#--------------------------------------------------------------------------
# XR5 Vanguard Configuration File
#
# Version 1.7
#
# You should edit this file as desired, but you should also back up
# the original version first in case you want to restore the default settings later.
#
# Any values altered will take effect immediately the next time a scenario is loaded.
#
# D. Beachy, 7.2.2011
#--------------------------------------------------------------------------
[SYSTEM]
#--------------------------------------------------------------------------
# Define the 2D panel resolution that the XR5 should use.
#
# 0 = Autodetect (default)
# 1 = Use 1280-pixel-wide panels
# 2 = Use 1600-pixel-wide panels
# 3 = Use 1920-pixel-wide panels
#
# The default value is 0 (autodetect).
#--------------------------------------------------------------------------
2DPanelWidth=0
#=========================================================================
#--------------------------------------------------------------------------
# Define the default name, age, pulse, mass, rank, and mesh of all crew members.
# If a scenario does not contain UMmu data for passengers, the values below are used.
#
# NOTE: the values below are only used if scenario file does not contain UMmu data for passengers
# *or* if a new Vanguard is created via the scenario editor or another add-on.
#
# Note that [PASSENGER0] occupies the pilot seat.
#
# 'Mesh' sets the mesh used for EVA astronauts. WARNING: the EVA meshes in the XR5
# directory created by Greg Burch are *high-polygon* meshes; if they cause a framerate
# hit for you or you just prefer the standard UMmu EVA meshes, set each mesh to one in the UMmu directory.
# The 'Mesh' setting is a path relative to the top-level Orbiter directory; e.g., C:\Orbiter.
#
# NOTE: do NOT include the ".msh" extension; it will be added automatically.
#
# You are also free to use your own EVA mesh here; simply plug in the path your mesh file below
# for any or all of the passengers. The mesh file may reside anywhere under the Orbiter root directory,
# but each mesh file must end in ".msh".
#
# NOTE: high-res EVA meshes created by Greg Burch and used with permission; refer to the XR5 Flight Operations Manual for
details.
#
# Also note that you can "mix and match" different types of astronaut meshes (both high- and medium-polygon,
# for example). Each astronaut can use any valid mesh.
#
# Pre-installed MMU meshes are:
# UMmu\UMmu (medium-polygon meshes installed with UMMu)
# UMmu\UMmuMED
# UMmu\UMmuP
# UMmu\UMmuSCI
# UMmu\UMmuSEC
# UMmu\UMmuTech
# UMmu\UMmuVIP
# XR5Vanguard\EVAF1 : Female mesh #1 (high-polygon) (red stripe)
# XR5Vanguard\EVAF2 : Female mesh #2 (high-polygon) (green stripe)
# XR5Vanguard\EVAM1 : Male mesh #1 (high-polygon) (blue stripe)
# XR5Vanguard\EVAM2 : Male mesh #2 (high-polygon) (yellow stripe)
#
# Note that the "Commander" and "Pilot" ranks are used to determine whether the Commander or Pilot
# is on board if 'RequirePilotForShipControl=true'.
#
#--------------------------------------------------------------------------
[PASSENGER0]
Name=Michael Samuelle
Age=37
Pulse=65
Mass=78
Rank=Commander
Mesh=XR5Vanguard\EVAM1
# Rest of passengers cropped in the interest of saving file size.
#=========================================================================
[GENERAL]
