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Author Topic: [closed] beta 1 of CTV-ATV  (Read 24307 times)

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Offline no matter

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17 September 2007, 12:56:59


topic closed, see beta 2 thread: http://orbiter.dansteph.com/forum/index.php?topic=10783.msg171241#msg171241




_______________________________________________________________________
Only for members of CTV beta team list - Do not post if you're not members - Thanks
_______________________________________________________________________


Beta 1 of CTV v2.1

Download:
You must have received a PM with the link to the beta archive, please do NOT publish this link.

BUG REPORT:
Please use the text form in the link below to report a bug: It's important !
http://perso.orange.fr/nomat/public/CTV_beta_form.txt (CTV and anything else but ATV)
http://perso.orange.fr/nomat/public/ATV_beta_form.txt (dedicated to ATV)

GETTING STARTED:
Unrar archive in Orbiter keeping directory structure.
You must have Orbiter 2006 P1

Documentation is not 100% finished and some features might be missing. If you find something particularly
undocumented, please report.

Happy testing!



Message modifié ( 17-09-2007 14:49 )

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Offline Momo

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Reply #1 - 17 September 2007, 15:55:13

CTV BUG

Short description:
launch autopilot fails

Complete  description
Rotation of the stage/CTV after the release of A5 and not of fuel in the CTV

Reproduce bug
To follow the procesus of the autopilot

Miscallenous
Bug on PC:
PIII 750Mhz
640mo
radeaon 8500
FPS=25
scn: launch CTV-LEO4-ISS

------------------------------------------------------------------------------------------------

Tu le veux en FR??? :)
j'ai testé 2 fois, certes avec un PC tous pourris... il dois avoir un prb sur le file guidance...
j'ai libérer le ctv pendant la rotation incontrôlable du dernier stage... et pas de fuel...
le prb de coco c'est plus grave a mon goût...

puis comment les gus (le gus en radio) peut dire "séparation des EPA, SUPERBE" alors qu'il ne peut les voir sous la
coiffe... a moins que je me trompe...
de plus j'ai un bug visuel pour toi...
je testerai tous sa sur mon 2° pc pour voir ce soir, dsl...



Offline Fearless

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Reply #2 - 17 September 2007, 16:15:29
So far so good. No bug as yet to report.

Auto lauch worked fine after pressing 'P'

1st stage seperation occured once Ariane 5 left Earth's atmosphere.
2nd stage seperation occured at stabilized orbit.

Next: catch up with ISS.  At this stage the ISS is one quarter orbit ahead of me so to work out the right time to lauch
Ariane 5 so that a close rendezvous can be calculated is needed.

I will be making a hardcopy of the manuals to study up on it :top:



Post Edited ( 09-17-07 16:17 )

Fearless
Comp Specs:
AMD Athlon XP 2400+ (Set at 133MHz);2.0 GB RAM 400Mhz; GeForce 6200 256Mb Graphics Card; Realtek ALC650 6 channel AC97 onboard sound.

Offline picto

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Reply #3 - 17 September 2007, 16:16:24

CTV BUG


Short description:

When preparing for a reentry after separation.


Severity

A little bug.
When launching the current state, the sound "explosives boulons"
and separation is always played.


Complete  description

Concerns sounds.
For this one, I think no need to describe more ;)

Every time.
Just launch and relaunch after  separating.



Message modifié ( 17-09-2007 16:47 )

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Offline DanSteph

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Reply #4 - 17 September 2007, 16:18:27
please submit each bug or problem in a different post otherwise no matter can't "tag them"
as "solved" or not

Thanks for him ;)

Dan



Message modifié ( 17-09-2007 16:19 )


Offline picto

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Reply #5 - 17 September 2007, 16:27:42

CTV BUG


Short description:

Visuals


Severity

Minor... and may be you can't do anything.

Complete  description

With X100 acceleration time.

Every time.
Just prograde, retrograde, set an attitude mode and warp time to X100






Message modifié ( 17-09-2007 16:45 )

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Offline picto

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Reply #6 - 17 September 2007, 16:36:04

CTV BUG


Short description:

Some details of the mesh should be improved

Severity

Minor but just to reach the perfection :)

Complete  description

Many vertices are not "collapsed'
Just see the photo au dessus.
For example, au raccord des épaisseurs de fenêtre et de la coque.
Ou au raccord des différentes pièces cylindriques qui composent la coque ( comme sur la photo )



Message modifié ( 17-09-2007 16:44 )

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Offline no matter

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Reply #7 - 17 September 2007, 16:36:05
Ok, sorry I have been busy elsewhere during the past hour !!!
I am reading thanks for the reports!


