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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Old version: 0.7.15.3700  (Read 250749 times)

mustang60348

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Re: Latest version: 0.7.13.3519
« Reply #165 on: February 25, 2013, 05:01:13 am »

Code: [Select]
<aerosurface_scale name="Flap Position Normalizer">
              <input>fcs/flap-pos-deg</input>
              <domain>
                <min>0</min>  <!-- Flaps actual minimum position -->
                <max>30</max>  <!-- Flaps actual maximum position -->
              </domain>
              <range>
                <min>0</min>  <!-- Flaps normalized minimum position -->
                <max>1</max>  <!-- Flaps normalized maximum position -->
              </range>
              <output>fcs/flap-pos-norm</output>
            </aerosurface_scale>

I also have this in mine to normalize the flap movement
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ddenn

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Re: Latest version: 0.7.13.3519
« Reply #166 on: February 25, 2013, 05:04:12 am »

Yes, I have it too.
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angrypig

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Re: Latest version: 0.7.13.3490
« Reply #167 on: February 25, 2013, 05:11:50 am »

Version 0.7.13.3512
...
  • JSBSim updated to the latest version

...

After this update the flaps deploy time setting is not working. Is there a new way to work with flaps? That how it worked on previous versions:
Code: [Select]
  <channel name="Flaps">
   <kinematic name="Flaps Control">
     <input>fcs/flap-cmd-norm</input>
     <traverse>
       <setting>
          <position>  0 </position>
          <time>      0 </time>
       </setting>
       <setting>
          <position> 30 </position>
         <time>      5 </time>
       </setting>
     </traverse>
     <output>fcs/flap-pos-deg</output>
   </kinematic>
Now with the same time setting flaps deploy time is 1 second instead of 5, and changing this value has no effect.


There was no change from my side to flaps movement. Can you show me the entire source for channel Flaps? I checked c172 flaps and it works as it should the first 10 degrees are moving down for 2 seconds, it is probably something in your channel definition or some change in JSBSim.
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ddenn

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Re: Latest version: 0.7.13.3519
« Reply #168 on: February 25, 2013, 05:15:57 am »

You mean this part?

Code: [Select]
  <channel name="Flaps">
   <kinematic name="Flaps Control">
     <input>fcs/flap-cmd-norm</input>
     <traverse>
       <setting>
          <position>  0 </position>
          <time>      0 </time>
       </setting>
       <setting>
          <position> 30 </position>
          <time>      5 </time>
       </setting>
     </traverse>
     <output>fcs/flap-pos-deg</output>
   </kinematic>

   <aerosurface_scale name="flap normalization">
      <input>fcs/flap-pos-deg</input>
      <domain>
        <min>  0 </min>
        <max> 30 </max>
      </domain>
      <range>
        <min> 0 </min>
        <max> 1 </max>
      </range>
      <output>fcs/flap-pos-norm</output>
   </aerosurface_scale>

  </channel>
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angrypig

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Re: Latest version: 0.7.13.3519
« Reply #169 on: February 25, 2013, 05:21:10 am »

I just modified the C172 FDM to 30deg for 5sec and it works its 1.66s for 10degs... try to compare your FDM to C172's FDM...
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ddenn

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Re: Latest version: 0.7.13.3519
« Reply #170 on: February 25, 2013, 05:29:24 am »

Yes, I tried to change time setting again and it works.. My bad, something messed up somewhere

EDIT - found the problem, after upgrade I have a lot of FPS, and it turns out that jsbsim animation work incorrectly (too fast) with FPS more than 30 (I have 100-200). Setting Vertical Sync option to half-refresh fixes the problem (of course that's a bug).
« Last Edit: February 25, 2013, 08:20:41 am by ddenn »
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ZeosPantera

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Re: Latest version: 0.7.13.3519
« Reply #171 on: February 25, 2013, 12:19:15 pm »

Too many frames is never a problem.
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Andy

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Re: Latest version: 0.7.13.3519
« Reply #172 on: March 02, 2013, 08:10:59 am »

Hi there,
i just tested the latest build for the first time on Linux with WINE.

