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Author Topic: Problems with DGIV public beta  (Read 5614 times)

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Offline sunshine135

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16 May 2007, 08:15:20
While Dan may be taking an eagerly awaited rest from programming (Ah, maybe not), I thought I would start a
dedicated thread
for  DGIV public Beta issues. Please be very concise with the problem.

We are looking for problems- real or perceived. Even problems that may have been reported before might make it into
the FAQ.
Your mass beta testing is critical to a clean product.

Regards,



BUG REPORT:

Please use the text form in the link below to report bugs: It's important !

http://www.dansteph.com/publie/beta_form.txt )

"Sun Dog"

Offline Heywood

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Reply #1 - 20 May 2007, 02:01:48
In Orbiter Launchpad-Scenario  [Tutorial Learn DGIV-What´s cool] appears:

-"Ummu transfer to docked ship" and "Ummu transfert to docked ship" with the same content.

Same with:

-"Using  inboard computer" and "Using  onboard computer"

-"Using programmed shorcut to launch autopilot" and  "Using programmed shorcuts to launch autopilot"

Can be erased the one that has the misspelling?

Heywood



Post Edited ( 05-20-07 02:06 )


Offline DanSteph

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Reply #2 - 20 May 2007, 02:09:19
Quote
Heywood a écrit:
Can be erased the one that has the misspelling?
Heywood

Delete first DeltaGliderIV scenario before installing new beta.

Dan


Offline Heywood

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Reply #3 - 20 May 2007, 02:17:29
Solved... Thanks Dan.

Heywood



Offline KB9LAD

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Reply #4 - 21 May 2007, 02:23:59
Here's a bug I don't think anyone has mentioned yet. I searched the forums and didn't find it, so here goes.

I noticed that after I added some new skins for DGIV that in the scenario editor the names of the skins don't agree with what
preview picture is showing in the window. For example; in the dropdown box if I choose "mining" the preview shows the
"spacetech" skin or selecting "transworld" will show the "atv" skin or one of the new addon skins. When I delete all the
addon skin folders it will go back to normal and everything jives. It doesn't seem to matter which addons or how many there
are. It only takes one new skin folder and the list goes whacky. :wonder:

In any case, the preview picture is what skin gets put on the DGIV and it is saved with the correct name in the scenario. So,
I guess its no big deal. Just a minor annoyance.

Does anyone else see this happening?

KB9LAD



Offline DanSteph

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Reply #5 - 21 May 2007, 02:34:57
I guess it's the "sorted drop box" bug...

Does this dll save the day ?
http://orbiter.dansteph.com/forum/index.php?topic=12045.msg186226#msg186226

(please can you use the bug form also in this thread ?

BUG REPORT:

Please use the text form in the link below to report bugs: It's important !

http://www.dansteph.com/publie/beta_form.txt )


Dan



Message modifié ( 22-05-2007 13:54 )


Offline KB9LAD

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Reply #6 - 21 May 2007, 03:16:39
Sorry about not using the form. My bad!:fool:

How's this?...

DELTAGLIDERIV BUG


Short description:

I noticed that after I added some new skins for DGIV that in the scenario editor the names of the skins don't agree
with what
preview picture is showing in the window.


Severity

minor annoyance


Complete  description

In the skin name dropdown box in the scenario editor if I choose "mining" the preview shows the
"spacetech" skin or selecting "transworld" will show the "atv" skin or one of the new addon skins. When I delete all
the
addon skin folders it will go back to normal and everything jives. It doesn't seem to matter which addons or how
many there
are. It only takes one new skin folder and the list goes whacky. :wonder:

In any case, the preview picture is what skin gets put on the DGIV and it is saved with the correct name in the
scenario.

Reproduce bug

Install any addon skin. Try to select new skin in scenario editor.
Note that the name of the skin in the dropdown list is not what preview image is shown.

Quote
I guess it's the "sorted drop box" bug...

Does this dll save the day ?
http://orbiter.dansteph.com/forum/index.php?topic=12045.msg186226#msg186226

Yes, Dan, that new dll fixed it! :top: Thank you for posting it so fast. :beer:

Cheers,
Ken (KB9LAD)



Offline DanSteph

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Reply #7 - 21 May 2007, 03:21:22
Quote
KB9LAD wrote:
Yes, Dan, that new dll fixed it! :top: Thank you for posting it so fast. :beer:

Thanks for quick feedback :top:

Dan


Offline Marc

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Reply #8 - 21 May 2007, 13:40:26
Hi, first post!
First things first: Thanks Dan for this brilliant piece of Software, enjoyed DG 3 very much and boy am i enjoying the new one.
Except for one problem I have (first feature i tried *g*)


DELTAGLIDERIV BUG



Short description:

EVA and Ejection makes orbiter crash


Severity

well...i guess quite serious...at least i would very much like to try these features


Complete  description

Ok, no matter in which situation I am either trying to perform an EVA or using the ejection button  down the 2nd panel (or
the 3-times-esc solution) leads to a programm crash. At first i can still hear the sound (but it sounds just like a scratched
record "EjectiEjectiEjectiEjectiEjecti..."), after that the screen turns white (I run orbiter in Window view), and finally
the programm crashes and asks me if I want to send some information to bill. I don't.
If i manage to switch to the outside view before ejection I can watch the crew being ejected right to the point where the
chutes open, but in about 20 times I tried it never succeeded.
This also occures if I want to exit the glider on the ground and on an orbit, of course.


Reproduce bug

Hm, i guess this is quite hard...i have just reinstalled orbiter and am currently using a clean orbiter version without any
addons but Orbiter Sound 3.5 and DG IV.
I have the Orbiter SDK installed.


