Good article on cnn.com about what you should and and shouldn't do after you get your COVID-19 vaccine:
I've had my Covid-19 vaccine -- now what can I safely do? Your questions answered
It sounds like you have a bug that overwrites memory in the heap. What I would do is enable the Visual Studio heap debugging for debug builds and run your code in the Visual Studio debugger to find memory overwrite bugs. Check out this post for details. :)
The challenge with trying to calculate an "effective specific impulse" that covers both the main and SCRAM engines is that it very much depends on the pilot's skill using the SCRAM engines during ascent: the efficiency of the SCRAM engines is highly dependent on how the pilot flies the ship...
Yes, the Specific Impulse values listed in the comments in the XR2 configuration file are correct. As for the SCRAM engines, the logic is very similar to the default DG-S SCRAM engine logic; i.e., the thrust and ISP values vary constantly based on atmospheric density and the vessel's velocity.
Hmm, I'm not sure. The sound engine that XRSound uses, irrKlang Pro, supports changing a sound's playback speed, but I haven't tested if that also changes the sound's pitch. I already have a TODO item filed for XRSound version 2.1 to add a method to adjust playback speed for a sound, but I...
To be honest, I have zero interest in writing that since I already just copy all my desired radio callouts into the active ATC folder (and there is no limit to the number of callout files XRSound can play), and I do the same with music files. i.e., personally, I never need or want to change...
That would not work, because OrbiterSound 5 would still play default sounds for XRSound-enabled vessels, still resulting in double sounds for default vessels sounds like thrusters, altitude callouts, etc.
But even if that was not the case, adding a setting like that would be unfair to other...
Sorry, that's not ever going to happen. The entire reason I wrote and released XRSound in the first place, and then sent the entire source code to Martin, Xyon, and Woo482, is because OrbiterSound did not work with Orbiter 2016 for years, and nobody had any way to port it. With XRSound, I can...
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