !!!  :doubt: really ?

thank you dan  :beer:  :wor:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 19 July 2020, 01:57:04
You welcome  :badsmile:

Any other wish ?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 22 July 2020, 07:36:49
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 23 July 2020, 00:09:42
(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!!!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Papyref on 23 July 2020, 16:46:26
Plus que très fort, super fort  :wor: :wor: :wor:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Roxane on 23 July 2020, 20:41:40
top :top:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 23 July 2020, 22:43:44
Thanks mate  :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 07 August 2020, 02:14:35
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Thinker55 on 08 August 2020, 19:53:02
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 09 August 2020, 01:21:42
Sure with you aboard the team count 1 people...  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 09 August 2020, 15:35:47
Sure with you aboard the team count 1 people...  :)
:badsmile:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 11 August 2020, 11:23:02
OrbiterSound 5.0 for Orbiter 2016 is released  :flower: see here for dedicated thread:
http://orbiter.dansteph.com/forum/index.php?topic=14556.msg221264
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 11 August 2020, 14:27:13
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) 
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DCubeMiner on 11 August 2020, 15:36:10
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 12 August 2020, 00:48:33
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 20 August 2020, 08:30:14
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: asasnatlol on 20 August 2020, 14:17:15
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 20 August 2020, 15:58:57
Oh I can't wait for UMMU and UCGO in orbiter 2016, it will be glorious.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 20 August 2020, 16:40:50
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...  ;)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 20 August 2020, 16:56:37
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 20 August 2020, 23:52:14
Much thanks, I'll follow the evolution of this thread.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Thinker55 on 22 August 2020, 14:13:11
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 22 August 2020, 14:55:46
Looking forward to using DGIV and UMMU with kulch's Mir2 again.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Thinker55 on 22 August 2020, 14:57:22
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 22 August 2020, 15:12:33
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".
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: reekchaa on 23 August 2020, 07:32:07
Yaayyyy!  Dan is BACK!  :beer:  :wor:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 23 August 2020, 14:53:33
Yaayyyy!  Dan is BACK!  :beer:  :wor:

How ya reekchaa ? :friend:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: reekchaa on 23 August 2020, 22:25:29
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/)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 24 August 2020, 10:29:03
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 24 August 2020, 10:30:32
NEWS 24 august - OrbiterSound 5.1 in public beta

Download and information here:
http://orbiter.dansteph.com/forum/index.php?topic=14574.msg221458
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 25 August 2020, 03:09:44
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 25 August 2020, 09:18:33
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  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 25 August 2020, 11:02:24
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 25 August 2020, 12:14:32
Indeed.

But GeneralVehicle from Fred18 works fine on slopes, except maybe for the wheels which can be cut a little bit by ground elevation.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 25 August 2020, 12:42:42
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 25 August 2020, 15:48:29
Hello,

It should be a pain to make roller skates for UMmus. :ptdr:


Milouse
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: gattico on 25 August 2020, 16:37:11
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 25 August 2020, 18:08:03
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: StarLost on 25 August 2020, 19:37:39
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 28 August 2020, 03:19:21
(http://www.dansteph.com/screenshots/200828-031908_FastStoneEditor1.jpg)

(http://www.dansteph.com/screenshots/200828-032652_FastStoneEditor1.jpg)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 28 August 2020, 11:40:05
Hello,

Aaaaaaaaaaaaahhhhhhhhhh !... :eek:


Milouse
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Pappy2 on 28 August 2020, 14:36:05
Mais quel est donc cet étrange vaisseau ?  :wonder:
Il ressemble à un vaisseau que je n'ai pas vu en orbite depuis longtemps..........  :love:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 29 August 2020, 13:18:07
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 29 August 2020, 16:30:56
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 29 August 2020, 16:52:54
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 29 August 2020, 17:23:56
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 29 August 2020, 17:27:43
Outdated graphics in 2020 !???  :worry:
NOT with the D3D9 clients !!!!  :explique:  :eek:
I agree with you...   ma qué yé souis d'accord :expliquechapo:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 30 August 2020, 16:02:06
This teasing...  :peur:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 01 September 2020, 10:33:43
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 01 September 2020, 10:55:49
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 01 September 2020, 11:00:24
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...
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 01 September 2020, 12:26:22
Bonjour,

Great work, Dan !

Code: [Select]
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 01 September 2020, 14:00:19
Getting so excited for the Arrow and DGIV. I'm already planning a grand tour.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 01 September 2020, 14:57:15
Let's call this a false-positive tuesday.  :badsmile:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 02 September 2020, 01:21:46
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.
 
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 02 September 2020, 04:05:52
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 02 September 2020, 04:07:26
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 02 September 2020, 05:26:48
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.

Quote
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 02 September 2020, 05:31:20
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?

