![]() |
|
|||||||
| Addons A repository for Orbiter addons contributed by users. Developers & members may announce new releases here and discuss any Orbiter addon. |
![]() |
|
|
Thread Tools |
|
|
#1 |
|
O-F Administrator
![]() ![]() ![]() |
Hi all,
The new XR patch versions have been released. These versions are relatively minor upgrades that include the following changes and bug fixes:
Note that there are no changes to the XR configuration files for this release. As always, you can get the latest XR releases from my Web page. Happy flying!
|
|
|
|
| Thanked by: | 20 Litre, ADSWNJ, ArchKaine, Arrowstar, Axertan, blixel, communist, Evil_Onyx, Fabri91, Futhalero, Galactic Penguin SST, Gr_Chris_pilot, HAL9001, Interceptor, IronRain, Izack, Keatah, ky, Marvin42, MaverickSawyer, NukeET, N_Molson, PennyBlack, PeriapsisPrograde, ProAuroraX, Ren Dhark, Ripley, Rtyh-12, Scav, SiberianTiger, Sky Captain, sorindafabico, Spacethingy, Starshipexplorer, statickid, stevcast, Turbo, Xyon, yagni01 |
|
|
#2 |
|
Error 418: I'm a teapot
![]() ![]() ![]() |
Thank you for my call, mate! :D I'll have to bump up XRRR's version dependencies to keep up with you!
![]() ---------- Post added at 08:28 ---------- Previous post was at 07:56 ---------- Wait, I spoke too soon. Did you forget to include the new API in your release? I don't have a new header here
|
|
|
|
| Thanked by: |
|
|
#4 |
|
Orbinaut
![]() |
Quick question Doug, and maybe I missed this in the documentation, but I've been playing with the XR5 quite a bit and I haven't stumbled upon the answer yet. Is there a way for me to see how much fuel / scram fuel / lox etc are remaining in each of the cargo bay slots? During launch, I get messages that the "bay tank 29...24.....31.... etc" or whatever is empty, but a good amount of things happen inbetween, and then I don't seem to have a way to recall which tanks are empty. So I'm just wondering if there is a way for me to verify the quantity or mass of each remaining tank, so that I can jettison the empty ones, and not jettison ones that still have fuel remaining.
|
|
|
|
|
|
#5 |
|
O-F Administrator
![]() ![]() ![]() |
You can check the mass of any payload attached in the bay by looking at the Deploy Payload screen on the payload panel (see page 65 of the flight manual for details). The empty mass of an XR5 bay tank as defined in $ORBITER_ROOT\Config\Vessels\CSA_XR5_ER_MainFuel.c fg is 4000 kg, so any mass over that is fuel remaining in that tank.
If you have other, non-standard tanks in the bay, just look in that tank's .cfg file in the Config\Vessels folder to find out its empty mass; any mass over that is fuel mass. |
|
|
|
|
|
#9 |
|
O-F Administrator
![]() ![]() ![]() |
It's a (harmless) typo; that scenario was probably originally cloned from a similar XR1 scenario.
|
|
|
|
| Thanked by: |
|
|
#10 |
|
Orbinaut
|
Hi Doug,I have been trying to get my the XR''s panel to work in the D3d9 client in 1600x1200,but when its"displayed the panel is too big,and I have to scroll to see everything,this does not happen in the default orbiter,is there any way to remedy this?BTW I am running the D3d9 in full screen,not true full screen.Thanks
|
|
|
|
|
|
#11 |
|
O-F Administrator
![]() ![]() ![]() |
First, make sure your Panel Scale setting is set to 1.0 in the Video Parameters tab of the Orbiter Launchpad. If that is already the case, then something odd must be going on because the XR code automatically detects the video resolution and selects the optimum 2D instrument panel to load. If it's selecting the 1920-pixel-wide panel for your 1600x1200 monitor you can manually select your preferred panel by setting this in your XR configuration file(s):
Code:
#-------------------------------------------------------------------------- # Define the 2D panel resolution that the XR2 should use. # # 0 = Autodetect (default) # 1 = Use 1280-pixel-wide panels # 2 = Use 1600-pixel-wide panels # 3 = Use 1920-pixel-wide panels # # The default value is 0 (autodetect). #-------------------------------------------------------------------------- 2DPanelWidth=2 |
|
|
|
| Thanked by: |
|
|
#12 |
|
Orbinaut
|
Do these releases have the updated heating code that was made available in this thread -- http://www.orbiter-forum.com/showthr...7&postcount=18 -- my guess is not yet.
Last edited by Keatah; 01-08-2013 at 11:29 AM. |
|
|
|
|
|
#14 |
|
Orbinaut
|
Ohh my bad. Serious bad! I just assumed these were new versions. I first, now, recognized the first post in this thread was from May of 2012. Do you have a desk I can crawl under and hide?
|
|
|
|
|
|
#15 |
|
Donator
![]() ![]() |
Is this the right place for bug reports? Anyway, here goes.
I am running a scenario with two XR2s, and it seems that they interfere with each other. For instance, I have two sitting on the runway at Canaveral. I am planning on launching one into a safe orbit, then launching the second to follow. In order to do this, I need the following spacecraft to be safe on the ground. So, I turned on external cooling and started opening the radiators on the following spacecraft, then switched to the leading spacecraft to ready it for takeoff. When I did so, I then hopped to the external view to have a look at both planes, and the radiator stopped on the following plane. When I switched back to it, the APU had shut off. The APU was off the whole time in the leading spacecraft. It seems like the APU state is global across all XR2s, or somehow the state of one is contaminating the state of another. I haven't tried the January 2013 update yet, that's what I will do next. Edit: Same issue appears in the new update... Last edited by kwan3217; 02-06-2013 at 08:12 AM. |
|
|
|
![]() |
|
| Thread Tools | |
|
|
|||||
| Quick Links | Need Help? |