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Old 05-29-2018, 01:07 PM   #76
Ripley
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From the first post:
Quote:
All default sounds are fully configurable, including:
............
Audio greeting voice callout on simulation start
............
And from the same page:
Quote:
Users can replace or disable any or all of the default sounds via the XRSound SDK or XRSound.cfg.
Hint mine ;-)
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Old 05-29-2018, 01:10 PM   #77
DaveS
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Quote:
Originally Posted by Ripley View Post
 From the first post:


And from the same page:


Hint mine ;-)
I've already checked the XRSound.cfg multiple times without having found any references to the start up greeting.
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Old 05-29-2018, 01:18 PM   #78
Ripley
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I guess you can delete/rename the greetings audio file then.
Edit: bad move. See next post ;-)

Last edited by Ripley; 05-29-2018 at 02:06 PM.
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Old 05-29-2018, 02:04 PM   #79
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Quote:
Originally Posted by DaveS View Post
 I've already checked the XRSound.cfg multiple times without having found any references to the start up greeting.
The setting is on line 187 of $ORBITER_ROOT\XRSound\XRSound.cfg:

Code:
#--------------------------------------------------------------------------
# Audio greeting that plays when the simulation first begins.
# Sound ID = 10002
# Default = XRSound\Default\Welcome Aboard All Systems Nominal.wav
#--------------------------------------------------------------------------
AudioGreeting = XRSound\Default\Welcome Aboard All Systems Nominal.wav
Info about how to disable a given sound is in the comment block at the start of XRSound.cfg
Code:
#==========================================================================
# This section defines which default individual sound files to use. 
# These paths are relative to $ORBITER_ROOT; however, you may also specify
# an absolute path if you wish -- e.g., C:\MySounds\foo.wav.
#
# To disable a given default sound, set its path to the special value of
# "none"; e.g., AirConditioning = none
#==========================================================================
So, to disable the audio greeting:

Code:
#--------------------------------------------------------------------------
# Audio greeting that plays when the simulation first begins.
# Sound ID = 10002
# Default = XRSound\Default\Welcome Aboard All Systems Nominal.wav
#--------------------------------------------------------------------------
AudioGreeting = none
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Old 06-02-2018, 07:46 PM   #80
NukeET
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[QUOTE=dbeachy1;577052]The setting is on line 187 of $ORBITER_ROOT\XRSound\XRSound.cfg:

Code:
#--------------------------------------------------------------------------
# Audio greeting that plays when the simulation first begins.
# Sound ID = 10002
# Default = XRSound\Default\Welcome Aboard All Systems Nominal.wav
#--------------------------------------------------------------------------
AudioGreeting = XRSound\Default\Welcome Aboard All Systems Nominal.wav

I've changed line 187 to "none", to "Welcome Aboard All Vanguard Systems Nominal", and to "Welcome Aboard All XR1 Systems Nominal", and I still hear, "Welcome Aboard All Systems Nominal".

Anyone else seeing this?
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Old 06-02-2018, 08:18 PM   #81
dbeachy1
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Quote:
Originally Posted by NukeET View Post
 I've changed line 187 to "none", to "Welcome Aboard All Vanguard Systems Nominal", and to "Welcome Aboard All XR1 Systems Nominal", and I still hear, "Welcome Aboard All Systems Nominal".

Anyone else seeing this?
I just retested that and it's working fine for me using default Orbiter vessels. Are you trying to change that for an XR vessel? Remember that XRSound.cfg only configures default sounds that XRSound plays automatically for vessels: XR vessels explicitly disable the default audio greeting callout that XRSound makes because they handle the callout themselves. If you are flying an XR vessel, you will need to edit that XR vessel's .cfg file (for example, $ORBITER_ROOT\Config\XR2RavenstarPrefs.cfg) and disable the audio greeting callout that way (the same way it's always been configured for XR vessels), because XR vessels play different (and vessel-specific) greetings based on whether the ship is landed or in-flight, and so they deliberately disable the default auto-greeting callout via an API call.