Installation went without problems. Starting the game mentions that it cannot get information of my graphics hardware but when i ignore that dialog by clicking "yes" the game starts fine.

First in the game i see graphical artifacts but i can overcome them by scrolling the mouse wheel up and then fly in the orbit. After that i can see the globe and it looks fantastic. :) (I can only see one half, the other half is white)

Sadly, when trying to reach the ground of the planet the game crashes (Segmentation fault) without any error message.

Did someone manage to start and play the game in WINE on Linux?

----
My System details:
Archlinux 64 bit (but a 32 bit wineprefix)
8 GB Ram
Nvidia GeForce 275 GTX (Driver 313.18)
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cameni

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Re: Latest version: 0.7.13.3530
« Reply #173 on: March 02, 2013, 04:44:18 pm »

Version 0.7.13.3530
  • random rocks
  • 2048px terrain textures, added texture resolution slider in terrain cfg
  • lowered tree branches at forest borders
  • modified tree texture to give a curved trunk appearance
  • fixed video color range and contrast issue (full range to HDTV)
  • finer ufo speed stepping
  • smoother grass lighting
  • finer dirt patch borders

Random rocks are like in the .
Default texture detail level is using 512px textures, finer levels use 1024 and 2048. There's still some precision issue at 2048px on steeper slopes.
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deathevor

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Re: Latest version: 0.7.13.3530
« Reply #174 on: March 02, 2013, 08:07:14 pm »

Nice,

Not sure this is related to the issue you've mentioned, but I have this kind of glitches on snow -
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Midviki

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Re: Latest version: 0.7.13.3530
« Reply #175 on: March 02, 2013, 09:25:48 pm »



After I updated, got a blue screen , pc restarted I tried to enter outerra again... I got that.

What to do? ;D
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Jagerbomber

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Re: Latest version: 0.7.13.3530
« Reply #176 on: March 02, 2013, 09:29:51 pm »

It looks like rocks have been added even to areas that were already previously download? Yes???

It can be hard to tell without the map up, but some of them are really massive! Holy crap!
(And even cause themselves to have their own trees)
Some of them could almost be mountains themselves... (Well... New England mountains...  ::))

Also, just noticing now that, yes, the map arrow rotation is synced with the vehicle your are driving, but the actual arrow position is still set to the camera location, so if you change your camera to outside the vehicle and zoom out or swivel around, the arrow position moves with the camera and not the vehicle (though still rotates with the vehicle).  It should probably be all completely synced with the vehicle.
« Last Edit: March 02, 2013, 09:59:29 pm by Jagerbomber »
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ZeosPantera

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Re: Latest version: 0.7.13.3530
« Reply #177 on: March 03, 2013, 12:46:13 am »

It can be hard to tell without the map up, but some of them are really massive! Holy crap!
(And even cause themselves to have their own trees)
Some of them could almost be mountains themselves... (Well... New England mountains...  ::))

THIS...



is not a rock..

My god there are too many of them also.
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cameni

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Re: Latest version: 0.7.13.3530
« Reply #178 on: March 03, 2013, 01:14:40 am »

After I updated, got a blue screen , pc restarted I tried to enter outerra again... I got that.

What to do? ;D
Update drivers, attach eng.log.
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cameni

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Re: Latest version: 0.7.13.3530
« Reply #179 on: March 03, 2013, 01:29:32 am »

It can be hard to tell without the map up, but some of them are really massive! Holy crap!
(And even cause themselves to have their own trees)
Some of them could almost be mountains themselves... (Well... New England mountains...  ::))

THIS... http://i3.minus.com/iJufoiCglmrjV.jpg is not a rock..

My god there are too many of them also.
Our beloved ATI 4000 series at it again. This is what I see when I jump into your photo:


It looks like rocks have been added even to areas that were already previously download? Yes???
These rocks are procedurally generated & placed atop of the terrain. The size of the rocks and their frequencies are all adjustable, will be tuned better in time. Don't count that they will stay where they are now.
« Last Edit: March 03, 2013, 03:02:19 am by cameni »
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