Project XR2 Ravenstar - Mk II

Status
Not open for further replies.
The beta is for testing, it's not for regular use. It's buggy and incomplete, that's why it's called a beta.
 
works fine with me :)
and i enjoy L11 textures :beach:

Just make a fresh installation of the orbiter 2006 and paste the beta and paste the "earth L14" file and double click the orbiter.exe not the orbiter_ng and bye bye orbiter 2006 !
 
Please stop hi-jacking this thread! When I see responses here I want to see something about XR2, not anything else....
 
Last edited:
it has L11 textures new KSC and... nothing more than that
i mean the atmosphere needs more work than a simple cyclic rainbow
i expect to see more on the next release but really i dont know what their up to.

oooops i forgot
it has better stars and it loads fast cz the textures are not loaded all at once , only the necessary ones first
 
Hi developers (doug or coolhand),
Will the XR-2 be compatible with Vinka's multistage? or better: Will it be fuelled when dynamcally generated by multistage?

Thanks,
santy
 
Hi developers (doug or coolhand),
Will the XR-2 be compatible with Vinka's multistage? or better: Will it be fuelled when dynamcally generated by multistage?

Thanks,
santy

It will be the same as any XR-Class vessels, if they are compatible then this will be too.

To everyone

IT WILL BE VERY SIMILAR TO THE XR1 IN EVERYTHING BUT PERFORMANCE AND PAYLOAD!
 
^^^^^ What he said.

Will it be fuelled when dynamcally generated by multistage?

All XR-class vessels are fully fueled when they are generated dynamically (e.g., via the scenario editor or by another vessel).
 
any updates on the development ?
 
any updates on the development ?

90% of the animations are complete, with only some minor mesh tweaks remaining (Steve: please check your email :)). Also, the ship's specifications, flight model, and autopilot tweaks are pretty much done, although they may be tweaked further based on feedback from Steve and the test team.

As for when Beta-1 will be ready, I still need to update the instrument panels, add static VC views, and add payload support. Given that it's summertime here, Beta-1 is still at least a month or two away since I like BBQing on the weekends. :) However, Steve will get an Alpha version to play with as soon as the mesh tweaks and animations are finished.
 
ok will it be closed beta testing for beta one ?
 
i just got the beta but it dont work
Grrrr! Every time I see the word "beta" on this thread, particularly when the context is on a previous page, my heart rate and blood pressure shoot through the roof needlessly.

Thanks for the progress update beachy, I'm glad to hear it's still coming along without trouble. After getting excited over nothing I'd have a full-on heart attack if the next post said it was going to become vaporware.
 
90% of the animations are complete, with only some minor mesh tweaks remaining...

As far as a Beta goes, I don't mind test flying it with some ropes in the cockpit to manualy do those animations :P
 
Hehe... I can imagine that on a Space Shuttle

Commander: "Open the cargo bay"
Crew: "Opening cargo bay" *pulls string with a squeaking sound*
Crew: "Cargo bay opened"
 
Could the XR2's APU fuel tank be recognized as a propellent tank in Orbiter? It would be helpful for Scenario Editor and fuel MFDs and things of the like to be able to manage APU fuel.
 
I don't believe you can edit the XR class vessel's fuel load with the scenario editor in any event (restricted by the vessel code).
 
I have done it. You just have to enable the parameter in the XR series pref config files that allows orbiters default landing pad refueling to occur with any XR.
 
Status
Not open for further replies.
Back
Top