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A1. Where can I post my suggestions/questions/corrections/bug reports? There is a web-based ORBITER
discussion forum hosted by M6.net where you can post general questions/suggestions or bug reports. Just click at the "Web Forum" button on the navigator bar.
A2. When will the next version be released, and what is going to be in it? I don't announce release dates and feature lists. This is mainly because Orbiter is a hobby of mine, and I don't need the pressure of working against a deadline or fixed specification. I can't always predict how much time I can spend on Orbiter, so the interval between releases will vary. The features added in a new version are usually a mixture of my own ideas and user requests. A3. I have problems downloading Orbiter. Remember you need only the "Base" and "Textures" packages to run Orbiter. Everything else is optional. Select a download mirror close to your location, and if necessary, try several (try to avoid the medphys server, because excessive demand on that server will get me into trouble ;)
A4. How can I create/import spacecraft into Orbiter? If you want to create your own addons, you should download the Orbiter SDK (software development kit) package. This contains the libraries for compiling your own spacecraft code, sample code, a few utilities and documentation.
B1. A previous installation worked fine, but the latest version causes problems. Sometimes this problem occurs if a new version
is installed over an old one. It is strongly recommended to always install new versions
from scratch into a new directory rather than overwriting an existing installation.
Installing from scratch can also solve problems caused by addons which
are no longer compatible with a new version. If you suspect a problem may
be caused by an addon, re-install your addons one at a time and see whether
you can identify the culprit. If you can, you may consider notifying the
author of the addon.
B2. After installation, I don't see any scenarios listed, or I don't get any textures. This problem usually occurs if you forget to restore the Orbiter directory tree when extracting the packages. When using WinZip or a similar utility to unpack the Orbiter packages, you need to activate the "Use folder names" option (or an equivalent option to that effect). After unpacking the Base and Textures packages, your Orbiter root directory should contain (amongst other things):
If all files ended up in a single directory, you made a mistake when unpacking. B3. I can see the scenario list, but the Start button is inactive and I can't launch any scenarios. The scenario list contains directories (indicated by the folder icons next to them) and scenarios (indicated by the red delta-glider icons). The Orbiter Launch button remains inactive as long as a directory is selected in the list. You must select a scenario entry before you can launch orbiter. After a fresh installation there will be no scenarios in the top-level directory, so you need to step down into one of the subdirectories (by double-clicking on them) to access a scenario. B4. Orbiter takes a long time to load. ORBITER loads a large number of texture maps (mainly planetary surfaces) during startup. Loading these maps will be very slow if your graphics card does not support texture compression, because textures must then be decompressed on the fly. To reduce the loading time (and the amount of memory required for textures):
Make sure you have selected a hardware render device in the "Video" tab of the Orbiter Launchpad dialog (for example "Direct3D HAL" or "Direct3D HAL T&L;"). Avoid the much slower software devices, such as "RGB Emulation". Here are a couple of possible solutions: Quit other programs running in the background. Run Orbiter in fullscreen mode. Use a lower screen resolution and lower colour depth (16 bit). Reduce planetary texture resolutions and don't use the highres planetary textures. Reduce the number of background stars. Turn off object shadows. (Most of these options can be adjusted in the Orbiter Launchpad dialog.) Make sure you have DirectX7 or higher installed.
B7. My joystick is not responding. Make sure you have enabled the joystick in the "Joystick" tab of the Orbiter Launchpad dialog.
If your joystick has a throttle control, you can use it to manipulate the main engines. If your throttle control is not responding, try selecting a different throttle axis from the Launchpad dialog. The basic Orbiter installation doesn't support sound, but there is a popular addon available which add this functionality: DanSteph's OrbiterSound plugin, available from his homepage or from the Orbiter file repository at AVSIM. B9. Orbit deteriorates at 1000x and 10000x time acceleration. Orbiter uses discrete time stepping for dynamics, essentially approximating
smooth trajectories by piecewise linear segments. This is reasonably accurate
for small time steps, but at extreme time acceleration a full orbit may
be sampled by very few steps, at which point the method falls apart. As
a rule of thumb: Don't use 1000x acceleration when your trajectory changes
rapidly, e.g. in a low orbit. On the other hand, en-route to Mars 1000x
acceleration should be safe.
