Is it feasible to just replace the existing texture with the higher res version and keep it simple.
We have the approval of the author (Wolf who made very nice HD texture for SSU Orbiter add on
This one is a race condition, two ways of providing the proximity coordinates are fighting, and, without entering details, this was the cause of the jumps seen sometimes on the rdv dialog.
does the proximity object manager update position in the frame before or after the display queries?
A possible fix would be to update the true anomaly of the target at exit time by the proximity coordinates computed by the payload_manager when it unloads.
Well, okay, if you just update true anomaly then all is fine, but... is that going to really fix the issue?
@EatDirt: Tell me what you think about the last changes in the TAEM transition at HAC init. Smoother roll AP normally
I have also fine tuned the time to hac computation; more consistent.
There is still this little spike in guidance towards the end of the HAC
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