New Release XR2 Ravenstar 1.0 / XR1 1.5 / XR5 Vanguard 1.2 Released

I smell a folding wing XR-2 on the horizon. Image the weirdness!

That would actually be quite similar to my 'History' of my fictional aerospace company (one day ill release add-ons i suppose....), a DGIV is written of on landing, and is converted into a six legged ballistic re-entry ship with a big parachute - somehow the DG shape w/out wings and spindly legs seems cool :)

Just a quick request, if you end up creating a small spaceplane (1 seater) along the lines of burch's pocket rocket, could you include a normal turbofan engine? not to be ungrateful for the XR scrams, but attempting a manual bailout without any power is a bit hair raising.
 
Uh oh! Bug time! *gets out bug spray*

Ok. Run the attached scenario below. Now, as soon as possible, switch to cockpit, and go to upper panel. Begin opening the bay doors, elevator and crew hatch (in that order). Now, move back to a lower panel, while the bay doors are still opening. Orbiter *should* crash. Now, I haven't tested this at all, so I can't confirm this on a vanilla install. Will do soon.
 

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I have investigated this here and the CTD is caused by a known bug in the 'Align Planes' MFD, which Martin already fixed in the Orbiter beta; it is not XR-related. You can reproduce the CTD in a clean Orbiter installation as follows:

1. Install a clean Orbiter 2006 P1 instance.
2. Load up the 'Delta-glider\DG-S ready for takeoff' scenario.
3. Switch to 2D panel view (F1, F8, F8).
4. Set one of the MFDs to 'Align Planes'. Do not select a target.
5. Switch to the upper or lower panel and back to the main panel; Orbiter CTDs. (Sometimes you have to switch panels several times.)

The reason for the CTD is memory corruption caused by the 'Align Planes' MFD when it is recreated after a panel switch when no target is selected. Martin already fixed this in the Orbiter beta awhile back, but until the next Orbiter version is released you can work around the problem by making sure an orbital target is selected in the 'Align Planes' MFD before switching panel views.

More details on the bug are in the Orbiter Beta forum on M6 here: http://orbit.m6.net/Forum/default.aspx?g=posts&t=12632
 
Awesome, thanks a lot Doug! I was really worried for a minute there!

And with this knowledge in mind I shall go fourth and conquer! My STRONGHOLD station shall rule the skies!
 
Found a dead alien on my right windshield. its time coded so it only appears on Halloween
 
That's "Marvin" -- and he's not dead, he's hanging on! :)
 
I can't wait to see what's in store for Christmas... Santa Claus stuck in the cargo bay, perhaps? ;)
 
If I posed for a mesh, you'd say it's halloween... :lol:
My photo could also be good to scare ghosts, kill flies, and also good for a space alien creature.:rofl:
 
Marvin's a nifty little feature, you two! Well done with that.

But does that time code feature look at the system time, or the scenario's MJD?
 
Ah, of course.

Will do, right after I hospitalise myself for thinking like a noob. :P

EDIT: So it is the system time...

BTW, Marvin's got a really, really good grip. Is he using unobtainium gloves or something? :lol:
 
This is awesome, I've been waiting for the XR2 for so long... It's finally here! :speakcool:

Now if only Orbiter had normal mapping and specular highlights... :cheers: Well, it has specular highlights I guess [of the DX7 kind] :P
 
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I just did a thrilling flight in the XR-2, while SCRAM ascend from Ascension the Autopilot turned crazy and my wings were damaged, reentry would mean death so I turned back to Ascension and landed safely. This ship is still controllable with heavy wing damage. Thank you, all XR-2 developers for giving us such a great ship!

Additionally I want to report a possible bug: On all XR vessels the MET timer doesn't seem to stop at landing or wheel stop. Is that a bug or a normal behavior?
 
James is correct -- the MET timer will continue to run until the pilot resets it; this behavior is by design.
 
Hey dbeachy1. How about the lox bleed off effects from the main engines. Like on the DeltaGlider. and how about some cockpit reentry effects, for all your XR models. Thanks
 
Just downloaded all three XR's and WOW! Great job to all involved.:cheers:
Can't wait for the XR-2 VC!:dance:

One small issue, I run in 1440 res so I use the 1600 panel and scale it down 10%. The problem is the characters on the displays (mini hud, timers, tank levels etc.) are all clipped; 8's and 9's look like 3's, 7's look like 1's etc. I'm not a programmer so I don't know if it's possible but it would be nice if there were a way to configure the font sizes to prevent this.

I have just done some extensive flight tests in the XR-1 and humbly offer some recommendations (I haven't flown the 2 or 5 yet but the systems look the same so should be applicable).

First; in the event of a system overheat there should be a backup airspeed and alt somewhere (pretty sure the FAA would have required this for certification). The DynP and StatP still function and that is all that you need to determine AS & ALT. However it's a little tricky doing the math in your head while attempting an emergency decent and in-flight radiator deployment. Could be displayed on one of the smaller now unused displays, like the MDA).

Second; the ability to reduce electrical load to slow the heat increase such as a non-essential avionics breaker. It could kill the HUD, mini HUD's, one main MFD, MDA, autopilot etc. Pull the breaker at 80deg and buy yourself 5 or 10 extra min until you hit 90degs. At present with everything you can shut down manually turned off you only get an extra 3min from startup to 90deg. (anyone else think emergency procedures are fun!?)

Third; a backup gear extension for when you run out of APU fuel (FAA would definitely require this one). Since most engines can run on fuel types other than those primarily used, maybe an RCS>APU Xfeed. The APU could burn itself out after a limited run time due to the higher fuel volatility but you would have enough run time to deploy the gear and radiator if necessary, like 80sec.

Lastly a few very minor, "would be nice" things:

-attitude hold autopilot bank increments 2.5deg instead of 5.
-a configuration option to remove the redundant alt & v/s readout on the HUD
-lockout the actuator switches if the hull temp is too high. (at present they all become, "push to die instantly" switches in the upper atmo.)
-currently things fail exactly at there listed max DynP, would be nice if they failed at some point slightly above (within 10%).
-a visible GPU plugged into the ship on the ground when ground cool is active
-ground cool could also be ground power so no APU fuel need be used

Thanks for considering these ideas. Once again truly great spacecraft!
 
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