I am going to have to disagree with that, because that would mean that if there were a 30% chance of a hull breach on each surface, and 4 surfaces were over-temp, you would have a 120% chance of hull breach. :blink: Really you have a 70% of there being no hull breach on each surface, and logically every surface must not breach, so that is .7^4, or 0.24: 24%. That means in that situation instead of a 120% chance, really you would have a 76% chance of hull breach.
Maybe we're talking about semantics here -- let me explain with an example: the odds of a hull breach are not "added together" in the code: each surface is computed individually and they have nothing to do with each other. For the sake of an easy example, let's say each surface has a 33.3% (1 in 3, or 2 in 6) chance of breaching in this timestep (say, one second). Now take a standard six-sided die and roll it: if you roll a 1 or 2, that surface breaches; otherwise, the surface is OK until the next timestep. Now repeat that for each surface that is over-temp. The odds go up with each over-temp surface, but each individual surface only has a 33.3% chance of breaching regardless of how many dice you roll. However, the more dice you roll the higher the odds that at least one die will be a 1 or a 2, but just because you roll four dice does not guarantee that at least one
will be a 1 or 2. Also, the
longer you keep rolling the dice (i.e., the longer you are over-temp) the higher the odds that at least one die will be a 1 or 2. But there is still no hard guarantee that "after X number of tries rolling Y number of dice a 1 or 2 will come up."
Maybe I should phrase it, "...you will have four times
as many chances to hull breach as if only one surface was over-temp..."
----
Now, on to other matters: Guys, Beta-1c is a go! Changes include:
* Added Steve's new exhaust textures (replaced main/hover/RCS textures).
* Added code to manually play Steve's new main/retro/hover/RCS engine sounds. These may be enabled/disabled via the config file:
Code:
#--------------------------------------------------------------------------
# Enable or disable custom main, hover, and RCS sounds.
#
# Note: 'EnableCustomMainEngineSound' includes retro engine sound as well.
#
# 0 = custom sound disabled (Orbiter default sound will play instead)
# 1 = custom sound enabled (default)
#--------------------------------------------------------------------------
EnableCustomMainEngineSound=1
EnableCustomHoverEngineSound=1
EnableCustomRCSSound=1
* Added 12 new skins from Steve; there are scenarios for each optional skin in the "XR2 Ravenstar\Skin Demos" subdirectory. Skins included:
Code:
Angel
Blue
BlueRaven
Gold
GoldRaven
Prototype
RedRaven
SilverRaven
Stealth
White
YellowRaven
* Added Steve's new Altea Aerospace logo to 2D panels.
* Added MAIN/RCS/SCRAM/LOX dump exhaust stream animation. [Steve's request]
* Added keyboard shortcuts for engine gimbaling: [Steve's request]
Code:
ALT-P = gimbal up (nose up)
ALT-L = gimbal right (nose left)
ALT-; = gimbal down (nose down)
ALT=' = gimbal left (nose right)
ALT-0 = recenter
* Increased aileron response by another 20%. [Steve's request]
* Added code to prevent docking when nosecone is closed. [Thanks to Tschachim for the idea on how to work around the Orbiter core problem.]
* Fixed/moved airbrake and wheel brake status messages on VC HUDs.
* Added code to automatically vary the Vr and V1 takeoff callouts based on ship and payload mass.
* Tweaked the contrail emissions to work better with Steve's new exhaust textures.
* Integrated Steve's new XR2 turbopack meshes.
* Added turbopack support to the ship (minus an animated hatch -- that may be in the Mk II later). To deploy or stow a turbopack, use the new Turbopack screen on the lower panel. Note that both the nosecone and outer airlock door must be open to deploy or stow a turbopack.
* Added coded to make the external pressure lines decrease gradually (but rapidly) when lines disconnect vs. just dropping to zero instantly. [Yagni01's request] Note that the green pressure light goes out instantly when the line disconnects; this is by design, since the light only shows green when fuel/LOX can actually flow.
* Fixed LOX comment block in the config file. [Chas]
* Fixed small animation glitch on the upper port elevon surface. [Steve]
* Added code to delete an elevon's mesh if it is ripped off during flight.
* Unfortunately I had to defer gear compression until the Mk II when Steve will rebuild the gear due to an animation problem that only appears when switching vessels while landed. [Thanks to Chas for finding this.] In summary, the gear will have to be changed in the mesh in order for compression to work properly 100% of the time. More details about this were posted earlier in this thread.
* Added code to prevent the APU from engaging auto-shutdown when the pilot switches vessels if the APU is currently engaged by (i.e., required by) the autopilot.
-------------
XR2 Beta Team: please check your inboxes for the download link. The first thing you will want to do is check out the new scenarios demoing Steve's new skins in the
XR2 Ravenstar\Skin Demos scenario directory. :speakcool:
Thanks, and have fun!