dgatsoulis
ele2png user
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?New version is up. See post #1 of this thread for download link and instructions
Thanks for testing. Hmm that's weird... That square is where the hud is projected on. It shouldn't be visible at all.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
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.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
![]()
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?
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.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.
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...
The one with the propelant info and MFD buttons is the generic VC view and it looks the same as mine.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
This is Orbiter2016 release, not beta. Zooming out did not appear to make a difference.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.
Thanks for the quick tests. It's getting a bit late here so I'll call it a night.This is Orbiter2016 release, not beta. Zooming out did not appear to make a difference.
Happy to test those tomorrow as well. Will report back. Have a great night!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 EVAThanks 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)
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.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![]()
Patch applied.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.
![]()
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.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.
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.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
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.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?