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Author Topic: [closed] UCGO Beta test ver 091205  (Read 52716 times)

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Offline Xyon

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Reply #75 - 06 December 2009, 00:21:52
Quote
Nemoricus wrote:
Quote
DanSteph wrote:
BTW: the calculus are wrong, with this size and rotation speed G=0.6.
Do you think I should correct this or would this perturbate peoples ? "why 0.6?"

Realism in game is somewhat add things that peoples "think" are realist, even if they are not ;)

Dan

It would bug people that it isn't 1G, but speeding up the wheel so that it rotates fast enough for that would look
silly.

It means adding an animation, but you could theoretically increase the mass slightly and have the "struts" of the wheel
extend as part of the starting sequence to bridge the gap in the calculus between 0.6 and 1G, no?

In my head I see it working out like a solid wheel when stowed which extends directly outward and therefore splits into
sections and begins to rotate.



Offline Nemoricus

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Reply #76 - 06 December 2009, 00:23:38
I see those buttons. So, what do I have to do grapple and release UCGO cargo with the DGIV-2?

Pretty clean is right. It looks like most of the bugs have been sorted out from the previous release.


Offline insanity

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Reply #77 - 06 December 2009, 00:30:31
Quote
Nemoricus wrote:
I see those buttons. So, what do I have to do grapple and release UCGO cargo with the DGIV-2?

Pretty clean is right. It looks like most of the bugs have been sorted out from the previous release.

Do you see a list of UCGO cargo you can add with the DGIV payload editor?

A few duh! moment questions: payload doors open, cargo is close to the payload, and you clicked the grapple button?



Offline Nemoricus

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Reply #78 - 06 December 2009, 00:51:14
No, I don't, but I shouldn't. See the first bug in this thread.

Yes to all three latter questions. Gave a No Cargo in Range error, despite being on top of some cargo.



Post Edited ( 12-06-09 00:52 )


Offline woo482

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Reply #79 - 06 December 2009, 01:20:09
The DGIV fix fixes the first bug in this thread...



Offline Shadow Addict

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Reply #80 - 06 December 2009, 01:20:44
Nemoricus: you can't see the payloads in the menu even with the new module?


Offline Nemoricus

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Reply #81 - 06 December 2009, 01:25:45
Hmm....I have that, but it doesn't seem to have fixed it.

The only cargo I could load was a custom one that I made that didn't get removed with the others, and then only from the
scenario editor. And I couldn't release the cargo after I loaded it from the scenario editor.

EDIT: Nevermind. Turns out I somehow didn't update the Delta Glider IV with the patch. I thought that I did.



Post Edited ( 12-06-09 01:27 )


Offline DanSteph

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Reply #82 - 06 December 2009, 02:08:22
Quote
Nemoricus a écrit:
It would bug people that it isn't 1G, but speeding up the wheel so that it rotates fast enough for that would look silly.

Exactly what I think..
Someone already made a remark on O-F that the wheel turned too fast. :)

I balance weter add a FAQ button next to the "HELP" one or add the FAQ to the online doc
but in this case with 10-11 pages I bet the % of peoples reading it would be even lower.

Probably I'll simply add a link into the real doc. Will probably point to a FAQ post here so I can
edit it with latest FAQ.

Dan


Offline Nemoricus

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Reply #83 - 06 December 2009, 02:23:49
Dan, while it's fine that the wheel rotates at constant velocity at higher time accelerations, it's downright unnerving to
see it keep rotating at the same speed at .1x.

This is the only time that I think that it should be affected by time acceleration.


Offline DanSteph

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Reply #84 - 06 December 2009, 02:46:03
Correct, I'll modify this.


Offline Nemoricus

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Reply #85 - 06 December 2009, 02:49:07
Given that there's a slider which allows you to choose your time acceleration, you'll probably want to make sure that you do
this for any time acceleration less than 1x.


Offline DanSteph

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Reply #86 - 06 December 2009, 03:14:51
Quote
Shadow Addict a écrit:
Complete description

When ALT-X is pressed, there isn't a visual display that says if atmosphere is present, only an audio one. I tend to
play with Orbiter muted, so it'd be nice to have it show up on the screen somewhere.

I bet you'll be happy with this one.

When key pressed it display:

"Msg: Atmospheric analysis, please wait..."

When the voice say the result the display change for:

"Msg: Atmosphere analysis: 21% oxygen, pressure 101kPa - ok."
or
"Msg: Atmosphere analysis: 0% oxygen, pressure outside limit - Danger !"

Are the text correct ?

Dan


Offline Xyon

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Reply #87 - 06 December 2009, 03:21:55
Look good to me :)



Offline Nemoricus

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Reply #88 - 06 December 2009, 03:48:40
"Msg: Analyzing atmosphere, please wait..."
"Msg: Atmospheric analysis: 21% oxygen, pressure 101kPa - ok."
"Msg: Atmospheric analysis: 0% oxygen, pressure outside limit - Danger !"