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Offline picto

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Reply #8 - 17 September 2007, 16:39:36
You're welcome ...
No need to respond every time ;)
Just tag the posts to show us you read it.

Not a bug but some details of the animations should be improved.
I don't know if it is difficult or no, but could it be possible to open drogue and chute more smoothly ?



Message modifié ( 17-09-2007 16:56 )

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Offline no matter

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Reply #9 - 17 September 2007, 16:45:41
Momo,
for the fuel after separation, did you try to use CTRL+7?

EDIT: I have found the error that causes the spin, it is fixed



Message modifié ( 17-09-2007 18:09 )

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Offline no matter

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Reply #10 - 17 September 2007, 16:52:12
Picto regarding the sound, I have (or know) no other way to make that sound heard when the capsule is separated
from the SSA. It is in the PostStep so it will be heard everytime you load a scenario with the capsule in.

The problem is that I can't put the playvesselwave3 in the  separate() function that reside in the service module's dll
because focus is changed as soon as the capsule is separated, so the only trick i have on mind is do put the
playvesselwave3 in the capsule clbkpostStep. It is the same method that AMSO use (I pressume as the sound is
heard the same way) to play a sound when the CSM is separated from the SaturnV
Any suggestion?

For the visual, never use x100 or more with a particule_stream, that's a major problem on every vessel that use
particle_streams. Even in x10, rcs exhausts are distorted.
That's why there is a RCS texture version, use CTV texture.bat to use this version.



Message modifié ( 17-09-2007 17:29 )

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Offline picto

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Reply #11 - 17 September 2007, 16:54:21

CTV BUG


Short description:

Animation state


Severity

Annoying ...



Complete  description

Animation states are not saved in "current state.scn"
May be they are not keeped or loaded if by any malchance you have save them.

Miscallenous

Do you want to solve this in 5 minutes ?
Just  use the save restore class by Dan ;)
Animation of the hatch too speed ( just an appreciation  ;) )


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Offline no matter

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Reply #12 - 17 September 2007, 16:59:47
Quote
I don't know if it is difficult or no, but could it be possible to open drogu and chute more smoothly ?
Yes it is possible but it looks really bad in my opinion. It is an animation, a MGROUP_SCALE that makes some group
becoming 800% more big. Making the scaling slower reveals the scaling.
IMHO, I find that a little bad but I will give a try to a slower anim.

I wish I had a sound for the chute deployment...


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Offline picto

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Reply #13 - 17 September 2007, 17:02:48
Any suggestion?

Yes ...
It's really a silly idea but ... :wonder:
You may create a "false vessel" when separating with only a post step with sound in it....
Focus on it just for one timestep, just to play the sound and destroying it puis focus sur la capsule.

Et rien dans le premier post step de la capsule ...



Message modifié ( 17-09-2007 17:04 )

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Offline picto

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Reply #14 - 17 September 2007, 17:12:44

Petite remarque
Essayer de mettre les .bat ailleurs que sur la racine d'Orbiter.
Si c'est possible ... ;)
Ca peut être mal vu d'encombrer ce dossier.


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Offline no matter

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Reply #15 - 17 September 2007, 17:24:44
Quote
You may create a "false vessel" when separating with only a post step with sound in it....
Focus on it just for one timestep, just to play the sound and destroying it puis focus sur la capsule.
^^ a little complex just to play a sound, no? ^^

For the meshes vertices that are not collapsed, I know this. Some can be fixed, some can't.
You will have to pray Well to do this :wor:.

For the states that are not saved, wich state is not saved?????? The door state (means EVA hatch) is not saved but
this is intentionnally to learn you to shut the door :)

I will slow the door animation speed, no problem ;)


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Offline picto

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Reply #16 - 17 September 2007, 17:28:45
Quote
^^ a little complex just to play a sound, no? ^^

Yes .... I warned before speaking ... really silly idea :lol:

Animation states .. panneaux solaires, antenne, etc ...
J'aime bien quitter Orbiter au plein milieu d'une animation :lol:


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Offline DanSteph

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Reply #17 - 17 September 2007, 17:34:12
Quote
no matter a écrit:
For the visual, never use x100 or more with a particule_stream, that's a major problem on every vessel that use
particle_streams. Even in x10, rcs exhausts are distorted.
That's why there is a RCS texture version, use CTV texture.bat to use this version.

