Project XR2 Crew swap

dgatsoulis

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New version is up. See post #1 of this thread for download link and instructions
 

WingC3

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New version is up. See post #1 of this thread for download link and instructions
I can confirm that the EVA CTD is now fixed for me. However, there seems to be something wrong with the VC. See attached image. Just a blank black or white square depending on the lighting. No oxygen indications. (It doesn't matter which view I F8 into. Square stays the same). I deleted the Config/CrewMFD folder as instructed, and just did a "replace all" on everything else. Could there be any other conflicts?whitebox eva.png
 
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dgatsoulis

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I can confirm that the EVA CTD is now fixed for me. However, there seems to be something wrong with the VC. See attached image. Just a blank black or white square depending on the lighting. No oxygen indications. (It doesn't matter which view I F8 into. Square stays the same)View attachment 28137
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
epqK6du.jpg

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 the EVAed crew member?
 

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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
epqK6du.jpg

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 the EVAed crew member?
I'll try with female crew. That one was male (William Adama). Also, could it have anything to do with TrackIR? I know the HUD in the F8 view I showed disappears when TrackIR is on. However, the other VC view is normally NOT affected by it.
 

dgatsoulis

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I'll try with female crew. That one was male (William Adama). Also, could it have anything to do with TrackIR? I know the HUD in the F8 view I showed disappears when TrackIR is on. However, the other VC view is normally NOT affected by it.
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.
 

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Ok, the square appears if the XR2's HUD was off at the time of EVA! If the HUD is ON, then we're good. I don't have OrbiterSound as I've been using XRSound up until now. So I can't speak to the breathing audio. All other audio seems fine.

BUT, I still noticed a discrepancy with your screenshot. In one of the VCs I see the oxygen timer off to the left hand side. In the other VC, I don't see it at all. See screenshots:
VC1.pngVC2.png
 
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dgatsoulis

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I EVA'd Drummer. I'm afraid that opaque square issue persisted. I did not load trackIR this time.

Wait one... I have an idea...

Ok, the square appears if the XR2's HUD was off at the time of EVA! If the HUD is ON, then we're good. I don't have OrbiterSound as I've been using XRSound up until now. So I can't speak to the breathing audio. All other audio seems fine.

BUT, I still noticed a discrepancy with your screenshot. In one of the VCs I see the oxygen timer off to the left hand side. In the other VC, I don't see it at all. See screenshots:
View attachment 28139View attachment 28140
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 using and also is this on Orbiter2016 or Orbiter2016 beta?

About the sound, you can have both OrbiterSound and XRSound if you use SoundBridge. Instuctions on post #1.
 

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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 using and also is this on Orbiter2016 or Orbiter2016 beta?

About the sound, you can have both OrbiterSound and XRSound if you use SoundBridge. Instuctions on post #1.
This is Orbiter2016 release, not beta. Zooming out did not appear to make a difference.
 

dgatsoulis

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This is Orbiter2016 release, not beta. Zooming out did not appear to make a difference.
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 new features:
1. Load a full crew compliment by using the "4=multiple" option in the "Add/Change crew" selection.
2 EVA all of them by using the "15 = all" option in the "EVA/transfer" selection. (works only when landed)
3. Dock with a vessel and transfer crew to and from it.
4. Perform an EVA in space and enter the dock of a different vessel (XR2 or nonXR2)
 

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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 new features:
1. Load a full crew compliment by using the "4=multiple" option in the "Add/Change crew" selection.
2 EVA all of them by using the "15 = all" option in the "EVA/transfer" selection. (works only when landed)
3. Dock with a vessel and transfer crew to and from it.
4. Perform an EVA in space and enter the dock of a different vessel (XR2 or nonXR2)
Happy to test those tomorrow as well. Will report back. Have a great night!
 

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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
TEXTURE 0
FLAG 2

Save and exit. Do the same for the Meshes\CrewMFD\EVA\male_vc.msh file.

This will stop the square from rendering when the hud is deactivated. Full patch will be uploaded sometime tomorrow.
 
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WingC3

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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 new features:
1. Load a full crew compliment by using the "4=multiple" option in the "Add/Change crew" selection.
2 EVA all of them by using the "15 = all" option in the "EVA/transfer" selection. (works only when landed)
3. Dock with a vessel and transfer crew to and from it.
4. Perform an EVA in space and enter the dock of a different vessel (XR2 or nonXR2)
Btw, is there an equivalent "pick up all" option for the landed EVA
Also, you mentioned something about turbopacks... how do those work?

The quick fix is successful. The square is gone :)
 
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dgatsoulis

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Btw, is there an equivalent "pick up all" option for the landed EVA
Also, you mentioned something about turbopacks... how do those work?

The quick fix is successful. The square is gone :)
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 that first.

The turbopacks will be in the next update as grappable objects. It will work like this:
Within a certain distance from the turbopack, pressing G the mmu grabs it.
If it is grabbed, pressing (somekey) attaches it on the back.
If it is attached on the mmu's back, you get a hover thruster and the turbopack's fuel is added to the mmu's.

I need to think how to spawn the turbopacks in the first place. Maybe I'll make them an XR2 cargo.
Another solution is to simply spawn them with the mmu, attach them right away and give the mmu additional fuel and a hover thruster. I'll probably try this first, as it is simpler.
 

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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 and added fuel info in VC view.
-Changed: Mmu keys are back to UP,DOWN,LEFT,RIGHT arrows and E for entering the port. The WASD combo was causing a conflict with the Orbiter default altitude autohover (A) and eventhough it didn't cause any problems now, it would when the turbopacks are introduced.
-Unzip the attached file in your Orbiter directory and let it overwrite the files.

cOPkDVY.jpg
 

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WingC3

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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 and added fuel info in VC view.
-Changed: Mmu keys are back to UP,DOWN,LEFT,RIGHT arrows and E for entering the port. The WASD combo was causing a conflict with the Orbiter default altitude autohover (A) and eventhough it didn't cause any problems now, it would when the turbopacks are introduced.
-Unzip the attached file in your Orbiter directory and let it overwrite the files.

cOPkDVY.jpg
Patch applied.

Another question: Is there anything you can do about the native XR2 crew count? Being stuck with 14 people on board (as far as the ship is concerned) means having to carry WAY more oxygen than necessary otherwise.
 

dgatsoulis

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Patch applied.

Another question: Is there anything you can do about the native XR2 crew count? Being stuck with 14 people on board (as far as the ship is concerned) means having to carry WAY more oxygen than necessary otherwise.
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, that doesn't seem to help. I think Doug must have disabled it when he removed the ummu support for the Orbiter 2016 version
 
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WingC3

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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, that doesn't seem to help. I think Doug must have disabled it when he removed the ummu support for the Orbiter 2016 version
Yeah, unfortunately it ignores that setting now. I suppose I can mess with the oxygen consumption rate instead. I believe it still honours that configuration.
 

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I saw your Youtube video. WOW. I looks like your guys interact with the UCGO things. Is the code available? It looks like that may be a good UMMU for 2016?
 

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I saw your Youtube video. WOW. I looks like your guys interact with the UCGO things. Is the code available? It looks like that may be a good UMMU for 2016?
Hi John, thanks for watching the vid. Yes the source code is available. For now it's an "XR2 Crew & Cargo" addon, but it can definitely be upscaled.
The XR2 side is handled by a lua script, but the cargos and mmus have their own dlls.
I will have time to pack up everything somewhere in the next couple of days, so I'll post a download link then, including a list of the prerequisites and instructions.
BTW, here is the vid for anyone that wants to watch it. I've put chapters in, so you know what's going on.

 
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