# This is where some of the important modifications have been made.
#--------------------------------------------------------------------------
# Number of crew members to add to the ship if there is no UMMu data in the scenario file,
# or if there is no scenario file (for example, when spawning an XR5 via the scenario editor).
# Crew will be added starting at [PASSENGER0].
#
# The default is 18 ( [PASSENGER0] through [PASSENGER17] )
#--------------------------------------------------------------------------
DefaultCrewComplement = 9
#--------------------------------------------------------------------------
# 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.
#
# 0 = disabled
# 1 = enabled
#
# The default is 1 (enabled).
#--------------------------------------------------------------------------
EnableEngineLightingEffects = 1
#--------------------------------------------------------------------------
# Enable or disable the altitude and vertical speed indicators on the surface mode HUD.
#
# 0 = disabled
# 1 = enabled
#
# The default is 1 (enabled).
#--------------------------------------------------------------------------
ShowAltitudeAndVerticalSpeedOnHUD = 1
#--------------------------------------------------------------------------
# Set distance-to-closest-surface-base indicator on the surface mode HUD altitude threshold.
#
# NOTE: by design, the distance shown is the *surface distance* only: it does not include
# distance due to altitude.
#
# < 0 = disabled (e.g., -1)
# 0 = always enabled regardless of vessel altitude
# > 0 = altitude threshold below which distance to closest surface base will be shown
#
# The default is 200 (surface base distance shown only when ship is <= 200 km in altitude).
#--------------------------------------------------------------------------
DistanceToBaseOnHUDAltitudeThreshold = 200
#--------------------------------------------------------------------------
# If enabled, either the Commander or Pilot must be
# on board in order to control the ship; otherwise, the ship's controls will
# be disabled until either the Commander or Pilot reenter the ship. The
# Commander and Pilot are determined by the crew member's rank as defined
# in the PASSENGER sections.
#
# 0 = Any crew member on board can pilot the ship.
# 1 = Only the Commander or Pilot can pilot the ship.
#
# The default is 0, meaning that any crew member on board can pilot the ship.
#--------------------------------------------------------------------------
RequirePilotForShipControl=0
#--------------------------------------------------------------------------
# Main Fuel ISP ("Specific Impulse") setting. This determines how much
# main/hover/rcs fuel is burned each second for a given thrust level.
# Higher settings allow longer flights without refueling. Remember to
# update the 'LOXLoadout' value later in this file as well so the crew will
# have enough oxygen for the mission!
#
# NOTE: The 'Expert' setting (0) is tuned so that you will need to use your SCRAM engines
# efficiently during ascent to LEO ("Low Earth Orbit").
#
# NOTE: these settings below are calibrated for *minimal payload in the bay*, so if you
# carry a heavy payload you may have to bump up your fuel setting to the next higher setting.
# The ISP setting for each level is shown in [brackets].
# 0 = Expert (ISS Only w/expert use of SCRAM engines and expert deorbit/landing) [13943]
# 1 = Realistic (ISS Only) [20914]
# 2 = Default (ISS and Moon) [25962]
# 3 = Medium (ISS and Moon w/reserve) [32981]
# 4 = Medium+ (Moon w/large reserve) [40000]
# 5 = Big (Mars) [52922]
# 6 = Huge (Jupiter+) [366251]
# 7 = Massive (Jupiter+ w/full payload) [549377]
#
# The default value is 2 (ISS and Moon).
#
# NOTE: You can override this global setting for a given scenario by setting a value for it in your scenario file;
# Refer to the scenario file named "Configuration File Override Example 2.scn" for an example.
#--------------------------------------------------------------------------
MainFuelISP=1
# Fuel burn rate on the mains is less conservative. I've found the XR5 to be 'too powerful' for my intended
# operations. This constitutes a more sensible rate.
#--------------------------------------------------------------------------
# SCRAM Fuel ISP ("Specific Impulse") setting. This determines how much
# SCRAM fuel is burned each second for a given thrust level. Higher settings
# allow longer flights without refueling.
# 0 = Realistic
# 1 = 1.5x normal
# 2 = 3x normal
# 3 = 6x normal
# 4 = 10x normal
#
# The default value is 0 (Realistic).
#
# NOTE: You can override this global setting for a given scenario by setting a value for it in your scenario file;
# Refer to the scenario file named "Configuration File Override Example 2.scn" for an example.
#--------------------------------------------------------------------------
SCRAMFuelISP=0
#--------------------------------------------------------------------------
