However, Doug can you decide if the Lox tank is 350kg(From the cfg file) or 10400kg as in the picture
The 10400 KG tank is a full LOX tank; the 350 KG mass is for the
empty tank only. The propellant mass is tracked as a propellant resource.
Empty mass is specified via this line in
XR2PayloadLOX.cfg:
Code:
Mass = 355.2 ; empty mass [kg]
Propellant (or in this case, LOX) capacity is specified via this setting:
Code:
; (OPTIONAL) maximum quantity of LOX this payload can hold (in kg)
PropellantResource3 = 10545.0
Total mass, then, equals empty mass + any propellant mass in the tank.
-I noticed yesterday that the Main and LOX refuel hatches can be opened even if the APU is offline. This doesn't seem consistent with the rest of the hatches (like hover doors).
Actually, that is by design: the resupply hatches are electric instead of hydraulic. Otherwise you would never be able to resupply your APU fuel if it ran out because you could not open the resupply hatch.
--After you EVA a crewmember and switch to the UMMU, it seems that more often than not the field of view is set so narrow that you don't see the edges of the helmet (the "panel"). It's easy enough to fix, but is there a way to set that to a typical value when the UMMU is created?
That is handled entirely via UMMu: each astronaut is a separate vessel in Orbiter, and the vessel code is internal to the UMMu DLL.
Would it be possible to add a parser for the "standard" DGIV ranks to the XR vessels? Leave everything you have with the customizable "XIx" system, but just write some additional statements so that if UMMU's with the DGIV-style misc ID's enter the XR vessel, they retain a rank and mesh file that make sense.
That is a possibility; I'll add a TODO note to look into that -- that may or may not make it into RC1.
I think I found a bug/unintended behavior in the refueling system:
-Start the Brighton Beach scenario
-dump some fuel out of the main or scram tank
-go to the payload editor and load a fuel module. The module fills the main tank as it should.
-Delete the module via the payload editor. The tank fills some more! (magic fuel
Actually the tank does not fill any further when you delete a bay tank: what happens when you delete a bay tank is that your
total fuel capacity is reduced from, say, 16,746 kg (internal + 3350 kg bay tank) to
internal tank only, which is 13,396 kg. Therefore, your
percentage of fuel will increase even though your actual fuel
mass is unchanged. If you watch the fuel mass gauge carefully when you delete a bay tank you will see that the actual quantity does not change even though your
percentage full goes up because your total fuel capacity went
down.
-Do this a couple of times (add fuel tank, then delete - your tank will fill up)
-Now try to dump fuel. Fuel dump will not work no matter how long you hold the button.
[EDIT]
I have been trying that here and I cannot reproduce it (also, the code that times the button press is quite straightforward). Thinking about this some more, are you sure you didn't accidentally hit the 'R' key one too many times and set time acc to 1/10th normal speed? At 1/10th normal speed you would have to hold the fuel dump button down for 10x as long as normal (20 seconds). If it happens again, please double-check that time acceleration is set to 1x and not 1/10x.
Now we have a way to "cheat" and refuel our SCRAM engines in space!!
Yes, you can always cheat and add bay tanks via the payload editor and then delete them. I could prevent adding payload tanks in mid-flight, but I'd just as soon not limit that since the payload editor is really designed to be used to set up a scenario, and some scenarios are created in mid-flight. Therefore, it is up to the user to decide whether he wants to cheat or not, and in any case, the user could always cheat by exiting the sim, editing the '(Current State)' scenario, and reloading.