Project XR2 Ravenstar - Mk II

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Well, currently UMMu in the hab module would be moot because there is no airlock in it: it provides living space for the crew and opens directly into the main cabin.

Also, while the user could technically remove the Crew Habitat Module (CHM) from slot 1 in the bay as you can any other payload, that would leave the crew with zero living space for food, water, bathroom, etc., so realistically you could only remove the CHM and carry other payload in that slot for short flights. Of course, there's nothing that will prevent the pilot from removing the CHM permanently if that's what he wants to do. By default, however, all the default Ravanstar scenarios will have with the CHM latched into slot 1.


Well suppose you wanted to use it for crew transfers while your docking ports were docked to other things (or broken:P)?
 
Well suppose you wanted to use it for crew transfers while your docking ports were docked to other things (or broken:P)?

The issue is that there is no room for an airlock on the CHM, nor would adding an airlock to it make sense since living space is at a premium. Therefore, out-of-the-box the CHM will not have UMMu support nor will it have a DLL. However, there is nothing preventing a user from enabling UMMu on it with CX's Universal UMMU add-on. From Orbiter's viewpoint each payload module, including the CHM, is simply another Orbiter vessel.

Also, and more importantly, since the Ravenstar will use the standard XR-class payload module format, users are free to create their own payload modules, including a larger, custom CHM that has an airlock with UMMu built-in.
 
true but it does however have an internal door - something you would pull inward and slide over which takes up minimal space. but like doug says there's no room for an actual airlock... the door would be airtight so you could potentially put crew / passengers in there and move it from one ravenstar to another.
 
ok but will theare be some kind of vehicle that can fit in the cargo bay ?
 
ok but will theare be some kind of vehicle that can fit in the cargo bay ?

Are you asking whether we will model another spacecraft that can fit in the XR2's bay? Currenty there are no plans for that, although we are considering an XR0 to fit in the XR5's (and future XR7's) bay. I want to reiterate, however, that all XR vessels can carry any payloads that can fit in the bay, so anyone can create custom payloads, including other ships.
 
ok I just thought it would be good to land on mars then to take a small Vehicle out of the bay
 
ok I just thought it would be good to land on mars then to take a small Vehicle out of the bay

Well, that is entirely possible -- it's just that any custom vehicle would have to be built by someone other than Altea Aerospace -- between the XR2, XR2 mk II, XR7, and XR0, we're booked up for the foreseeable future. :)
 
ok I guess its time for me to start learning how to make models
 
Well, currently UMMu in the hab module would be moot because there is no airlock in it: it provides living space for the crew and opens directly into the main cabin.

Also, while the user could technically remove the Crew Habitat Module (CHM) from slot 1 in the bay as you can any other payload, that would leave the crew with zero living space for food, water, bathroom, etc., so realistically you could only remove the CHM and carry other payload in that slot for short flights. Of course, there's nothing that will prevent the pilot from removing the CHM permanently if that's what he wants to do. Out-of-the-box, however, all the default Ravanstar scenarios will have with the CHM latched into slot 1.

If the CHM had a CBM-type port, a 'portable' UMMu compatible airlock could be installed after the bay doors are opened. Would there be room left for this behind the CHM?
 
You guys are gonna have so much fun with this once its released. the payload bay is large enough to have all types of options. you could fit in airlocks, satellites, spacebikes, rovers or other vehicles.

I totally want to see the Woo MK1 Manned Mars Rover.:)
 
do you know any good tutorials on modeling and adding ummu to things ?

EDIT: will Xsi mod tool work with orbiter ?
 
yep i use XSI and what tutorial are you talking about ?

EDIT: I cant find the grid thing it tell's me to use
 
I really can't help you with anything specific with Xsi, i've never used it... just keep at it, you'll work it out. If you get really stuck there's a Q&A section at Scifi-meshes.com, where there are some Xsi users, or an Xsi section over at CGtalk. 3Dtotal is another good 3d forum... always remember to search first before asking though. Good luck.
 
ok :)

EDIT: I have just started to model it :) its realy basic at the moment
 
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Are you asking whether we will model another spacecraft that can fit in the XR2's bay? Currenty there are no plans for that, although we are considering an XR0 to fit in the XR5's (and future XR7's) bay. I want to reiterate, however, that all XR vessels can carry any payloads that can fit in the bay, so anyone can create custom payloads, including other ships.
Now, this rumored XR7 (see - no dash :P), is it going to be able to land or is it a deep space vessel this time? (hint)
 
Why would a deep space vessel need a cargo bay to carry a ship?
 
I'm in Europe on vacation, so I've had to catch up on all the threads, so here is my $.02 (E $.013:lol:)

Skin selection in scenario editor nice, but I would rather an earlier release if it came down to that

Keep Ms. Beaumont! The voice calls are wonderful, and if you take the time to find her website, you will see that the voice matches the lady, she's quite pretty!

Would really like a payload paint kit to go along with the skin kit, but again, release first, tweaks later!

:cheers:Doug and Steve!!:cheers:
 
Skin selection in scenario editor nice, but I would rather an earlier release if it came down to that.

I concur; I'll squeeze it into a late Beta if I have time, but I won't hold the release just for that.

Keep Ms. Beaumont! The voice calls are wonderful, and if you take the time to find her website, you will see that the voice matches the lady, she's quite pretty!

No worries there, I quite like her work, too. What I am planning in order to placate the natives is add these new boolean config properties to the preference file:

Code:
ClearedToLandCallout (pref already exists)
EnableAudioStatusGreeting (rename existing 'AudioStatusGreeting')
EnableVelocityCallouts
EnableAltitudeCallouts
EnableDockingDistanceCallouts
EnableInformationCallouts
EnableRCSStatusCallouts (translation/rotation/off)
EnableWarningCallouts

And of course users will still be able to delete/change any callout wav files they want, just like they can now.

Would really like a payload paint kit to go along with the skin kit, but again, release first, tweaks later!

Don't worry, there will be a payload paint kit in a Beta, so it will be ready to go when 1.0 ships.
 
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