Project XR2 Ravenstar - Mk II

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Why, willy88? So you can convert it into a mini-nuke and give it to the terrorists? :P

Nah, I was thinking of using it to power my house. Although I'm not quite sure where to put the depleted uranium, maybe I could bury it, or just leave it in some corner of my garage and hope for the best. ;)
 
Due to the high density, you could use it to shield your house from the government's x-rays and mind probes. :P

Or, again, thanks to the high density, you could create dummy cargo pods to stress-test the XR2. Or, use it for armour plating!:lol:
 
I just do a test run on the Ravenstar XR2. My first impression: OH MY....
It is a beta version and it works.
I do not know if there was post about the VC. It looks stunning. If I use anti alias and all that goodies it looks even better.
And the reentry textures look good too. Even better than the DGIV.
About the VC. Will there be any MFD's that will be functional like on the XR1 on the final release?
Keep up the good work.
 
The goal is to include a fully working VC in the second release (Mk. II)
 
when you open the fuel and O2 tanks i think it would be quite good to add meshes of fuel and O2 trucks on the sides with the pipes attached to the fuel valves? :)
 
It will be a touch-screen cockpit with active controls; i.e., the touch-screen areas that are already there will be active in the Mk II.
 
Which reminds me... i need to alter the VC layout a little still... hope you haven't started coding the VC yet Doug.
 
No worries, I haven't started coding the VC yet -- that probably won't start for a few months. I need to get the new XR1 and XR5 out first, and then I want a little break before work on the Mk II begins in earnest.
 
No worries, I haven't started coding the VC yet -- that probably won't start for a few months. I need to get the new XR1 and XR5 out first, and then I want a little break before work on the Mk II begins in earnest.

What will the new XR1 and XR5 have?
 
What will the new XR1 and XR5 have?

Preliminary list of changes:

* The new heating algorithm that is currently in the XR2.

* Fixed CTD if particle streams disabled in the Orbiter launchpad.

* The XR1 will glide better.

* Updated VC HUD in the XR1 so it does not clip status messages.

* Fixed bug where APU fuel does not burn if the crew is incapacitated or dead.

* New config setting to optionally disable ship control if the pilot and copilot are not on board, incapacitated, or dead.

* Added 'Bay Doors' indicator to the XR5 HUD.

* Added keyboard shortcuts for engine gimbaling.

* Added config parameters to enable/disable each different type of voice callout.

* Added config parameter to set overall voice callout volume.

* Added code to prevent docking if the nosecone/docking doors are closed.

* Added turbopack support (deploy/stow) on the lower panel.

* Cosmetic: external resupply line pressures decrease rapidly when the lines are disconnected rather than dropping instantly to zero.

* Added code to not allow the APU to auto-disengage on a vessel switch if it is engaged by Attitude Hold.

* Added the new Altea Aerospace logo from Steve to 2D panels and the exterior hull.

* Added code to automatically vary the Vr and V1 takeoff callouts based on ship and payload mass.

* Payload manager hotkey moved from ALT-P to ALT-B to make room for SCRAM gimbal hotkeys. (XR5 only)

* Tweaked main, hover, retro, and RCS exhaust sizes on the XR5.
 
When they're done. (Seriously.) :)

Likely in a few weeks.
 
I've been thinking that someone skilled with textures (not me) should make some new skins for the XR1 and 5 to make them look better next to the XR2. They do look somewhat out of place next to the XR2.
 
There's more that needs fixing apart from textures with those models. If i had the time, or could afford to take the time, i'd probably re-build / fix & optimise a lot of the geometry on both models, make improvements and re-texture them... there's no way i'm going to find that time though and i'd need the permission of the creators of those meshes...

I'd rather work on something thats my own design, like the XR2 anyway.
 
[This message was deleted at the request of the original poster]
 
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* New config setting to optionally disable ship control if the pilot and copilot are not on board, incapacitated, or dead.

Now that was something I was almost going to suggest! I like the idea of XR's as advanced as they are being able to be flown as if they were automated or remotely controlled from the ground.

Nice! Maybe it would be nifty to have a little hud indicator or a call-out informing the pilot that the ship is now under remote control? I mean, I've never flown the XR1 or 5 to the point where the pilot becomes incapacitated (might with the XR2, haven't yet downloaded it), so I don't know how obvious it is when the pilot gets knocked out. So maybe it's not necessary.
 
Just took her up to the ISS, a really neat bird to fly, and neat to look at too. Truly excellent.

I noticed one thing: When I switch to external view, the ravenstar seems to gain some random translational speed (very low, but easily enough to mess up your final docking aproach). However, I wouldn't expect such a thourough Beta-team as was this one to miss such an obvious bug, so I guess the problem lies somewhere with my configuration... :dry:
 
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