# LOX (Liquid Oxygen) loadout setting. This determines the maximum duration of a mission without
# replenishing the LOX tanks. Times listed assume a full crew; reducing the
# number of crew members will increase the maximum mission duration accordingly.
#
# Increasing this value will increase the LOX loaded into the ship. The mass value
# displayed for each setting assumes a LOXConsumptionRate (the parameter following this one)
# of 4 (realistic: 100% of normal). To reduce the LOX mass required for a long mission,
# leave LOXConsumptionRate set to its default value of -1 (AUTO), or set it it 0 (OFF) or 1 (very low).
#
# Valid options (duration assumes a full crew complement):
# 0 = 7 days ( 234 kg)
# 1 = 14 days ( 468 kg)
# 2 = one month ( 1019 kg)
# 3 = three months ( 3053 kg)
# 4 = six months ( 6102 kg)
# 5 = one year (12200 kg)
# 6 = two years (24397 kg)
# 7 = three years (36594 kg)
# 8 = four years (48790 kg)
# 9 = five years (60991 kg)
#
# The default value is 1 (14 days).
#--------------------------------------------------------------------------
LOXLoadout=0
# I went with this because of the reduced maximum crew number. With that in mind, having LOXLoadout=1 would render
# a maximum mission length of months.
#--------------------------------------------------------------------------
# LOX (Liquid Oxygen) consumption setting. This determines how much oxygen is consumed
# by the crew for a given length of time. This setting determines the LOX mass required for a
# given mission duration; i.e.,
#
# LOX mass loaded = LOXLoadout x LOXConsumptionRate
#
# WARNING: setting this value to other than 0 (AUTO) or 1 (very low) may result in a significant mass increase
# when LOXLoadout is set for a long mission duration (e.g., one year or longer).
#
# For example, with a LOXLoadout of 5 (one year), the actual LOX loaded would be:
# 4 (realistic) = 12200 kg (100% of normal)
# 3 (medium) = 9150 kg (75% of normal)
# 2 (low) = 6100 kg (50% of normal)
# 1 (very low) = 3050 kg (25% of normal)
# 0 (OFF) = 100 kg (mass is fixed)
# -1 (AUTO) = 3053 kg (varies between 100% and 12.5% of normal depending on LOXLoadout.)
#
# Valid options are:
# -1 = AUTO (Recommended; varies between 100% and 12.5% of normal depending on LOXLoadout.)
# 0 = NONE (oxygen consumption DISABLED)
# 1 = very low (25% of normal)
# 2 = low (50% of normal)
# 3 = medium (75% of normal)
# 4 = realistic (100% of normal)
#
# The default value is -1 (AUTO).
#
# NOTE: You can override this global setting for a given scenario by setting a value for it in your scenario file;
# Refer to the scenario file named "Configuration File Override Example 2.scn" for an example.
#--------------------------------------------------------------------------
LOXConsumptionRate=-1
#--------------------------------------------------------------------------
# Modifies the default crew oxygen consumpation rate.
#
# For example, a value of 2.5 would mean that the crew would consume oxygen
# at 2.5 times the normal rate. Note that the crew's normal O2 consumption rate assumes
# that the ship's CO2 scrubbers are 100% efficient so that no oxygen is wasted. This setting,
# however, allows you to simulate wasted oxygen that is not reclaimed from CO2 by the scrubbers.
#
# Valid values are between 0.0 and 10.0.
# The default value is 1.0 (normal consumption rate).
#
# NOTE: You can override this global setting for a given scenario by setting a value for it in your scenario file;
# Refer to the scenario file named "Configuration File Override Example 2.scn" for an example.
#--------------------------------------------------------------------------
LOXConsumptionMultiplier=1.15
# Multiplier modified to agree with the notion that lithium hydroxide scrubbers are not 100% efficient
# and some people are more full of hot air than others.
#--------------------------------------------------------------------------
# Maximum main engine thrust, per engine (x2 for total):
# 0 = 5328 kN (easy)
# 1 = 4262 kN (realistic)
#--------------------------------------------------------------------------
MainEngineThrust=1
# Custom modification of *actual* main engine thrust is done in the 'cheat section'; see below.
#--------------------------------------------------------------------------
# Maximum hover engine thrust, per engine (x2 for total):
# 0 = 4031 kN (easy)
# 1 = 2930 kN (realistic)
#--------------------------------------------------------------------------
HoverEngineThrust=1
#--------------------------------------------------------------------------
# SCRAM Fuel Heating Value (FHV): this is the amount of heat energy generated
# from burning one kg of propellant. This affects SCRAM thrust for a given
# fuel flow level.
# 0 = 3.5e8 (easy)
# 1 = 2.0e7 (realistic)
#--------------------------------------------------------------------------
SCRAMfhv=1
#--------------------------------------------------------------------------
