OK guys, Beta-1b is a go! XR2 Beta Team: please check your inboxes for the download link. Here is a list of changes in this build;
* Added new
XR2 at Olympus scenario from Steve.
* Increased aileron strength ~20% to compensate for roll resistance in the previous Beta. The ship should feel a little more responsive now but still feel precise. [Steve's request]
* Added gear compression: currently the gear compresses 0.4 meter, although I can easily tweak that if we need to. Here's something fun to try: switch to external view at Brighton Beach and press 'A'. After wheels-up, press NUMPAD-. to hover or NUMPAD-0 to auto-land. :speakcool:
* Updated the 'Red Skin' skin scenario. [Steve]
* Added new VC HUD geometry from Steve. Kudos to Steve for nailing the UV Map issues! I still need to tweak the code a little bit to decrease the HUD width slightly, but overall the new VC HUDs look good!
* Fixed door status text on VC and glass cockpit HUDs so it does not overwrite other graphics on the HUD. This fixed the XR1 and XR5 (glass cockpit) as well.
* Added 'Bay Doors' indicator to the HUD (this will also be in the next XR1 release since the ships share common code).
* Added new EVA meshes for Kara and Lee from Steve. You can EVA Kara and/or Lee to see the new meshes. [Note: turbopacks may be added later.]
* With gear compression in place, I moved the aft rotation points forward slightly. Therefore, I decreased the default elevator power and adjusted 'AFCtrlPerformanceModifier' settings to compensate as well. Testing shows the new rotation speeds as:
Code:
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"On" (low power) : 155 m/s 175 m/s
Default : 130 m/s 150 m/s
"Pitch" (high power): 115 m/s 130 m/s
* Tweaked "Rotate" callout to be 130 m/s.
* Integrated Steve's new 'ExhaustXR2.dds' texture and tweaked exhaust diameters for main engines, hover engines, and RCS jets. Steve modified the main/hover texture to fit just inside the engine bells. Steve plans to tweak the RCS texture as well. (Steve: the width of the RCS exhaust should be correct now, so you can try your RCS texture tweaks with this Beta.)
* Moved main and SCRAM exhaust a little more aft and tweaked them to be brighter, narrower, and to disperse more slowly. [Steve's request]
* Integrated Steve's new four-bit-alpha heating mesh and tweaked the code to go all the way to 100% opacity.
* Added code to hide/show Lee and Kara in the cockpit when the ingress/egress the ship. Here's something cool to try: egress Lee, then switch to Kara in the VC and lean left with CTRL-ALT-LEFT. Then look down at the uber-cool floormats on the Commander's side. :speakcool:
* Added new preference to optionally disable ship control if both the Commander and Pilot are not on board. If you want to try it out, set it to '1'. This enhancement will also be in the next XR1 and XR5 releases since the ships share common code.
#--------------------------------------------------------------------------
# If enabled, either the Commander or Pilot must be
# on board in order to control the ship; otherwise, the ship's controls will
# be disabled until either the Commander or Pilot reenter the ship. The
# Commander and Pilot are determined by the crew member's rank as defined
# in the PASSENGER sections.
#
# 0 = Any crew member on board can pilot the ship.
# 1 = Only the Commander or Pilot can pilot the ship.
#
# The default is 0, meaning that any crew member on board can pilot the ship.
#--------------------------------------------------------------------------
RequirePilotForShipControl=0
That's it for now...all these late nights are killing me (and Steve, too, I'm sure!)
Its at 1600x1200. I have an Intel C2D 2.33GHz 2MB RAM running XP. Video is an NVidia 7950 256mb RAM. 16bit I get ~180fps and 60fps at 32bit. Pretty much all of the display and physics parameters are checked. Plus level umpteen scenery.
Hmm...that is quite a framerate hit for just going to 32-bit color. Your video card is reasonably fast, so I wonder if the video RAM size is the culprit and it can't double- or triple-buffer the frames. That's just a guess, though... One question (hopefully not too obvious): if you are running full-screen, can you double-check that "Disable Vertical Sync" is still
checked in the launchpad? If that is unchecked Orbiter will limit your framerate to your monitor's refresh rate because it only draws a frame when the "raster beam" (as it used to be called with CRT monitors) is off-screen.