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Old 07-24-2018, 04:01 PM   #91
dbeachy1
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It's very likely due to the fact that XRs use(d) UMMu to track each passenger's weight, etc., and now that code is disabled. I could probably fix it by adding code to handle the crew mass manually, but that code would all go away anyway once OMMu is ready. So I'm not inclined to put all that work into a new temporary XR vessel release for just a few KG.
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Old 07-24-2018, 04:13 PM   #92
Marijn
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Ah well, don't bother about that. I was just looking for those 53kg. Now I know. I'll just change my spreadsheet for that and be patient.

---------- Post added at 06:13 PM ---------- Previous post was at 06:08 PM ----------

I did put Teal'c on a quick diet in my spreadsheet. Instead of 104kg, now he is 51 and the problem is solved
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Old 08-02-2018, 12:50 AM   #93
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Bonjour

I have a question that I do not know how to answer :
With XRSound I succeed to assign sounds to the animations of a vessel (and also with Fred18's General_vehicle's animations).

But can we associate a sound with the J key - that causes the ejection of a stage (or a payload) ?
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Old 08-02-2018, 05:11 AM   #94
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Quote:
Originally Posted by jacquesmomo View Post
 But can we associate a sound with the J key - that causes the ejection of a stage (or a payload) ?
Check out page 7 of the XRSound User Manual for details. To sum up, you'll need to:
  • Temporarily set EnableVerboseLogging = 1 and LogVesselAnimations = 1 in your $ORBITER_ROOT\XRSound\XRSound.cfg file.
  • Run Orbiter and press the J key to activate the vessel animation for which you want to change the sound.
  • Look at the end of your XRSound.log for lines relating to the animation you just activated and take note of the 'animation ID' value; e.g., in the example here, the animation ID is 7:
    Code:
    [GL-01] >> LogVesselAnimations: [DeltaGlider][animation ID = 7, state = Moving]
  • Now that you know the Orbiter animation ID for that particular animation, you can configure the sound played for it in your vessel class's $ORBITER_ROOT\XRSound\XRSound-foo.cfg file, where 'foo' is your vessel's class name. Refer to the detailed comments in the default $ORBITER_ROOT\XRSound\XRSound-DeltaGlider.cfg file for details.
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Old 08-02-2018, 11:14 AM   #95
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So, it seems to be possible as for Spacecraft4.

I'll try this on the evening (or night ) and I will tell you.

Thanks so much to you !
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Old 08-08-2018, 06:36 PM   #96
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Hello

As the ejection of a stage (with multistage2015) is not an animation but a creation of a "new vessel" I did not succeed to associed a specific sound.
(it can be done with the guidance file) so it does not matter.

Another question :
I activated both "Orbitersound" and "XRSound": it seems to work, we have the sounds of both of them ...

Has anyone ever tried this ?
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Old 08-08-2018, 10:07 PM   #97
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Quote:
Originally Posted by jacquesmomo View Post
 As the ejection of a stage (with multistage2015) is not an animation but a creation of a "new vessel" I did not succeed to associed a specific sound.
(it can be done with the guidance file) so it does not matter.
Since multistage2015 is creating a new vessel via custom code, there is no way to configure a sound for that using only .cfg files: you would need to update the multistage2015 DLL itself, which would require the source code.

Quote:
Originally Posted by jacquesmomo View Post
 Another question :
I activated both "Orbitersound" and "XRSound": it seems to work, we have the sounds of both of them ...

Has anyone ever tried this ?
What you need instead is Face's OrbiterSound-to-XRSound Bridge: that will automatically forward any OrbiterSound calls to XRSound.
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Old 08-18-2018, 10:37 PM   #98
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Quote:
Originally Posted by dbeachy1 View Post
 From investigating this, this is, unfortunately, an Orbiter 2016 core bug where it is incorrectly togging the AF Ctrl mode on/off along with the RCS mode whenever you press the RCS toggle mode shortcut key (CTRL-NUMPAD-/). XRSound sees that both modes are changing in the same frame, and so it (correctly) plays both callouts.
This issue has been addressed in SVN r.78. Can you check if the problem is fixed?
Note that during entry, controls will now automatically switch from RCS to AF when dynamic pressure > 1kPa, so I guess there could be some callouts there.
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Old 08-19-2018, 03:23 PM   #99
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@all -- I don't have the Orbiter beta installed at the moment; can someone who has the latest Orbiter beta installed give this a quick test? If not, I'll see if I can get to it next week.
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Old 08-24-2018, 09:22 PM   #100
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Originally Posted by dbeachy1 View Post
 @dbeachy1
Thank you for your work /w all the fleet. Im back from not using OBT for years.
A big problem for me still exists /w the Ravenstar.