Maybe slow the particles when time acceleration is in use ?
Each acceleration time redefine particles accordingly with time acceleration.

I have done that for strobe of Prelude base but I don't know if it would
look good with particles... (maybe a simple test can answer, just change
RCS current to be much slower and try at 100x or 1000x)

Code: [Select]
if(OldTimeAcceleration!=CurrentTimeAcceleration)
{
     RedefineParticle(CurrentTimeAcceleration);
     OldTimeAcceleration=CurrentTimeAcceleration;
}

Again this is a detail, it should work as it is now, but it would be "more perfect"
if it would be "time accelarion proof" ;)

Dan


Offline no matter

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Reply #18 - 17 September 2007, 17:40:54
Quote
J'aime bien quitter Orbiter au plein milieu d'une animation
Et çà ne marche pas?? Je viens d'essayer ici, çà marche, j'ai quitté orbiter en pleine animation et rechargé, animation
a repris au bon endroit :wonder:

You are trying to push me to the nervous breakdown :)


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Offline Jekka

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Reply #19 - 17 September 2007, 17:48:39

CTV BUG


Short description:

No propellant in CTV after jettison


Severity

Minor, but very annoying for someone who doesn't know scneditor... :siffle:


Complete  description

No propellant in CTV after jettison.... That's all...... :badsmile:


Reproduce bug

New install, with all the last verison addons required. scenarios :mission CTV-vinking/Launch CTV-LEO4-Viking-FM
(but also with other launch scn) Just launch A5, and when you jettison CTV from 2nd stage, it happens...

Miscallenous

---

C'est curieux que je sois le premier (ou le seul) à noter ce bug.... :wonder: Il est apparu sur un vieux dossier
bordélique, et je me suis dit que c'était peut être dû à l'ancienne version du CTV, mais en refaisant une install propre
en suivant à la lettre tes indications, j'ai à nouveau ce bug. Mais je crois que c'est quelque chose qui était déjà arrivé
avec le spc3 de vinka et il avait corrigé... Enfin, je sais plus trop.

Sinon, vraiment excellent le HUD avec plein d'info et de bidule, c'est vraiment cool ! :top: C'est un avis perso (Dan,
Picto ne me tappez pas...), mais je préfère avoir les infos sur le HUD que sur un panel 2D...!




Offline no matter

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Reply #20 - 17 September 2007, 18:00:15
Quote
Maybe slow the particles when time acceleration is in use ?
Each acceleration time redefine particles accordingly with time acceleration
An idea to test, thanks. I will give a try to this!


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Offline no matter

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Reply #21 - 17 September 2007, 18:03:36
Quote
Short description:

No propellant in CTV after jettison

Please use CTRL+7 to active engine (it will give you fuel). It works only 1 time (you can't use this to cheat).



Message modifié ( 17-09-2007 18:08 )

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Offline picto

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Reply #22 - 17 September 2007, 18:09:30

Sorry for the off topic NoMatter but Jekka said that ...
"pas taper ...je préfère ... les infos sur le HUD que sur un panel 2D"
On me dit de pas taper, donc .... je tape :)
L'un n'empêche pas l'autre, mais un HUD est beaucoup moins interactif .
Une fois que toutes les combinaisons de touches sont utilisées, et elles sont relativement vite
toutes utilisées entre les touches par défaut d'Orbiter , animes  et tout le b..
Alors qu'avec un panel, les possibilités sont quasiment illimitées ;)


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Offline Momo

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Reply #23 - 17 September 2007, 18:16:11
Quote
no matter a écrit:
Quote
Short description:

No propellant in CTV after jettison

Please use CTRL+7 to active engine (it will give you fuel). It works only 1 time (you can't use this to cheat).

ya un code simple pour avoir du coco automatiquement sur un vessel réalisé en DLL quand il est séparé d'un lanceur
multistage2...
pourquoi ne pas utilisé cette solution :???:
moi je comprend pas sur ce coups là...



Offline no matter

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Reply #24 - 17 September 2007, 18:18:30
Bah since we are off topic....

On one hand I like to have buttons, I like 2d panel but on the other hand I am a huge fan of the generic cockpit.

If only I was able to add buttons like buttons that triggers the orbiter's default autopilots (prograde etc...)but that's
something I must learn.


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