Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
No, it doesn't make Orcus Patera compatible with Orbiter 2016. New Rome is a base for Orbiter 2016 that uses assets (meshes and textures) from the 2010 Orcus Patera addon.
If you follow predattak's instructions from post #12, you will get the result shown in the pics.
No, I am not accessing the XR2's dll in any way. I am using a lua script which is external, so I am limited by the lua API.
One thing you can do is open the Config\XR2RavenstarPrefs.cfg file, scroll down to the line "DefaultCrewComplement = 14" and change it to a value you want.
Edit: Nah...
Patch for v07 attached here:
-Fixed: mmu hud showing grey square when hud was deactivated.
-Added: Ability to EVA all crew in space. (buggy because of the position "jump" bug). No CTDs but the position of the XR2 changes slightly after each EVA. Still fun though.
-Changed: Hud text placement...
The egress is handled by the XR2 via lua, but the ingress is handled by the mmu via the dll. It's not impossible to add an option in lua to "pick up all in range", but it would complicate things. I'll see what I can do.
I was thinking about adding an "EVA all" option when in space, so I'll try...
Before I go, here is a quick fix for the grey square showing up the the VC hud is not activated.
Open the Meshes\CrewMFD\EVA\female_vc.msh file with a text editor. Scroll all the way down to find the lines:
LABEL HUD
MATERIAL 0
TEXTURE 0
FLAG 0
Change the FLAG line to
LABEL HUD
MATERIAL 0...
Thanks for the quick tests. It's getting a bit late here so I'll call it a night.
Tomorrow I'll post a patch for the mmu, moving the O2 and speed info on the top left and right, though I think it might be a different problem.
In the mean time, (if you have the time of course), try some of the...
The one with the propelant info and MFD buttons is the generic VC view and it looks the same as mine.
The other one is the VC that loads the mesh that I created. The oxygen and speed info should be visible neat the bottom. Try zooming out a liittle with X.
Also, which D3D9 client version are you...
In all the years I've been using Orbiter, I've never activated TrackIR. I don't think that it could be causing this, but it's worth a shot to disable it and see if the problem persists.
Thanks for testing. Hmm that's weird... That square is where the hud is projected on. It shouldn't be visible at all.
This is what I see in mmu VC
Can you please try it with both a male and female EVA? they use different VC meshes.
BTW can you hear the breathing sound when in internal view on...
Adding some finishing touches and packing the files. Will take about a couple of hours still until I upload this version. Here is a preview of the additions/changes/fixes:
-Changed the ground EVA buttons to WASD (front,left,back,right) and E to enter docking port.
-Fixed: CTD when entering...
New update coming this weekend with bug fixes and added features.
-Changed the ground mmu keys to WASD and E key to re-enter ship.
-CTD bug finally fixed.
-Other ship/station to XR2 transfers added.
-Oxygen and VC hud added to mmu
And some more that I am probably forgetting right now.
If my reply solved your problem, there is no need to post your script, unless you want to share it with the rest of the forum.
If that's the case, then you can either post the code between [CODE /CODE] tags , or rename it to .txt and attach it to your post.
Can you post the code that "freezes" ?
Here is what I've used in the past:
--rounding numbers at the required decimal place, minus idp for rounding at tens, hundreds etc
function round(num, idp)
local mult = 10^(idp or 0)
return math.floor(num * mult + 0.5) / mult
end
function get_G()...
Will do in the next version.
Excellent! Great to hear that it works ok for you.
My favorite pair for now is Sisko with Avasarala. I also didn't know that I need that... but now I do :P
Actually you can EVA while docked. If you are docked to another XR2 the crew member you selected will...
Yes it is for Orbiter2016 and it doesn't require OMMU.
No it doesn't modify the XR2 crew count or oxygen calculations of the XR2, as it is an external lua script that doesn't access the XR2's code.
Although, I am planning to at least modify the XR2's weight, so the weight of the crew is taken...
Ok version 0.6 is up.
Features added:
-4 more crew members (current total 39) -Gagarin, Tereshkova, Gibson, Seddon
-XR2 → XR2 crew transfers
-XR2 → other ship crew transfers
-Sounds - (egress/ingress/transfer)
-Keep track of crew members and tie them to the ship name
-EVA mmu VC and breathing...
Happy to report that I've solved a couple of issues that I had. Also finished the code for ship to ship (XR2-XR2) transfers.
I am currently adding a few more crew members and then I'll upload the next update.
Features that are working so far.
-35 different crew members --done and more to...
For anyone interested, this is what I ended up implementing. I changed the empty lines in the file that I wanted to edit to 'no_crew' and then I used this:
void GVmmu::EndEVA()
{
VECTOR3 gpos, mepos, pos, dir, rot;
GetGlobalPos(mepos);
OBJHANDLE eva;
for (DWORD i = 0; i <...
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.