The atmosphere handling is completely off on all gas giants. Basically its impossible to generate any usable lift before burning to ashes.
this happens at any realistic speeds or entry slopes.

so no aerocapture, aero-planechange or aero-slingshot is possible /w the Ravenstar at the gas giants.
possibly because of Ravenstars sophisticated atmospheric flight model handles GGs differently in some obscure way.

is there any possible tweak for this...?
thank you!


ps: sorry i couldnt find the original dev thread...
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Old 08-26-2018, 06:15 AM   #101
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That sounds much more like it's related to how the Orbiter core models the atmosphere of gas giants rather than anything XR vessel-specific: the XR1's lift profile is similar to the default DG's, and the XR2 and XR5 have even more left (empty) relative to the default DG, and lift is what determines aerobraking performance. I suggest you try your test with default DG and the XR1, and to create a new thread about it if you have issues since it's not XRSound-related in any case.
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Old 08-26-2018, 08:04 AM   #102
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Quote:
Originally Posted by dbeachy1 View Post
 @all -- I don't have the Orbiter beta installed at the moment; can someone who has the latest Orbiter beta installed give this a quick test? If not, I'll see if I can get to it next week.
Can't help from here, no Orbiter, just sea!
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Old 09-09-2018, 08:47 PM   #103
Marijn
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Edit: Never mind, I see that this question is already answered in previous posts..

Hello,

Today I wanted to mute the 'you are cleared to land' callout at 1500 meters for the XR5 in the XRSound\XRsound.cfg file by setting: YouAreClearedToLand = none

That did not work. I don't have a vessel specific XRSound file either which could override anything. I could not change the wav file either.

I found that I could mute the callout by setting 'ClearedToLandCallout=0' in the Config\XR5VanguardPrefs.cfg file.

There seem to be more settings which do not work as I was expecting in the XRSound.cfg file like the WarningGearIsUp and WarningGearIsUpAltitude which I cannot set to anything else.

I noticed the AudioGreeting = XRSound\Default\Welcome Aboard All Systems Nominal.wav is not the actual wav file which is played, which is the Welcome Aboard All Vanguard Systems Nominal.wav

Am I overlooking something? Thanks

Edit: XRSound1.1 and XR5Vanguard-1.13

Last edited by Marijn; 09-09-2018 at 09:10 PM.
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Old 09-11-2018, 07:40 PM   #104
turtle91
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This should explain the issue.

https://www.orbiter-forum.com/showth...8&postcount=81
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Old 09-11-2018, 09:26 PM   #105
Marijn
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I think I understand the current features better now. But it's a bit confusing I must say.

These bullets raise my expectations

Quote:
Originally Posted by dbeachy1 View Post
 [LIST][*]Automatically adds default sounds for any Orbiter vessel that defines thrusters -- not just XR vessels! You can also manually assign sounds to any vessel class via its XRSound-<vessel class>.cfg file; e.g., XRSound-DeltaGlider.cfg.[*]Each sound or group of sounds is fully configurable via XRSound.cfg and optional Orbiter vessel class-specific config files, or via the XRSound SDK (included).
Then it becomes clear that some restrictions exist

Quote:
Originally Posted by dbeachy1 View Post
 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.
The problem I am having with this is that the XR vessels configurable settings appear not to be the same bunch as in XRSound. For example, I was happy to see the 'WarningGearIsUpAltitude = 275' setting in XRSound. Because in my flights in the XR's, this warning always plays shortly after I deployed the gear. Both audio files are played at the same time which is annoying.

But setting WarningGearIsUpAltitude to any other value is not applied by any XR vessel. The audio file is always played at 275ft and cannot be changed in any way. No other file, no other volume.

So it seems to me that these new features are not available to XR vessels, which I was not expecting from a mod called XRSound.
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