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 02 September 2020, 12:30:20
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 02 September 2020, 14:06:08
Quote from: n72.75 link=topic=14499.msg221591#msg221591
date=1599017480
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...
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 02 September 2020, 16:00:40
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 !!!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 02 September 2020, 22:05:48
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)
Quote
//////////////////////////////////////////////////////////
// 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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Jim Lovell on 02 September 2020, 22:11:16
Omg I can see the Easter eggs coming :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 02 September 2020, 22:37:59
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 03 September 2020, 01:50:40
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 03 September 2020, 11:13:07
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 03 September 2020, 16:26:52
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)

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 03 September 2020, 16:38:28
After seeing the 8-section version, I think I like the 4 best.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 03 September 2020, 18:56:39
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Pappy2 on 03 September 2020, 19:13:10
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

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 03 September 2020, 20:47:00
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 03 September 2020, 21:36:22

... 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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 04 September 2020, 02:47:36
(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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 04 September 2020, 11:31:20
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 04 September 2020, 20:17:38
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 ?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 04 September 2020, 22:39:55
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 04 September 2020, 23:01:59
I think they mean, why you decided on a winged space plane rather than an apollo-style capsule.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 04 September 2020, 23:12:29
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).
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 05 September 2020, 04:33:05
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 05 September 2020, 06:33:25
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 05 September 2020, 06:52:51
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)

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 05 September 2020, 13:06:09
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/
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 05 September 2020, 14:53:41
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:)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 05 September 2020, 18:18:08
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 05 September 2020, 18:30:30
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 05 September 2020, 19:25:25
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 05 September 2020, 20:06:26
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 06 September 2020, 01:01:12
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Pappy2 on 06 September 2020, 16:03:14
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 ?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 06 September 2020, 23:23:22
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 07 September 2020, 00:40:14
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 07 September 2020, 00:53:20
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 07 September 2020, 12:54:16
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 ?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 07 September 2020, 13:25:39
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 07 September 2020, 15:40:42
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 07 September 2020, 15:43:27
I read the manual...
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 07 September 2020, 16:23:57
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 07 September 2020, 18:12:42
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  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 10 September 2020, 22:45:47
Quote
But still: dev time.

Alone is good too. The captain must stay focussed on his/her tasks.  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 11 September 2020, 04:18:59
More news soon, stay tuned...  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 13 September 2020, 17:34:52
More news soon, stay tuned...  :)
I am...  :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: PhantomFury on 14 September 2020, 04:26:51
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 14 September 2020, 08:34:33


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 !  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 14 September 2020, 12:59:54
"-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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 15 September 2020, 17:35:27
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: jacquesmomo on 15 September 2020, 18:19:40
yé souis sans voix !!! :expliquechapo:  :love:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: WolfAngriff on 15 September 2020, 20:45:40
 :applause: F*****G Tuesday.  :badsmile: Great job !

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Pappy2 on 15 September 2020, 21:14:07
EXTRAORDISUPER  :wor:   :love:   :wor:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 16 September 2020, 00:02:58
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 16 September 2020, 02:29:34
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: PhantomFury on 16 September 2020, 11:05:47
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 16 September 2020, 12:20:11
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 ?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: PhantomFury on 16 September 2020, 12:32:02
All or just some stations ?

I believe all? Last I tried it anyway...
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: gattico on 21 September 2020, 14:15:06
Nice gear animations.  Will you share the code for that?  Or tell we can do that
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 21 September 2020, 20:35:05
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.

Quote
///////////////////////////////////////////////////////////
// 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;
}
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 22 September 2020, 03:59:45
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: gattico on 22 September 2020, 15:11:58
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.
 


Quote
///////////////////////////////////////////////////////////
// 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:)

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 22 September 2020, 21:41:10
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 ?
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Colonel on 26 September 2020, 20:52:53
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 ;) )
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: romanasul on 28 September 2020, 03:06:50
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.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 28 September 2020, 04:18:36
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)

Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: PhantomFury on 28 September 2020, 05:28:26
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 28 September 2020, 10:47:27
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
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: PhantomFury on 28 September 2020, 23:55:14
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 :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 29 September 2020, 22:25:45
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 ...
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Jango Fett X 183 on 29 September 2020, 23:12:42
Tuesday! Which Tuesday? this Tuesday? ugggg ! 


I know I know "welcome to the world of orbiter"   :beer:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 30 September 2020, 00:58:57
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: PhantomFury on 30 September 2020, 01:58:37
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!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Colonel on 30 September 2020, 07:52:38
si! love it! i can not wait any longer ;)  :love:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Charlotman on 30 September 2020, 08:02:17
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 30 September 2020, 08:23:59
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 30 September 2020, 08:45:04
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 !
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 30 September 2020, 09:16:39
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Milouse on 30 September 2020, 11:18:03
Hello,

Great work and stunning views, Dan ! :top:


Milouse
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Drax Nal on 11 October 2020, 09:58:28
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:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: ClemG on 12 October 2020, 04:35:45
I love this video, images and views are stunnings. That's an impressive work!
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 14 October 2020, 14:37:18
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)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Captrem on 14 October 2020, 14:51:49
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!! 🙏👍
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: NorbertOrbinaut on 15 October 2020, 19:58:33
Wow, wow, wow. It's hard to wait...
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: DanSteph on 16 October 2020, 04:33:42
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... ;)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: Captrem on 16 October 2020, 09:31:06
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..
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: PhantomFury on 16 October 2020, 15:01:15
Oooh this is a great addition to the sim! Can't wait to give it a go with my noobish experience! :badsmile:
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: n72.75 on 19 October 2020, 16:13:52
Dan this is absolutely fantastic!

Sorry I've been absent for a while, I've been very busy with life.
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: yitianetie on 19 October 2020, 23:29:54
Wow,

The Arrow Freighter was already a fantastic addon and it becomes better and better. I can't wait to see the final product  :)
Title: Re: [News] Update of OrbiterSound - UMmu - UCGO for Orbiter 2016
Post by: corondal on 22 October 2020, 03:19:28
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