Jarvitä
New member
Wow, how did I miss this?
Downloading now.
Downloading now.

So, just for giggles I pulled the rocketmain.wav and scramjet.wav into my editor and normalized both at 90%.
This had been previously done so that no beta tester experienced any problems. It seems that even really good sound cards start clipping early...
**** Orbiter.log
Build Sep 29 2006 [v.060929]
Devices enumerated: 2
Devices accepted: 2
==> RGB Emulation
==> Direct3D HAL
Found 1 joystick(s)
Module AtlantisConfig.dll [API v.060425]
Module DGConfig.dll [API v.060425]
Module OrbiterSound.dll [API v.060425]
Module TrackIR.dll [API v.060425]
TrackIR module not found.
Module ScnEditor.dll [API v.060425]
Module Rcontrol.dll [API v.050206]
Module Meshdebug.dll [API v.060425]
Module Framerate.dll [API v.050206]
Module FlightData.dll [API v.050206]
Module ExtMFD.dll [API v.060425]
Module CustomMFD.dll [API v.060425]
**** Creating simulation session
DirectDraw interface OK
Direct3D interface OK
Zbuffer: 16 bit
Render device: Fullscreen 640 x 480
Device has no hardware T&L capability
Joystick throttle: SLIDER 0
Joystick throttle control detected
Module Sun.dll [API v.050206]
VSOP87(E) Sun: Precision 1e-006, Terms 554/6634
Module Mercury.dll [API v.050206]
VSOP87(B) Mercury: Precision 1e-005, Terms 167/7123
Module Venus.dll [API v.050206]
VSOP87(B) Venus: Precision 1e-005, Terms 79/1710
Module Earth.dll [API v.050206]
VSOP87(B) Earth: Precision 1e-008, Terms 2564/2564
Module Moon.dll [API v.041022]
ELP82: Precision 1e-005, Terms 116/829
Module Mars.dll [API v.060425]
VSOP87(B) Mars: Precision 1e-005, Terms 405/6400
Module Phobos.dll [API v.060425]
Module Deimos.dll [API v.060425]
Module Galsat.dll [API v.041022]
Module Jupiter.dll [API v.050206]
VSOP87(B) Jupiter: Precision 1e-006, Terms 1624/3625
Module Io.dll [API v.041022]
Module Europa.dll [API v.041022]
Module Ganymede.dll [API v.041022]
Module Callisto.dll [API v.041022]
Module Satsat.dll [API v.050206]
Module Saturn.dll [API v.060425]
VSOP87(B) Saturn: Precision 1e-006, Terms 2904/6365
Module Mimas.dll [API v.050206]
SATSAT Mimas: Terms 113
Module Enceladus.dll [API v.050206]
SATSAT Enceladus: Terms 33
Module Tethys.dll [API v.050206]
SATSAT Tethys: Terms 101
Module Dione.dll [API v.050206]
SATSAT Dione: Terms 59
Module Rhea.dll [API v.050206]
SATSAT Rhea: Terms 68
Module Titan.dll [API v.050206]
SATSAT Titan: Terms 100
Module Hyperion.dll [API v.050206]
SATSAT Hyperion: Terms 595
Module Iapetus.dll [API v.050206]
SATSAT Iapetus: Terms 605
Module Uranus.dll [API v.050206]
VSOP87(B) Uranus: Precision 1e-006, Terms 1827/5269
Module Miranda.dll [API v.060425]
Module Ariel.dll [API v.060425]
Module Umbriel.dll [API v.060425]
Module Titania.dll [API v.060425]
Module Oberon.dll [API v.060425]
Module Neptune.dll [API v.050206]
VSOP87(B) Neptune: Precision 1e-006, Terms 391/2024
Module Triton.dll [API v.060425]
Finished initialising world
Module XR2Ravenstar.dll [API v.060425]
ERROR: DDraw error DDERR_GENERIC
[C:SourceOrbiterTexture.cpp / 139]
ERROR: DDraw error DDERR_GENERIC
[C:SourceOrbiterTexture.cpp / 83]
>>> ERROR: .TexturesXR2RavenstarExhaustXR2.dds
>>> [C:SourceOrbiterScene.cpp / 699]
ERROR: DDraw error DDERR_GENERIC
[C:SourceOrbiterTexture.cpp / 139]
ERROR: DDraw error DDERR_GENERIC
[C:SourceOrbiterTexture.cpp / 83]
>>> ERROR: .TexturesXR2RavenstarExhaustXR2-rcs.dds
>>> [C:SourceOrbiterScene.cpp / 699]
ERROR: TextureManager::LoadTexture|PixelFormatMatch (code: 0)
ERROR: TextureManager::LoadTexture|PixelFormatMatch (code: 0)
Module ShuttleA.dll [API v.060425]
Module ShuttlePB.dll [API v.041022]
Module DeltaGlider.dll [API v.060425]
Finished initialising status
Finished initialising camera
Finished initialising panels
Finished setting up render state
What are the minimum system requirements for the XR2? I find that I get about 22 FPS and that Orbiter CTD's if I try firing the engines. Considering that I need to step the screen resolution down to 640x480 just to get decent framerates without the XR2, I figure that the XR2 is completely choking my machine.
Well, it never completely went away for me, so I chalked it up as "personality" of the ship and never considered going back to the stock sounds. Now when I build my super-duper custom Orbiter machine I'm hoping it will disappear.This had been previously done so that no beta tester experienced any problems. It seems that even really good sound cards start clipping early...
I'm sure I saw this mentioned before but I can't find it, so sorry for possible repeat ...
The APU sound effect can be heard in external view.
What kind of machine do you have?
Orbiter finds only two devices and none of them is a real graphics card.
Even a substandard Laptop like the one I am using has something orbiter can use as a T&L device.
Most likely that is why it is choking on the exhaust texture as well. I will test if it is a general problem with RGB emulation.
EDIT: I was unable to replicate this with RGB emulation or any other device.
What are the minimum system requirements for the XR2? I find that I get about 22 FPS and that Orbiter CTD's if I try firing the engines. Considering that I need to step the screen resolution down to 640x480 just to get decent framerates without the XR2, I figure that the XR2 is completely choking my machine.
Device has no hardware T&L capability
TSPenguin said:If you turn the APU on in internal view the sound persists when switching to outside view.
This does not happen when turning the APU on in outside view, instead you don't hear the APU at all, even in the ship.
In any case, as I understood Willy he said he was seeing a sustained framerate hit when the doors are open. If that is the case, something else like a video driver or third-party add-on is likely the problem.
The nosecone opening sound has the same problem as the APU in external view, as do landing gear, radiator, retro doors, scram doors, airbrake and hover doors. I think it would sound worse hearing them outside in space than not hearing them outside in the atmosphere (if you see what I mean!) Internal only sounds good.
This one might be an Orbiter limitation: switch to overhead panel, quit Orbiter. Rerun Orbiter. Main control panel is loaded with MFDs switched off.
From looking at the Orbiter.log, the problem is that the video mode Orbiter is using has no hardware texture & lighting support:
Code:Device has no hardware T&L capability
Without hardware T&L support your framerates will be very low because there is no hardware acceleration for textures and lighting effects. The first thing I suggest is to make sure the "Always enumerate devices" box is checked. Then select a video mode that has T&L support and try it again. Without T&L support it's never going to run smoothly.
But it appears that the XR2 is much more of a load on the system than the XR1 or XR5, both of which run fine (although they get a bit choppy if I switch to an external view, or try using the payload panel on the XR5 (very choppy in that case)).