Miscallenous

Everything else works really fine, i don't think its a matter of slow machine, never had problems so far.
I guess the debris animation when the ships breaks up on reentry is more demanding, however this works very fine.


Marc



Post Edited ( 05-21-07 13:57 )


Offline DanSteph

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Reply #9 - 21 May 2007, 17:24:39
There is something odd in your installation, EVA and ejection work fine for all users and was tested during month by
beta tester. I bet for a missing file or something else.

-Check that it's really Orbiter 2006 plus Patch P1
-Can you post the orbiter.log and orbitersound.log after the crash ?

Thanks (and welcome here BTW ;) )

Dan


Offline MattNW

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Reply #10 - 21 May 2007, 23:29:18
Quote

Miscallenous

Everything else works really fine, i don't think its a matter of slow machine, never had problems so far.
I guess the debris animation when the ships breaks up on reentry is more demanding, however this works very fine.


Marc

Only trouble I've had with EVA is when there's another ship that uses Spacecraft3.dll. I sometimes get a CTD when reentering
DGIV or Prelude base. Moving the DGIV, Prelude and Ummu's to the top of the scenario fixes this. With a clean installation
that apparently isn't your problem.

Performance when wrecked however is something I do see on my machine. It's about middle line with an older video card and I
see some performance hit with all the DGIV debris. That's probably to be expected. How many debris do you have it set for in
the DGIV config program? The more there the more hit to performance you should expect.


It shouldn't matter anyway since when the DGIV is nothing more than a bunch of pieces the misison is over anyway. :badsmile:



Offline Marc

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Reply #11 - 22 May 2007, 02:52:42
Ok Dan, here they are:
EDIT: After posting this I reinstalled Orbiter again (new file from orbitersim.com) and it works now...so...i didn't say anything :) Great feature! Thx for the Answers and the welcome. I'm gone parachuting! :)
But here are the log files anyway, if it helps you:

OrbiterSound 3.5 ver. May 13 2007  Log Started
***********************************************

Vessel GL-01 requested an ID, returned= 0 OK
attempting focus change...
Focus not ready bypassing focus change - Ok
Attempting RenderViewport initialisation...
Attempting GetStartValue initialisation...
Passed GetStartValue - Ok
Initialising directsound...
directsound initialised - OK
Passed RenderViewport - Ok
Attempting Mp3 initialisation...
MP3 found in playlist =  1
Mp3 initialised - Ok
Focus changed attempting to load vessel wave
Focus changed load vessel wave - OK
Vessel GL-01c requested an ID, returned= 1 OK
attempting focus change...
Attempting GetStartValue initialisation...
Passed GetStartValue - Ok
Focus changed attempting to load vessel wave
Focus changed load vessel wave - OK
focus changed - Ok
Attempting to close viewport...
Attempting to kill DirectSound...
DirectSound killed - OK
Passed CloseRenderViewport - Ok
Exited to Orbiter Launchpad - OK

Passed ExitModule - Ok
Passed initModule - Ok
Passed ExitModule - Ok
Passed initModule - Ok
Passed ExitModule - Ok



**** Orbiter.log
Build Sep 29 2006 [v.060929]
Found 0 joystick(s)
Module AtlantisConfig.dll [API v.060425]
Module DGConfig.dll [API v.060425]
Module OrbiterSound.dll [API v.060425]
Module CustomMFD.dll [API v.060425]
Module ExtMFD.dll [API v.060425]
Module FlightData.dll [API v.050206]
Module ScnEditor.dll [API v.060425]



Post Edited ( 05-22-07 03:06 )


Offline DanSteph

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Reply #12 - 22 May 2007, 06:45:50
Normal log :badsmile:

Thanks for feedback

Dan


Offline Ursus

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Reply #13 - 23 May 2007, 03:54:06

DELTAGLIDERIV BUG


Short description:

Antenna "acquires" signal every time relative heading passes zero

Severity

very minor, though somewhat annoying


Complete  description

While the antenna is deployed and tracking a target, every time the relative heading goes from 360 to 0, or from 0 to 360...

- The system message display displays the "Signal Acquired" message, and "Signal Acquired" sound plays.

- The signal strength indicator in the Antenna / Data Transfer display of the main computer (if displayed, of course),
flickers from green numerical display to red [pitch limit message, I presume; I can't read that fast. It's so fast, I can't
even be sure that the red I see isn't an after-image of the green display.] for about one frame.


Reproduce bug

1. Start with a DGIV in orbit.

2. Deploy the antenna and set to a target [such as the Sun].

3. Point craft at target and check that the signal has already been acquired.

4. Yaw craft back and forth and note that "signal acquired" message is played each time the nose passes the target.

5. Roll craft, and note that "signal acquired" message is played each time the relative heading passes zero. (Twice per
revolution.)


Miscallenous

I wouldn't expect Dan to bother to fix such a minor bug at this late date, but I thought I'd post it for the sake of
thoroughness. It can be somewhat annoying if one is watching the target and the craft is rolling.

Work-Around

Tout it as a feature ("Audio confirmation of target orientation").

Put antenna in "OFF" mode once visual acquisition of target is obtained.


« Last Edit: 23 May 2007, 03:56:19 by Ursus »
-----
Occasionally-visiting Grumpy Old Bear

Offline DanSteph

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Reply #14 - 23 May 2007, 03:56:19
Thanks for report, as you said I'm not sure I'll fix this one.

Cheers

Dan

« Last Edit: 23 May 2007, 03:56:19 by DanSteph »