# SCRAM Max Fuel Flow Rate (DMF): this is the maximum amount of fuel that can
# be burned in kg/sec; this affects the maximum thrust that the SCRAM engines
# can produce. Note that this value will be adjusted to compensate for the
# 'SCRAMFuelISP' setting, so the actual maximum flow rate may vary from the
# numbers below.
# 0 = 3.0 kg/sec (easy)
# 1 = 2.0 kg/sec (realistic)
#--------------------------------------------------------------------------
SCRAMdmf=1
#--------------------------------------------------------------------------
# APU Fuel Burn Rate : this is the rate at which APU fuel is burned in kg/sec.
# The Auxiliary Power Unit (APU) provides hydraulic power to the ship.
# 0 = unlimited : (runs indefinitely)
# 1 = very low : 20.1 kg/minute (44 lb/minute) (3.7 hours runtime)
# 2 = low : 40.3 kg/minute (89 lb/minute) (110 minutes runtime)
# 3 = moderate : 60.4 kg/minute (133 lb/minute) (74 minutes runtime)
# 4 = realistic : 90.6 kg/minute (200 lb/minute) (49 minutes runtime)
# 5 = expert : 135.9 kg/minute (300 lb/minute) (33 minutes runtime)
#
# The default value is 2 (low: 110 minutes runtime).
#
# NOTE: You can override this global setting for a given scenario by setting a value for it in your scenario file;
# Refer to the scenario file named "Configuration File Override Example 2.scn" for an example.
#--------------------------------------------------------------------------
APUFuelBurnRate=4
# This gives enough APU duration for LEO operations; circumlunar operations are still possible if APU is
# handled correctly.
#--------------------------------------------------------------------------
# APU Idle Runtime Callouts : this is the "idle time" threshold in seconds
# above which a voice callout will sound when the APU is running but without load.
#
# Valid range is 0 seconds (callouts disabled), or between 5 and 600 seconds.
#
# NOTE: if APUFuelBurnRate=0 (unlimited), this value is ignored since callouts
# will be automatically disabled.
#
# The default value is 60 seconds.
#--------------------------------------------------------------------------
APUIdleRuntimeCallouts=60
#--------------------------------------------------------------------------
# Enable or disable auto-shutdown of the APU when the pilot switches vessel
# focus; this is a safety feature designed to prevent the pilot from
# accidentally leaving the APU on and running out of APU fuel while the
# focus is switched to another vessel.
#
# The default value is 1 (APU auto-shutdown ENABLED)
#
# 0 = APU auto-shutdown disabled
# 1 = APU auto-shutdown enabled (recommended)
#--------------------------------------------------------------------------
APUAutoShutdown=1
#--------------------------------------------------------------------------
# Enable autostart of the APU when the ship's autopilot or automated flight
# control systems need to shift the ship's center of gravity (this is necessary
# during reentry and on landing approach in an atmosphere). If you are an
# experienced pilot and want to always manage the APU yourself, set this to
# option to 0 (disabled).
#
# The default value is 1 (APU auto-startup ENABLED)
#
# 0 = APU auto-startup for COG-shift disabled
# 1 = APU auto-startup for COG-shift enabled
#--------------------------------------------------------------------------
APUAutostartForCOGShift=1
#--------------------------------------------------------------------------
# Enable or disable ship damage due to wing stress, hull heating, hard landings,
# crashes, excessive dynamic pressure, and SCRAM engine overheat.
# 0 = damage disabled
# 1 = damage enabled
#--------------------------------------------------------------------------
WingStressDamageEnabled=1
HullHeatingDamageEnabled=1
HardLandingsDamageEnabled=1
CrashDamageEnabled=1
DoorStressDamageEnabled=1
ScramEngineOverheatDamageEnabled=1
EnableDamageWhileDocked=1
#--------------------------------------------------------------------------
# Enable or disable reduction in thrust due to atmospheric pressure.
# 0 = easy (no reduction)
# 1 = realistic (reduction)
#--------------------------------------------------------------------------
EnableATMThrustReduction=1
#--------------------------------------------------------------------------
# Enable or disable flight control surface input from the pilot when
# Attitude Hold is engaged; this is designed to prevent pilots from
# "fighting" or "helping" the autopilot while flying in an atmosphere
# and accidentally causing the ship to lose attitude control.
#
# 0 = flight control surfaces disabled with Attitude Hold engaged (default)
# 1 = flight control surfaces enabled with Attitude Hold engaged
# (recommended for experienced pilots only)
#--------------------------------------------------------------------------
EnableManualFlightControlsForAttitudeHold=0
#--------------------------------------------------------------------------
# Optionally invert the Attitude Hold pitch/AoA arrows (up/down) behavior.
# This affects both the on-screen arrow controls and
# the NUMPAD-8 / NUMPAD-2 / ALT-NUMPAD-8 / ALT-NUMPAD-2 keys.
#
# 0 = normal (default) : down arrow = increase pitch / up arrow = decrease pitch
# 1 = inverted : down arrow = decrease pitch / up arrow = increase pitch
#--------------------------------------------------------------------------
