I think ummu is disabled in this version. For example, I was unable to eva from the xr2
As far as I know, UMMU is not disabled.
You can do an EVA, but if doing this on the ground, the UMMU will be climb like a rocket into space. The reason might be, that UMMU does not (yet) take care about the new touch-down-point-logic and the new altitude-over-ground-logic.
If you still want todo EVA, you can do this in free-space.
But only use external view, BEFORE swichthing to the UMMU, otherwise the UMMU-HUD will cause Orbiter to crash.
So currently UMMU can only be used:
-in external view in space
-transfering from (i.e. docked) ship-to-ship
-UMMu can die if i.e. you de-comress the cabin in space, and (depends on your XR-config), could make the ship unflyable (no pilot=no interaction wth the ships controlls)
Will the addon still work if ummu is not installed?
I'll requote myself:t...There's nothing we can do until if and when DanSteph updates UMMu for Orbiter 2016...
1)If you have external cooling online but APU is off and you save and quit, when starting the scenario external cooling will turn off at startup with the appropriate voice over.
1)
This could be then seen as some kind of "wheel-chocks", and I don't need to set unrealistic-friction-levels
The problem with the new parking-brake is, that in bumpy terrain (again...Ascension Island is a good test/playground), you will never reach the state(0.00 m/s) , to have a "parking-brake-can be-aplied=TRUE situation.
It does not need parking-brakes, because "somehow" it stays in position after wheel-stop.The default DG doesn't have parking brakes, so this doesn't apply to it.
We could upload them to OH. but we need permission from Doug first, though. Can we, Doug?Wayback Machine still has the 2010 versions:
https://web.archive.org/web/20160313105120/http://alteaaerospace.com/index-3.html
Steps to reproduce the issue:
-load i.e. "Ready to take off to ISS" one of the XR1s defaults scenarious
-open SCN-Editor
-place the GL02 default DG (currently at Olympus on Mars) on Ascension Island Pad1.
-use forward RCS a bit
=GL02 starts to move...more and more caused by the bumpy terrain
-apply brakes
=GL02 slows down to 0, but you need to wait a couple of seconds, before you can release the brakes(watch i.e. surface MFD to calm down)
=GL02 stays on position
Then,put GL02 out of the way
-put XR1 on Ascension Island pad1
-apply forward RCS
=vessel starts to move
-apply brakes
=no way to brake down to 0.00...it stays allways at 0.12 m/s.
I used default XR1-settings....no friction-cheating this time.
When placed at Pad1 at Ascension-Island, my nose allways pointed into the north-direction.
.I found another small cosmetical issue:
The ground-effect-particle-stream does not "look" for the new elevation-modell (altmode_ground).
Steps to reproduce:
-place a XR2 on a pad at Olympus/Mars (so we are below sea-level-alt)
-hover-up slowly, while using external view and SurfaceMFD via external MFD.
-as soon as SurfaceMFD reaches 0 altitude (so...sea-level...we are out of the hole), we can see the ground-particle-effect arround the XR2.
More funny:
-start to hover-up slowly and watch the hover-effect about 900 meters above your position.
So, in short words...the visual-ground-hover-effect does still uses mean-rad-altitude as a reference.
That is quite odd since the XR1 and the DG have virtually identical settings. Is there some torque acting on the XR1? (I thought that Orbiter 2016 core bug was fixed, though?) This looks more like an Orbiter core bug to me. Does the same thing happen with other third-party vessels?
Originally Posted by turtle91 View Post
When placed at Pad1 at Ascension-Island, my nose allways pointed into the north-direction.
The scenario editor / spawning the vessel is all handled by the Orbiter core. Do you mean that the default DG is spawned in a different direction?
hose effects are all handled by the Orbiter core. Do you mean that the effects are different for the default DG?
This is particularly evident with the XR2 but it happens the same to me with the Shuttle-A.