These sound better to my ear, but what you have is correct.

By the way, how are planets defined for breathability?


Offline DanSteph

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Reply #89 - 06 December 2009, 03:51:51
Quote
Nemoricus a écrit:
By the way, how are planets defined for breathability?

You can't design whole planet yet but I said I would add this option...

Did you looked at the F10 utility in Ummu ?

Dan


Offline Nemoricus

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Reply #90 - 06 December 2009, 03:56:44
Not yet. I'll make a point of checking it, then.

I can see designating planets to be very difficult to do, if you want to allow for changes by multiple add-ons.


Offline Nemoricus

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Reply #91 - 06 December 2009, 04:06:40
UCGO BUG


Bug with:

UMmu breathable areas


Short description:

Defined breathable areas are not breathable in the testing stage.


Severity

Minor?


Complete description

During the testing phase of breathable area definition, if you are inside the defined area and take off the UMmu's spacesuit,
they will die of suffocation. This is despite the fact that it says "Breathable area - OK" on screen.

It's a consistency issue. Further, someone spend a lot of time setting up a breathable area and then lose it all when they
take off the spacesuit by accident. It locks out the controls, so if they were happy with it, they can't save it.

Invincibility for UMmu's doing breathable area definition might be a good idea anyway. Increased top speed would also be
nice, in case the user is defining a particularly large are.


Reproduce bug

Create a UMmu. Hit F10, then begin defining a breathable area. Go to the testing phase. Enter the breathable area and take
off the UMmu's spacesuit. They will suffocate.


Offline DanSteph

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Reply #92 - 06 December 2009, 04:08:23
Quote
Nemoricus a écrit:
Not yet. I'll make a point of checking it, then.
I can see designating planets to be very difficult to do, if you want to allow for changes by multiple add-ons.

Well, in fact the one that design it as whole breathable would take the priority over all other areas.

In fact I'll not put it in the UMmu utility but just put a note in the doc saying how to manually editing a config file
and also to say it's CRITICAL to spread such file and should only be done in very special case.
(case of a user designed solar system only)

Dan


Offline DanSteph

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Reply #93 - 06 December 2009, 04:10:08
Quote
Nemoricus a écrit:
Defined breathable areas are not breathable in the testing stage.

The doc point out that the area will only be active once saved/reloaded. Addin the area in real time would be too complicated.

Dan


Offline Nemoricus

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Reply #94 - 06 December 2009, 04:14:25
So, what about invincibility while defining areas, then? It's a good safety measure, in my view.


Offline Nemoricus

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Reply #95 - 06 December 2009, 04:18:35
Quote
Dan, a further bit on the sound bug. I took a default Land Speeder, gave it a top speed of -1 kmh, and saw what
happened. It goes up to 9 kmh, shifting to 10 kmh intermittently, and the sound changes when it reaches 10 kmh. This happens
on Earth.

It also occurs on the Moon, but now I know that the sound changes from the outside view as well.

This still happens. Not on Earth, though, but it does happen on the Moon. Maybe I didn't leave it going on Earth long enough.


Offline DanSteph

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Reply #96 - 06 December 2009, 04:36:42
Quote
Nemoricus a écrit:
So, what about invincibility while defining areas, then? It's a good safety measure, in my view.

Yes, I'll forbid the SHF+X key in the utility.


Offline DanSteph

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Reply #97 - 06 December 2009, 04:41:25
Quote
Nemoricus a écrit:
It also occurs on the Moon, but now I know that the sound changes from the outside view as well.

This still happens. Not on Earth, though, but it does happen on the Moon. Maybe I didn't leave it going on Earth long
enough.

Can your repost the bug please ? sorry I don't remember how to reproduce it.



Message modifié ( 06-12-2009 04:41 )


Offline Nemoricus

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Reply #98 - 06 December 2009, 04:43:13
Take a default Land Speeder. Set its maximum velocity equal to -1. Place it on the moon. Accelerate it as long as possible.

When it goes above 10 kmh, the sound changes.


Offline sunshine135

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Reply #99 - 06 December 2009, 05:27:04
Dan,

I am bothered by the Eat Fuel and Eat O2 buttons on the DG-IV2. In English- "Eat" is almost exclusively used to denote
putting food in one's mouth.

I know this was brought up in O-F, but a better word then eat is consume. Since consume is an awfully big word for these
buttons. Use could also be used in place of eat.

In other words, please change the buttons to read "Use Fuel" and "Use O2"


And to confuse the Swiss Gentleman who speaks French, but probably speaks better English than some of the English-speaking
people that I know, consume can be a synonym for eat, but generally eat is not synonymous to consume. I can consume and eat
food, I can consume toilet paper, but generally I do not eat toilet paper!

   :badsmile:


"Sun Dog"