InvertAttitudeHoldPitchArrows=0
#--------------------------------------------------------------------------
# Optionally invert the Descent Hold rate arrows (up/down) behavior.
# This affects both the on-screen arrow controls and
# the NUMPAD-8 / NUMPAD-2 / ALT-NUMPAD-8 / ALT-NUMPAD-2 / CTRL-NUMPAD-8 / CTRL-NUMPAD-2 keys.
#
# 0 = normal (default) : down arrow = increase rate / up arrow = decrease rate
# 1 = inverted : down arrow = decrease rate / up arrow = increase rate
#--------------------------------------------------------------------------
InvertDescentHoldRateArrows=0
#--------------------------------------------------------------------------
# Sets the master voice callout volume, from 0 (mute) to 255 (maximum).
#
# The default is 255 (maximum).
#--------------------------------------------------------------------------
AudioCalloutVolume=255
#--------------------------------------------------------------------------
# Set 'You are cleared to land' voice callout altitude in meters; to disable the callout,
# set it to 0. Valid range is 0 (disabled) to 10000 meters.
#
# The default value is 1500.
#--------------------------------------------------------------------------
ClearedToLandCallout=1500
#--------------------------------------------------------------------------
# Set wav filename of liftoff and landing audio callouts. These are the voice callouts that
# play when the ship's wheels leave the ground or touch down. You can substitute your own
# wav file as well if you put your new custom wav file(s) in your C:\Orbiter\Sound\dg-xr1 directory.
# (Note: "Wheels Up" and "Wheels Down" are pilot terms that refer to the time that your main gear lift off the runway
# or touch down on the runway again.)
#
# If you don't like the default callouts you can change or disable them here.
#
# Available pre-installed wav files for LiftoffCallout:
# Wheels Up.wav (default)
# Liftoff.wav
# Positive Rate.wav
#
# Available pre-installed wav files for TouchdownCallout:
# Wheels Down.wav (default)
# Touchdown.wav
#
# To disable a callout, set value to NONE; e.g.,
# LiftoffCallout=NONE
#--------------------------------------------------------------------------
LiftoffCallout=Wheels Up.wav
TouchdownCallout=Wheels Down.wav
#--------------------------------------------------------------------------
# Enable or disable the audible sonic boom as the ship crosses Mach 1.
# 0 = sonic boom disabled
# 1 = sonic boom enabled
#--------------------------------------------------------------------------
EnableSonicBoom=1
#--------------------------------------------------------------------------
# Enable or disable specific categories for voice callouts
#
# 0 = callouts for named category disabled
# 1 = callouts for named category enabled (default)
#--------------------------------------------------------------------------
EnableAudioStatusGreeting=1
EnableVelocityCallouts=1
EnableAltitudeCallouts=1
EnableDockingDistanceCallouts=1
EnableInformationCallouts=1
EnableRCSStatusCallouts=1
EnableAFStatusCallouts=1
EnableWarningCallouts=1
#--------------------------------------------------------------------------
# Set MDA (Multi-Display Area), secondary HUD, tertiary HUD, payload,
# artificial horizon and [all other panel areas] refresh intervals in seconds.
# The smaller the value, the more often the data is rendered. However, setting
# a value too low can impact the frame rate, particularly if the frame rate is high.
# Valid range is 0 - 2.0. If 0, data is updated every frame. Note that you will
# very likely not be able to perceive anything higher than 60 updates-per-second
# in any case (i.e., an interval below 0.0167).
#
# Default is 0.05 (20 updates-per-second) for all except PanelUpdateInterval and
# ArtificialHorizonUpdateInterval, which default to 0.0167 (60 updates-per-second).
#--------------------------------------------------------------------------
MDAUpdateInterval=0.05
SecondaryHUDUpdateInterval=0.05
TertiaryHUDUpdateInterval=0.05
PayloadScreensUpdateInterval=0.05
ArtificialHorizonUpdateInterval=0.0167
PanelUpdateInterval=0.0167
#--------------------------------------------------------------------------
# Define refueling / LOX (Liquid Oxygen) resupply settings.
#
# 'AllowGroundResupply' applies to all planets and moons.
# 'AllowDockResupply' applies to all vessels to which you may dock.
# 'AllowEarthOnlyResupply' specifies which tanks (if any) may be resupplied ONLY while landed on Earth.
#
# Valid options are:
# main = refuel MAIN tanks
# scram = refuel SCRAM tanks
# apu = refuel APU tanks
# lox = replenish LOX tanks
#
# A value may be empty as well, preventing refueling at all; e.g.,
#
# AllowGroundResupply =
#
# ...would prevent ground refueling of any tank.
#
# By default, you may resupply main fuel, LOX, and APU fuel while landed or docked anywhere, but you may only
# resupply SCRAM fuel while landed on Earth.
#--------------------------------------------------------------------------