B10. Orbiter dies unexpectedly during startup ... ... and the Orbiter.log file shows something like ERROR: DDraw object is still referenced: 50ERROR: Destroy framework objects failed
This orbiter log message is a generic indicator that something went wrong and orbiter tried a shutdown during which it couldn't remove all its previously created graphics objects. This could be caused by any number of problems, for example by low system memory, by a graphics driver problem, another process running in the background, a misbehaving addon, or by a bug in the Orbiter core. Try running a fresh orbiter installation (without any addons), use a low-resolution video resolution (say 800x600), try different video devices, turn off all the options in the "Visual parameters" tab, and don't use any high-resolution textures. If nothing helps, your last option may be posting a message on the forum with as much information about your system (hardware, OS, graphics drivers, DirectX version etc.) as possible. With any luck, somebody with a similar system may have a solution.
C1. I've installed Orbiter, how do I start? Assuming you have configured the video and other options in the Orbiter Launchpad dialog, you are ready to take off. Pick a scenario from the list, and click the "ORBITER" button.
C2. Why can't I get into orbit? To reach orbit from a planetary surface, you need to do two things: attain sufficient altitude, and sufficient tangential velocity. The first point is easy, but unless you reach sufficient tangential velocity, you will simply fall back to Earth again in a ballistic trajectory. The required velocity depends on the orbit altitude and planet mass. For example, a low Earth orbit (LEO) requires a velocity of more than 7000 metres/second.
C3. I want to rendezvous with the ISS, but I can't even get close. The first step for a successful rendezvous manoeuvre takes place before launch. You should launch into an orbit with as little inclination to the orbital plane of the target as possible. This means waiting until the orbital plane of the target passes through your launch site (use the Map MFD to monitor this). By launching at the right time and into the right direction, you can minimise the need for later corrections of the orbital plane (once in orbit, you can use the "Align orbital plane" MFD for eliminating any residual inclination).
C4. I can get close to the ISS, but haven't succeded docking. Once you got close to your target (see C3), use the Docking HUD mode and the Docking MFD for final approach. The Docking HUD contains relative velocity indicators which help closing in on your target. You need to tune your navigation radios to the target's transmitter frequency to make use of the docking instrumentation. (You can find the target's transponder frequency (XPDR) in the vessel info sheet (Ctrl-I). Set one of your navigation radios (Shift-C) to that frequency, and slave the HUD and Docking MFD to the appropriate receiver).
C5. How can I get from Earth to the Moon/Mars? Orbiter now includes Duncan Sharpe's TransX MFD mode, which is a great tool for setting up interplanetary routes. You need to activate the TransX module in the Orbiter Launchpad dialog to use this.
C6. I want to see imperial units instead of metric. All internal calculations performed by Orbiter are done in metric units (metre, second, kilogram, Joule, Pascal, etc.), for the simple reason that this is the only system I am familiar and comfortable with, and it is widely used by the scientific community. Likewise, all standard instrument readouts and data displays are in metric units (with very few exceptions, like the use of astronomical units (AU) for large distances). There is however nothing preventing an addon developer from implementing instruments which display their data in a different unit system, and it would be entirely possible to write imperial unit replacements for all standard MFDs. Just don't expect them to feature in the stock Orbiter distribution. If you want to see feet, fathoms, stones, barns or quarts, you will probably have to code them yourself. C7. Why does the moon look so small in Orbiter? The moon, as seen from the vicinity of Earth, has an apparent diameter of 30 arc minutes. In Orbiter as well as in real life. Most Orbiter scenarios are set to a field of view of about 50 degrees (vertical). For a monitor with 19 inch screen diagonal, this translates to a projected size of about 0.3 cm. You can increase the apparent size of the moon by reducing the field of view. Let's assume you are sitting in front of a 19"-diagonal monitor, 60 cm away from the screen. In that case, the correct FOV would be about 30 degrees (vertical). |
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