Rag Tag Fleet
September 05, 2010, 12:42:39 PM *
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Author Topic: FTL MFD - returns :D  (Read 344 times)
computerex
Special Operations
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Posts: 87


« Reply #15 on: July 12, 2010, 04:51:21 PM »

Hi. The reason why you are receiving this message is because this plug-in is linked with the new SDK. You will need Orbiter 2010, at least the "official" beta release: orbiter100606. You can get it here: http://downloadorbitersim.com/?page_id=42

Direct link: http://downloadorbitersim.com/wp-content/plugins/download-monitor/download.php?id=81

The older add-ons however should work fine with the new version.

Edit:

SWPMFD seems to work fine in Orbiter 2010.
« Last Edit: July 12, 2010, 05:15:20 PM by computerex » Logged

cheers!
Seahawk72s
Callsign " Mr Mac "
Top Gun
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Posts: 374


« Reply #16 on: July 18, 2010, 09:42:45 PM »

I admit I am a bit new to this but here goes.
I understand the idea about knowing distances and then working out jump factors to get to your location.
It would seem that if you have a target destination and know its distance that there are automated
process you can put into place to ease the pilots workload and in turn could lead to advanced functionality
within the MFD. I'm sure you have seen the RWARP MFD, why can't FTL have a similar ease and control.?
- Enter your target, planet or base.
- Have an orientation button to align the ship
- You know the distance.
- Enter your stopping distance from the target.
- Enter your jump factor, which would then also display your expected jump time.
- Hit the jump button.
I can appreciate that you already know this. It seems that there would be times when it should be this easy to use FTL
as well as times when you need\want to do the math.

If you have this automation coded could that lead to being able to program waypoints for a single jump..?
Thank you for your efforts..
Logged
ZCochrane
Commander
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Posts: 113


« Reply #17 on: July 20, 2010, 08:43:55 AM »

Hey, computerex!  Thanks for this relatively easy, yet still tantalizingly "hands-on" method of BSG-Style hops.  The only thing that I've noticed which might be a problem is that, with the FTLMfd.dll plugin activated, I can jump to within spitting distance of a planetary body ~ but once I settled onto the surface (whether it's in the wilderness, or on a landing pad), the TAS (velocity) never settles to zero - thus, I never get refueled at a base, nor can I use an "in-dll" function (like DanSteph's DGIV, or the XR2's or XR5's in my hangar) to manually refuel, because the ship has to be completely stopped/at rest w.r.t the ground before those functions can be called.

I tested every plugin I've got, and refueling at bases/self-refueling ONLY works if I deactivate your otherwise perfect and fun MFD.  Any clue what might be causing this?  I know that in your earlier version, you hit something like "SHIFT-D" to activate/disengage the drive so you'd stop sucking fuel - so that, in turn, you could then legitimately re-fuel.  Might that portion of code remain unchanged?

Warmly,
ZCochrane
« Last Edit: July 20, 2010, 08:45:38 AM by ZCochrane » Logged
Captain Rodolphus
Admiral
*
Posts: 688


"SHADOW"


« Reply #18 on: July 20, 2010, 06:30:45 PM »

I am but a caveman compared to you two guys so this little snip is very rudimentary but I've run into the problem of being unable to get a zero on my tas.  Not with this mfd, but I'm sure a result in conflicting what not.  I just use the scn editor to dump my fuel which results in a zeroed tas.  I know you know this and is not a "solution" to your problem, but it's mainly directed towards our newer pilots that might be having a similar problem with this mfd or just this similar problem.      
« Last Edit: July 20, 2010, 06:33:01 PM by Captain Rodolphus » Logged

computerex
Special Operations
*
Posts: 87


« Reply #19 on: July 29, 2010, 08:13:02 PM »

I will take a look at this guys, thanks for reporting this Smiley Can someone tell me how to reproduce this? Because this type of behavior is very often seen in stock Orbiter, its an old physics bug. This might be because the MFD is still fueling or something...
Logged

cheers!
Captain Rodolphus
Admiral
*
Posts: 688


"SHADOW"


« Reply #20 on: July 29, 2010, 08:47:13 PM »

Besides the above mentioned by Z (I haven't had the same with that MFD) but here's how I just recreated it.  Now I don't think my distance from the Sun had any bearing on it but I was A5660AU away.  Flying the QJLexx at 34k.  I pointing myself at the Sun I then turned on my (your) SWPhysics.  Leaving it on I used the scn ed. to take me to Vandenburg (again irrelevant).  Upon arriving I had no TAS but the minute you touch the hovers or any RCS, and I mean touch, she will start jostling around and you can't get rid of the TAS from this point.  Even if you turn off the MFD it doesn't end until you dump the fuel.  I tried this as an experiment to see if it was an issue with this O bug and the MFD being you made it also.  Note I didn't try it without one of your MFD's to see that result.  Usually if this happens it's on a landing with the HLVL on but the MFD is running in these situations also.  After I land I get the same effect.  But this doesn't happen all the time.  Like I said if it does it I just dump my fuel and it solves the problem for me.  
« Last Edit: July 30, 2010, 01:22:56 AM by Captain Rodolphus » Logged

computerex
Special Operations
*
Posts: 87


« Reply #21 on: July 30, 2010, 01:09:02 AM »

OK, minor issue. Fixed in the attachment. Thanks for testing this guys. Once you guys deem this stable someone can upload this to OH under the ragtag username.

(the FTLMfd.dll goes in $ORBITER_ROOT/Modules/Plugin folder. Overwrite the existing one)

* FTLMfd.zip (60.2 KB - downloaded 8 times.)
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cheers!
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