AllowGroundResupply = main,lox,apu
AllowDockResupply = main,lox,apu
AllowEarthOnlyResupply = scram
#--------------------------------------------------------------------------
# Set internal systems heating rate; this is the rate at which the coolant temperature
# in the liquid cooling system rises as it cools the ship's internal computer
# and electronic systems. The times listed indicate approximate maximum runtimes
# before the radiator must be deployed to prevent overheating.
# 0 = easy (~139 minutes)
# 1 = realistic (~63 minutes)
# 2 = OFF (coolant maintains nominal temperature without radiator being deployed)
#
# NOTE: You can override this global setting for a given scenario by setting a value for it in your scenario file;
# Refer to the scenario file named "Configuration File Override Example 2.scn" for an example.
#--------------------------------------------------------------------------
CoolantHeatingRate=1
#--------------------------------------------------------------------------
# Enable or disable Orbiter's default auto-refueling behavior when
# touching down on a landing pad.
#
# You should set this value to 1 (Orbiter auto-refueling enabled) only if you
# want Orbiter to automatically and instantly refuel you when you touch down on a landing pad.
#
# If you will only be using the XR5's built-in refueling features, leave
# this value set to its default of 0 (Orbiter auto-refueling disabled).
#
# 0 = Orbiter auto-refueling disabled (recommended)
# 1 = Orbiter auto-refueling enabled
#--------------------------------------------------------------------------
OrbiterAutoRefuelingEnabled=0
#--------------------------------------------------------------------------
# Enable or disable vertical scrolling of the lower instrument panel. Most users
# should not enable this feature: you only need this if you are running Orbiter
# in a window with a vertical size of less than about 600 pixels: if your window is too
# short vertically you will not be able to reach the turbopack controls on the lower panel,
# so if that is the case you should set this value to 1. Note, however, that the Orbiter
# core will then allow the lower panel to be scrolled until it is completely off-screen,
# which will result in the Orbiter core rendering an external view "behind" the panel.
#
# The default value is 0 (vertical scrolling disabled).
#
# 0 = lower 2D panel vertical scrolling disabled (recommended)
# 1 = lower 2D panel vertical scrolling enabled
#--------------------------------------------------------------------------
Lower2DPanelVerticalScrollingEnabled=0
###########################################################################
# TERTIARY (left-hand side) HUD COLORS section.
#
# The default settings are for a transparent green tertiary HUD.
# If you prefer a solid background, try these settings:
#
# [Dark blue text on light gray background]
# TertiaryHUDNormalColor=42, 58, 130
# TertiaryHUDBackgroundColor=217, 217, 217
###########################################################################
#--------------------------------------------------------------------------
# Tertiary HUD NORMAL FONT and BORDER color in RGB format: red,green,blue (0-255)
#
# Default is medium-green: 26,213,64
#--------------------------------------------------------------------------
TertiaryHUDNormalColor=26,213,64
#--------------------------------------------------------------------------
# Tertiary HUD WARNING FONT color in RGB format: red,green,blue (0-255)
#
# Default is bright red: 243,17,17
#--------------------------------------------------------------------------
TertiaryHUDWarningColor=243,17,17
#--------------------------------------------------------------------------
# Tertiary HUD BACKGROUND color in RGB format: red,green,blue (0-255)
#
# Default is transparent: 255,255,255. Any other color will result in an opaque background of that color.
#--------------------------------------------------------------------------
TertiaryHUDBackgroundColor=255,255,255
#--------------------------------------------------------------------------
# Enable or disable CHEATCODE settings; globally enables or disables
# processing of any CHEATCODE values set.
#
# 0 = XR CHEATCODEs disabled
# 1 = XR CHEATCODEs enabled (default)
#--------------------------------------------------------------------------
CheatcodesEnabled=1
###########################################################################
#
# Defines the color and fields for all five SECONDARY HUD modes
#
# Each mode has fourteen cells: seven rows and two columns.
# Column L=left, R=right. Rows are numbered 1-7.
# Each mode has a color set in RGB (Red/Green/Blue) format; each is 0-255. e.g., 243,17,17
#
# Example:
# To define the left and right side fields for row #1:
# row1L={field}, {units}
# row1R={field}, {units}
#
#
#--------------------------------------------------------------------------
