Project XR2 Ravenstar - Mk II

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[nitpickery]

It seems that many add-on developers (not to point any fingers) seem to put the "spawn point" (probably incorrect term) for the exhaust flare inside the nozzle, like this:

nogu2.png

When viewed from behind, it looks a bit weird, with the flare being cut off and then continuing through the nozzle.

It makes more sense to have it "spawn" just outside the nozzle, like this:

yespm8.png

[/nitpickery]

Sorry for the nitpickery, but I just had to let it out. :rolleyes:
 
whats that got to do with Ravenstar, Willy? *confused*

doug's done an excellent job of positioning the thruster effects.:)
 
Sweetest of sweet babiest of baby Jesuses.

I may have to break into the Altea factory and steal me one of those. That's so hot, I just choked on my cigarette.
 
Though XR2 as it stands now may be capable of being bailed out by a slow and treacherous method, There might be a simple way to satisfy those who like to jump ship. Simulating blowing out the airlocks and cone & port (Simply instantly opening them) with explosive bolts when in lower altitude might be the perfect and fairly realistic solution. Ummu should also be set to open their chutes automatically When EVA'd. All my crew from an XR5 or XR1 when they jumped all cratered because unlike DGIV they have to be manually set after sent out the airlock. Just setting that would be really helpful if the bolt method isn't feasible or desirable.
 
you can allredy over ride the airlocks so we dont need explosive bolts
 
But takes time. Especially nose cones. And they can jam if opened at speed and trap everyone inside. Therefore needs to be blown open.
 
ok I have never needed to bail out of a XR1 so thats why I did not know about the speed thing
 
But in a way, Might be too dangerous of a place to go out in a realistic way considering you are against the wind. The port should be used instead. Is it inside the bay or in it's own door? I can't tell from the images except in earlier ones it's in the bay.
 
I think its in its own door
 
Then in that case I guess no need for bolts at all. (line deleted, wasn't thinking!) Just need parachutes to be auto.
 
One could modify a habitation module with SRBs and a chute as a bail out option.
Of course the payload doors would need exposive bolts. But explosions are good m'kay?!
 
kewl.

I've been tooling around with the alpha version a bit tonight, thought i'd share a screen grab.

That looks... fantastic! What sort of FPS are you getting (and on what hardware)? I seriously cannot wait to fly. :)
 
Though XR2 as it stands now may be capable of being bailed out by a slow and treacherous method, There might be a simple way to satisfy those who like to jump ship. Simulating blowing out the airlocks and cone & port (Simply instantly opening them) with explosive bolts when in lower altitude might be the perfect and fairly realistic solution. Ummu should also be set to open their chutes automatically When EVA'd. All my crew from an XR5 or XR1 when they jumped all cratered because unlike DGIV they have to be manually set after sent out the airlock. Just setting that would be really helpful if the bolt method isn't feasible or desirable.

Is there some hidden requirement somewhere that I don't know about where any thread about one of Doug's ships must have a bailout discusion every 5 or 6 pages? Do we really need to talk about this again?
 
Is there some hidden requirement somewhere that I don't know about where any thread about one of Doug's ships must have a bailout discusion every 5 or 6 pages? Do we really need to talk about this again?
My bad. I ddn't intend to revive an old debate. I have come to realize it's not practicle after all anyway since I failed to notice some certain facts.
 
That looks... fantastic! What sort of FPS are you getting (and on what hardware)? I seriously cannot wait to fly. :)

well we haven't performed many tests but i'd suggest that if you can comfortably run the XR5, you should be fine. In the VC view i'm actually getting better FPS's in the XR2 than the XR1 - 75 vs 60 fps, though the lack of working switches might have something to do with that i don't know. in the external view on the ground at KSC where i might get 100fps with the XR1 i'd get 70 with the XR2 - which is a convenient basis for comparision i think;)
 
With an eye for the paint kit, how big are the .psd skin files expected to be? You did such an amazing job on the belly, that I would be very hesitant to change it, so the paint kit could be just the upper surfaces.
 
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