The setting you need to edit for XR vessels is shown below in red (set to 0 to disable the greeting sound). Remember, this in the XR vessel's .cfg file, not the default XRSound.cfg file:

Code:
#--------------------------------------------------------------------------
# Enable or disable specific categories for voice callouts
#
# 0 = callouts for named category disabled
# 1 = callouts for named category enabled (default)
#--------------------------------------------------------------------------
EnableAudioStatusGreeting=0
EnableVelocityCallouts=1
EnableAltitudeCallouts=1
EnableDockingDistanceCallouts=1
EnableInformationCallouts=1
EnableRCSStatusCallouts=1
EnableAFStatusCallouts=1
EnableWarningCallouts=1
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Old 06-02-2018, 10:58 PM   #82
NukeET
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Quote:
Originally Posted by dbeachy1 View Post
 The setting you need to edit for XR vessels is shown below in red (set to 0 to disable the greeting sound). Remember, this in the XR vessel's .cfg file, not the default XRSound.cfg file:


I did RTFM and somehow missed that nuance. Thank you very much for setting me straight. The welcome aboard audio is now silent.

Great job on the XR Sound, BTW.
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Old 07-06-2018, 09:26 PM   #83
jacquesmomo
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Hi dbeachy1

I'm still developing Kourou-CSG, and now I'm using XRsound successfully : I've managed with succes to assign sounds for Vinka's spacecraft3 vesels (and vehicles) animations.

But I think only few people know that this module is functional.

So I ask myself the following question: why not put on the site "OrbitHangar" a version, even if your module is not finished ??

Thank you for your answer...
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Old 07-07-2018, 04:26 AM   #84
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That's a fair point. Please feel free (or anyone, for that matter) to create an OrbitHangar entry for XRSound linking to its download page on my Web site. I don't want to actually host a duplicate copy of XRSound on OrbitHangar because then it would be a pain to keep them in sync, but an OrbitHanger entry linking to my Web site would be fine.
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Old 07-20-2018, 09:35 AM   #85
Snax
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Hi there, I don't know if this is the place for "request".
Is it possible to have a function to switch the callouts from meters to feets ? I know this is a strange request, but as I'm flying the SpaceShuttle I always wanted to have the callouts like ShuttleFleet had

Then I could replace the sound files on my end with actual STS mission callouts

Thanks !
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Old 07-20-2018, 11:56 AM   #86
Ripley
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Quote:
Originally Posted by dbeachy1 View Post
 ...Please feel free (or anyone, for that matter) to create an OrbitHangar entry for XRSound linking to its download page on my Web site...
Done.
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Old 07-20-2018, 01:23 PM   #87
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Old 07-24-2018, 03:10 PM   #88
Marijn
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Hello,

I am having some small problems with the crew using the XR5 which I don't think I had before. To me it seems that's something is wrong with the mass of the crew.

My spreadsheet which I use to calculate flights was showing a slightly different value for the total mass than indicated within Orbiter on the panels. A difference of 53kg. This used to be exactly the same.

When I set all fuels and lox to zero and no payload, the total mass of the ship is 267624kg indicated on the panels. The dry mass of the ship is 266400kg. So the 18 crew members must weigh 1224kg. I always used 1277kg for the total crew mass which I think is correct.

When I tried to set a different number of crew members to find the difference, it didn't work. I can't EVA any crew. There seems no MMU data in my scenario's, so it loads data form the XR5VanguardPrefs file, but it ignores the DefaultCrewComplement parameter. I did set it to 1, but it always loads all 18 crew members.

Any thoughts on this? thanks!
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Old 07-24-2018, 03:15 PM   #89
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EVA and crew management in XR vessels are disabled until oMMU is ready for beta testing. UMMu support was removed from the XRs because UMMu is not compatible with Orbiter 2016 and CTDs when you try to egress or ingress while landed (as well as other problems). XR crew management will be restored once OMMu is ready.
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Old 07-24-2018, 03:52 PM   #90
Marijn
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Thanks for answering so quickly. I am looking forward to it! I knew EVA wasn't really possible yet. I am just curious where the difference of 53kg is coming from. I like to plan long flights and arrive on fumes so I want to account for every kilo onboard.

Is this difference part of the work in progress? If I add up all the individual crew members masses, regardless if taken from the XR5VanguardPrefs file or UMM data in the default scenario's, the sum is 1277kg .

266400+1277+55500+4440+13320+230880+468=572285. When I fill the XR5 to 100% with no payload and launch the scenario Orbiter says the total mass is 572232.

I am a bit confused now what the real total mass of the ship is. I used all previous versions of the XR vessels in Orbiter2016 and I never ran into this before.
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