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Author Topic: latest DGII coding news part 1 (closed)  (Read 11703 times)

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bradz

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Reply #25 - 03 January 2004, 01:26:31
Yahoooo!
It would be like Vinka ships with your panel.

Happy new year!

Bradz


Offline DanSteph

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Reply #26 - 04 January 2004, 00:03:13
And the last news:

By request I have added fuel load change (in fact it change the comsumption,
it was simpler and anyway there is no way for such a vessel to load several
ton of fuel) there is 4 setting :  hard (iss) / default (iss & moon) / Big (mars)
and Huge (jupiter)

I have also added by request the possibility to change the smoke : none-tiny-default
and to tweak the ventile smoke :  none / fuel only / fuel and rector heat

[edit]  and also the engine power from default to huge.





Dan


Offline darkvoid

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Reply #27 - 04 January 2004, 01:11:21
Looking good... :)
Will the Huge fuel "load" allow for the return trip from jupiter?



Offline DanSteph

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Reply #28 - 04 January 2004, 01:43:42
Well In fact "trip to jupiter" mean nothing but I did found this was the most explicit
someone may use very low fuel using gravity and long trajectory while another one
will need load of fuel.  

I count on Beta tester to tell me if it's enough or too much :)


Dan


Chris

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Reply #29 - 04 January 2004, 11:30:04
I want that thing badly... Any news on the release date?


Offline DanSteph

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Reply #30 - 04 January 2004, 18:06:27
Well, if my wife, my son and my daughter stop to disturb me
every five minute :)
expect it in one or two week for a beta version (my beta usually
are flyable without too much problem)


Dan


Offline Dave Grover

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Reply #31 - 04 January 2004, 23:50:59
Dan, I reported this in another thread.

Are you aware that, in the latest 031217 version of Orbiter, if you sit on the runway at KSC in the
DeltaGliderII for a while waiting for a launch window, the nosecone and outer airlock door will
eventually close automatically.

This can cause a real problem under time compression, if you have the life-support system shut
down.  The crew dies from lack of oxygen!  Yukk!

Dave


Offline DanSteph

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Reply #32 - 05 January 2004, 05:09:32
Thanks Dave,


I have read the thread, in fact the nosecone close when a speed is detected
in order to prevent a crash but I think the value is a bit too low.
Anyway all the sequence that control the airlock and nosecone
has to be re done so I will also modify this part of code.

Dan


Offline Dave Grover

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Reply #33 - 05 January 2004, 06:16:24
DanSteph wrote:

> Thanks Dave,
>
>
> I have read the thread, in fact the nosecone close when a speed
> is detected
> in order to prevent a crash but I think the value is a bit too
> low.
> Anyway all the sequence that control the airlock and nosecone
> has to be re done so I will also modify this part of code.
>
> Dan

Dan, I'll say the speed is too low!  It was zero (0)!  I was just sitting on the runway!  Wind speed,
maybe?

Dave


Offline DanSteph

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Reply #34 - 05 January 2004, 09:34:29
It seem that at high warp time sometime the ship might move very slightly.

Well it's a bit more complicated but the complete explanation is too long :)

In fact I changed the detection of "OnGround" function of the SDK
to my hown wich consider we are "onground" if we are less than 5 altitude
and I changed also the speed detection to <2 instead of ==0

Tried several time the warping until 10'000 ... no more problem.

Dan


Offline Dave Grover

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Reply #35 - 05 January 2004, 22:09:51
Thanks, Dan.

I wonder if turning off power to the airlock systems will solve the problem temporarily for the current version?

Like, the door and nosecone can't close if they don't have power, can they?

Dave



Post Edited (01-05-04 22:11)


Offline DanSteph

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Reply #36 - 06 January 2004, 03:16:03
I just reviewed the part of the code that do that,
unfortunately this is a "force close" without
power control first.

What you can do is set the max O2 in the config,
jump until the time you want (it should stop if
your coming low on ressource then replenish
the vessel etc etc ...

fortunately you will not have this bug in the new dgII

Dan


Offline Dave Grover

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Reply #37 - 06 January 2004, 05:02:37
Dan:

This figures, of course.  :wall:

So, for now the solution is to turn on the life-support system, which doesn't use any resources
when it is on with the door open.  Then just do a quick replenish just prior to takeoff.

This is what I have been doing.  It's no problem.

Thank you for fixing it in the new one.

Dave


bradz

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Reply #38 - 07 January 2004, 04:21:14
Yahooo!,,can`t wait.


Offline DanSteph

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Reply #39 - 07 January 2004, 05:46:49
Thanks to David413 that have provided some code
not only the noseweel turn but you can also ground
taxi now. (I was bored to do the "add-force" code)

So you can now return to the hangar after a successfull
landing ;)

I have also added a main thrust power setting
in dg2config (screenshot updated , see post upward
and it refresh) and I'm working currently to redo some
part of the main panel.

That's all for today... 6 am ? geee time to go to work :sad:

Dan


Offline bgreman

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Reply #40 - 07 January 2004, 07:49:41
Just out of curiosity, are you still using the new startup sequence I submitted last year?


CRASHBANGRUMBLEBUMPHISS

Houston...we've flushed our toilet.

Offline DanSteph

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Reply #41 - 07 January 2004, 10:20:10
mhhh no sorry,

And while I had a crash HD since I don't think
I have it already.

Dan


Offline DanSteph

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Reply #42 - 07 January 2004, 13:57:53
reworked main trhust slider added back
hover slider, reworked engine display
and new display for trim position




Dan


Offline DanSteph

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Reply #43 - 07 January 2004, 21:22:31
Thread closed (become too big) see the new
"Latest DGII coding news part 2" to write feedback

« Last Edit: 07 January 2004, 21:22:32 by DanSteph »