# Fields IDs are case-sensitive.
# Valid fields and units are:
#
# FIELD VALID UNITS DESCRIPTION
# ----- ----------- ------------------------------------------
# Alt met/imp Altitude
# Vel met/imp/M Velocity
# StatP met/imp Atm Static Pressure
# DynP met/imp Atm Dynamic Pressure
# OAT K/F/C Outside Air Temperature
# Hdg - Heading
# v/s met/imp Vertical Speed
# AccX G/met/imp Acceleration along X axis
# AccY G/met/imp Acceleration along Y axis
# AccZ G/met/imp Acceleration along Z axis
# Mass met/imp Ship mass
# Ecc - Orbit Eccentricity
# Inc - Orbit Inclination relative to the equator
# PeT - Time to Periapsis
# ApT - Time to Apoapsis
# PeA met/imp Periapsis Altitude
# ApA met/imp Apoapsis Altitude
# PeR met/imp Periapsis Radius
# ApR met/imp Apoapsis Radius
# Pitch - Pitch
# Bank - Bank
# Slope - Glide Slope
# Slip - Slip Angle
# AOA - Angle of Attack
# Long - Longitude
# Lat - Latitude
# LEng met/imp Left Engine/Retro Thrust
# REng met/imp Right Engine/Retro Thrust
# MEng met/imp Both Main Engines' Thrust
# FHov met/imp Forward Hover Engine Thrust
# AHov met/imp Aft Hover Engine Thrust
# BHov met/imp Both Hover Engines' Thrust
# LScrm met/imp Left SCRAM Engine Thrust
# RScrm met/imp Right SCRAM Engine Thrust
# BScrm met/imp Both SCRAM Engines' Thrust
# rcs_1 met/imp Forward Lower RCS Thrust
# rcs_2 met/imp Aft Upper RCS Thrust
# rcs_3 met/imp Forward Upper RCS Thrust
# rcs_4 met/imp Aft Lower RCS Thrust
# rcs_5 met/imp Forward Starboard RCS Thrust
# rcs_6 met/imp Aft Port RCS Thrust
# rcs_7 met/imp Forward Port RCS Thrust
# rcs_8 met/imp Aft Starboard RCS Thrust
# rcs_9 met/imp Outboard Upper Port RCS Thrust
# rcs_10 met/imp Outboard Lower Starboard RCS Thrust
# rcs_11 met/imp Outboard Upper Starboard RCS Thrust
# rcs_12 met/imp Outboard Lower Port RCS Thrust
# rcs_13 met/imp Aft RCS Thrust (+Z axis)
# rcs_14 met/imp Forward RCS Thrust (-Z axis)
# LDtmp K/F/C Left SCRAM Diffuser Temp
# LCtmp K/F/C Left SCRAM Combustion Chamber Temp
# LEtmp K/F/C Left SCRAM Exhaust Temp
# RDtmp K/F/C Right SCRAM Diffuser Temp
# RCtmp K/F/C Right SCRAM Combustion Chamber Temp
# REtmp K/F/C Right SCRAM Exhaust Temp
#--------------------------------------------------------------------------
# Valid units are:
# met (metric) : km/meters/kg, etc.
# imp (imperial) : ft/miles/pounds, etc.
# G (gravities) : related to acceleration
# M (Mach) : related to speed
# K (Kelvin) : temperature
# F (Fahrenheit) : temperature
# C (Celsiuis) : temperature
# - "N/A"; used for fields where only one unit is valid, such as "degrees" for angles
#--------------------------------------------------------------------------
#
# NOTE: the default background for each HUD is transparent.
# If you prefer a solid background, start with something like this and then experiment from there:
#
# [Dark blue text on light gray background]
# TextColor=42, 58, 130
# BackgroundColor=217, 217, 217
###########################################################################
[SECONDARYHUD-1]
# The default settings for this mode are useful for REENTRY
# RED text on TRANSPARENT background
TextColor=26,213,64
BackgroundColor=255,255,255
row1L=Alt met
row1R=Alt imp
row2L=AccY G
row2R=AccZ G
row3L=Vel imp
row3R=Vel M
row4L=Mass imp
row4R=Mass met
row5L=Hdg -
row5R=Slope -
row6L=AOA -
row6R=Pitch -
row7L=v/s met
row7R=v/s imp
#--------------------------------------------------------------------------
[SECONDARYHUD-2]
# The default settings for this mode are useful for ASCENT TO ORBIT
# YELLOW text on TRANSPARENT background
TextColor=26,213,64
BackgroundColor=255,255,255
row1L=Alt met
row1R=Alt imp
row2L=DynP imp
row2R=StatP imp
row3L=PeA met
row3R=v/s met
row4L=ApA met
row4R=v/s imp
row5L=ApT -
row5R=Vel imp
row6L=MEng imp
row6R=BScrm imp
row7L=Mass imp
row7R=BHov imp
#--------------------------------------------------------------------------
[SECONDARYHUD-3]
# The default settings for this mode are useful for ATMOSPHERIC FLIGHT/LANDING
# DARK BLUE text on LIGHT GRAY background
# To make this transparent like the other HUD modes, change BackgroundColor to 255,255,255
# and then change the TextColor to something else.
TextColor=26,213,64
BackgroundColor=255,255,255
row1L=Alt imp
row1R=Alt met
row2L=StatP -
row2R=DynP -
row3L=Mass imp
row3R=Hdg -
row4L=v/s imp
row4R=v/s met
row5L=Vel imp
row5R=Vel M
row6L=AOA -
row6R=Slope -
row7L=Long -
row7R=Lat -
#--------------------------------------------------------------------------
[SECONDARYHUD-4]
# The default settings for this mode are useful for DOCKING
# BLUE text on TRANSPARENT background
TextColor=26,213,64
BackgroundColor=255,255,255
row1L=rcs1 imp
row1R=rcs2 imp
row2L=rcs3 imp
row2R=rcs4 imp
row3L=rcs5 imp
row3R=rcs6 imp
row4L=rcs7 imp
row4R=rcs8 imp
row5L=rcs9 imp
row5R=rcs10 imp
row6L=rcs11 imp
row6R=rcs12 imp
row7L=rcs13 imp
row7R=rcs14 imp
#--------------------------------------------------------------------------
[SECONDARYHUD-5]
