New Release XR Vessel Updates for Orbiter 2010 (P1-compatible versions released)

Great to hear! :tiphat: My sincere apologies for not catching this before now. :embarrassed:
 
I can confirm, no CTD's anymore! :banana::banana::banana:

BTW, and i have many addons (folder size 7.8GB ;))
 
Last edited:
Hi all,

I just released the next XR patch versions ('d'): XR1 1.6d, XR2 1.1d, XR5 1.3d, and XRVesselCtrlDemo 1.1. The changes in these releases involve XRVesselCtrl enhancements and bugfixes only; if you are not using the XRVesselCtrl API or XRVesselCtrlDemo application you do not need to upgrade from the previous versions.

XRVesselCtrl API changes in these releases:

* Fixed bug where XRDS_DoorNotSupported was returned from GetDoorState for the payload bay doors in the XR2. [Reported by yagni01]

* Fixed bug where GetDoorState returned a valid door state instead of XRDS_DoorNotSupported for the airlock ladder in the XR2. [Reported by yagni01]

* Structure field name bugfix: renamed XREngineStateRead.MaxFuelLevel to XREngineStateRead.MaxFuelMass.

* Added the following new status fields to XRSystemStatusRead [Requested by yagni01 and Woo482]:

Code:
double RCSFuelLevel;       // 0 <= n <= 1.0
double RCSMaxFuelMass;     // max fuel mass for RCS in kg (includes bay fuel tanks, if any)
double APUFuelLevel;       // 0 <= n <= 1.0
double APUMaxFuelMass;     // max fuel mass for APU in kg
double LOXLevel;           // 0 <= n <= 1.0
double LOXMaxMass;         // max internal LOX mass in kg (includes bay LOX tanks, if any)
double BayLOXMass;         // quantity of LOX in kg currently in PAYLOAD BAY TANKS ONLY (may be zero)

* Added new XREngineStateRead field:

Code:
double BayFuelMass;     // quantity of fuel in kg currently in PAYLOAD BAY TANKS ONLY (may be zero)

* Added the following new methods [Requested by Xyon]:

Code:
// Note: '&' character in the message string will generate a newline; tertiary HUD has approximately 38 characters per line.
virtual void WriteTertiaryHudMessage(const char *pMessage, const bool isWarning)

// Returns a pointer to this vessel's UMMUCREWMANAGMENT object; will only be null if this vessel does not support UMMu.
virtual UMMUCREWMANAGMENT *GetUMMuObject()

* The XRVesselCtrlDemo application was updated to show the new API fields.

As always, the new versions are available for download from my Web site.

Happy Orbiting! :cheers:
 
Orbiter 2010 P1-compatible versions released

Hi all,

First, I want to congratulate Dr. Schweiger on getting the Orbiter 2010 P1 release out the door! :cheers: Second, the new XR versions for Orbiter 2010 P1 have been released. Due to internal core changes in Orbiter 2010 P1, all vessels that extend VESSEL3 (which the XRs do) had to be recompiled in order to run with the new P1 release. As such, these new XR versions will not run under the old Orbiter 2010: you can only run them under the new Orbiter 2010 P1 release, and older XR versions cannot run under Orbiter 2010 P1.

In addition to being compiled against the new Orbiter 2010 P1 libraries, additional changes include:

* Added docking lights to all three XR vessels, including two sets of docking lights on the XR5: two forward lights and two dorsal lights next to the docking port. Docking lights are activated via the "Nav light" switch on the upper panel.

* Added main and hover engine lighting effects. Note that lighting effects are relatively expensive (DX7 is limited to a maximum of eight hardware-accelerated lights as detailed here), so an effort was made to minimize the lighting resources used:

- No RCS jet lighting effects have been added for this release; they may be added in the next release.
- The XR1 uses a single light source for its main engines since they are close together, plus three hover engine lights and two docking lights.
- The XR2 uses two light sources for its main engines (one each), three hover engine lights, and two docking lights.
- The XR5 uses two light sources for its main engines (one per each group of three), three hover engine lights (one per each hover engine set), and four docking lights (two forward and two dorsal).

* Added a new configuration file parameter to optionally disable main and hover engine lighting effects:

Code:
#--------------------------------------------------------------------------
# Enable or disable main and hover engine lighting effects.
#
# NOTE: if this effect is enabled, please make sure that "Local light sources" in the Orbiter launchpad's 
# "Visual Effects" tab is enabled as well; otherwise the effect will still be disabled.
#
# The default is 1 (enabled).
#--------------------------------------------------------------------------
EnableEngineLightingEffects = 1

* Fixed XR5 bug where clicking "Hold Altitude" button in the glass generic cockpit view (accessed via F8) caused a CTD. [Reported by Iberville]

* Updated the XR2 "Docked at ISS" scenario to have the NAV lights (and therefore, docking lights) turned on.

* Fixed XR1 bug where the VC HUD mode and autopilot buttons did not show their initial state when the VC was first rendered. [Reported by Orb]

A reminder: please make sure you enable the "Local light sources" effect in the "Visual effects" page of the Orbiter launchpad; otherwise you will not see the new lighting effects. (For screenshots, take a look here.) Special thanks to Orb and Woo482 for helping me test the XR 2010-P1 release candidate builds. :tiphat:

As always, the new XR versions are available for download on my Web site here. The new versions are:

XR1 1.7
XR2 1.2
XR5 1.4
XRVesselCtrlDemo 1.2 (Developers: you will need to rebuild your XRVesselCtrlDemo applications using Orbiter 2010 P1 libraries.)

Happy Orbiting! :)
 
Special thanks to Orb and Woo482 for helping me test the XR 2010-P1 release candidate builds. :tiphat:
No problem:cheers: it was a really fun one to test, the new Orbiter 2010 P1 lighting feature is pretty awesome with the XRs :lol:
XR2Beta1.jpg
 
No problem:cheers: it was a really fun one to test, the new Orbiter 2010 P1 lighting feature is pretty awesome with the XRs :lol:
XR2Beta1.jpg
I think the SoF is going to have a word with you when you get back!
 
Hmmm, why is the outboard side of the rudder so well-lit? Seems like it should be lit similar to the vertical stabilizer...
 
It's just the way the lighting works. You don't get to micromanage which parts get lit and which don't, and the mesh wasn't created with this feature in mind, obviously.

The lighting does similar on the stock Atlantis, and lights up the entire inside of both SRBs. :P
 
That's a good catch, MC! :thumbup: I'll fix it for the upcoming XR patch releases. [Here's a teaser: I have Attitude Hold working with inverted roll settings now, so you'll be able to do heads-down reentries with the autopilot in the new builds.]

Release Candidate testing in a day or two -- stay tuned! :cool:
 
Back
Top