# The default settings for this mode are useful for ON-ORBIT OPS
# GREEN text on TRANSPARENT background
TextColor=26,213,64
BackgroundColor=255,255,255
row1L=Alt met
row1R=Alt imp
row2L=Ecc -
row2R=Inc -
row3L=PeT -
row3R=ApT -
row4L=PeA met
row4R=PeA imp
row5L=ApA met
row5R=ApA imp
row6L=Vel imp
row6R=Vel met
row7L=Mass imp
row7R=Mass met
###########################################################################
#
# Define CHEATCODE values that allow certain ship values to be set directly,
# override any default values or other values specified earlier in this file.
#
# WARNING: THESE VALUES ARE *NOT* RANGE-CHECKED IN ANY WAY!
# This means that you can likely cause a CTD ("Crash To Desktop") by
# setting them incorrectly. (However, your Orbiter installation will
# not be affected -- at worst you will have to change the setting and
# restart Orbiter.)
#
# Also note that you may need to disable one or more damage checks if
# you significantly increase the ship's mass; otherwise you may collapse
# the landing gear or overheat the hull too easily.
#
# To set a value and enable the cheatcode, simply *uncomment* it by
# deleting the '#' character on the beginning of the line.
#
###########################################################################
[CHEATCODES]
#--------------------------------------------------------------------------
# Empty mass in kg
#--------------------------------------------------------------------------
#EmptyMass=266400
#--------------------------------------------------------------------------
# Fixed Cargo mass in kg
#
# WARNING: if this is enabled the actual mass of any payload in the bay
# is ignored!
#
# 1/4 cargo: 108000
# 1/2 cargo: 216000
# Full cargo: 432000
#--------------------------------------------------------------------------
#CargoMass=432000
#--------------------------------------------------------------------------
# Maximum range that payload a module may be grappled in meters
# while in orbit and while landed.
#--------------------------------------------------------------------------
#PayloadGrappleRangeOrbit=22.0
#PayloadGrappleRangeLanded=400.0
#--------------------------------------------------------------------------
# Maximum allowed delta-V payload a module may be grappled in meters/second.
#--------------------------------------------------------------------------
#PayloadGrappleMaxDeltaV=0.5
#--------------------------------------------------------------------------
# Main fuel tank capacity in kg
#--------------------------------------------------------------------------
#MainTankCapacity=230880.0
#--------------------------------------------------------------------------
# SCRAM fuel tank capacity in kg
#--------------------------------------------------------------------------
#ScramTankCapacity=55500.0
#--------------------------------------------------------------------------
# RCS fuel tank capacity in kg
#--------------------------------------------------------------------------
#RCSTankCapacity=13220.0
#--------------------------------------------------------------------------
# APU fuel tank capacity in kg
#--------------------------------------------------------------------------
#APUTankCapacity=4440.0
#--------------------------------------------------------------------------
# Main fuel ISP (specific impulse). This determines how much
# main/hover/rcs fuel is burned each second for a given thrust level.
#
# This value overrides the 'MainFuelISP' setting in the [GENERAL] section.
#--------------------------------------------------------------------------
#MainFuelISP=40000.0
#--------------------------------------------------------------------------
# Maximum main engine thrust in newtons, PER ENGINE (x2 for total)
#
# This value is meant to mimic Pratt & Whitney's CECE engines @ 45Klb of
# thrust per side.
#--------------------------------------------------------------------------
MaxMainThrust=4003e3
#--------------------------------------------------------------------------
# Maximum hover engine thrust in newtons, PER ENGINE (x2 for total)
#
# Note: internally the three engines are controlled as two separate
# engines: fore and aft.
#
# This value is meant to mimic P&W's CECE engines as well.
#--------------------------------------------------------------------------
MaxHoverThrust=2002e3
#--------------------------------------------------------------------------
# Maximum retro engine thrust in newtons, PER ENGINE (x2 for total)
#--------------------------------------------------------------------------
#MaxRetroThrust=905.76e3
#--------------------------------------------------------------------------
# Maximum RCS Jet thrust in newtons; this affects all 14 jets
#--------------------------------------------------------------------------
#MaxRCSThrust=55.50e3
#--------------------------------------------------------------------------
# SCRAM Fuel Heating Value (FHV). The higher the FHV, the more thrust
# is produced from one kg of propellant. Alter this value if you want to
# adjust the maximum SCRAM engine thrust.
#
# Note: the FHV for Hydrogen is 1.42e8 J/kg (joules per kg).
#--------------------------------------------------------------------------
#ScramFHV=3.5e8
#--------------------------------------------------------------------------
# Maximum wheelbrake force in newtons
#--------------------------------------------------------------------------
#MaxWheelbrakeForce=2.22e6
#--------------------------------------------------------------------------
# Wheel friction coefficient (and resistance) when rolling on the ground;
# also affects braking performance.
#--------------------------------------------------------------------------
#WheelSurfaceFrictionCoeff=0.025
#--------------------------------------------------------------------------
# ATTITUDE HOLD: Maximum AOA/pitch and bank that can be held when the other
# axis is set to a non-zero target; the default is 60 degrees.
# This must be evenly divisible by 5!
#
# WARNING: increasing this value could cause the autopilot to get confused
# under certain conditions.
#--------------------------------------------------------------------------
#MaxAttitudeHoldNormal=60
#--------------------------------------------------------------------------
# ATTITUDE HOLD: Absolute bank limit; this is the limit when the pitch/AOA
# target is set to zero degrees.
# This must be evenly divisible by 5!
#
# WARNING: increasing this value could cause the autopilot to get confused
# under certain conditions.
#--------------------------------------------------------------------------
#MaxAttitudeHoldAbsoluteBank=75
#--------------------------------------------------------------------------
# ATTITUDE HOLD: Absolute pitch/AOA ; used when the other axis
# is set to a zero target.
# This must be evenly divisible by 2.5!
#
# WARNING: increasing this value could cause the autopilot to get confused
# under certain conditions.
#--------------------------------------------------------------------------
#MaxAttitudeHoldAbsolutePitchOrAOA=87.5
###########################################################################
# END OF FILE
###########################################################################