XR2 Public Release Candidate Testing

I'm just doing a flight to pluto with it. I "dumped" some crew members into space to have enough LOX :lol:.
 
Well ... checked things ... speakers were firmly plugged in ... turning eq off made no difference.

So, just for giggles I pulled the rocketmain.wav and scramjet.wav into my editor and normalized both at 90%.

No readily noticable drop in volume, but now the popping/crackling is gone ... mach 16 at 60km full throttle w/ full scram throttle (= a whole lot of cockpit noise going on) ... no distortion and the callouts are still perfectly clear.

Again ... could be something with my soundcard ... my guess is the combination of the wav files being at (or really close to) 100% was causing the soundcard to clip really bad ... but since this solves my problem I'm good to go.

Now I just have to figure out how to wait patiently until the next release so I can play with more features.

Again ... y'all did really, really great work on this little beauty.
:P :cheers:
 
wow... :blink: this is a GREAT spaceplane to fly! The controls are very responsive and smooth! The animations are nothing short of poetry in motion! The design of the craft is great for minimising drag and long glide flights! and the custom turbopack is a nice touch (you probably need a smaller turbopack for her anyway ;))
 
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...
 
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 thought I remembered seeing that being discussed earlier on ... just too lazy to go back and search it out. :P

Only took a minute to do and worked for me. Probably an overly sensitive sound card on my part. Either that, or something I've tweaked in my machine somewhere.
 
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 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.

Orbiter.log
Code:
**** 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.

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.
 
This had been previously done so that no beta tester experienced any problems. It seems that even really good sound cards start clipping early...
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.
 
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.

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.
 
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.

The Direct3D HAL gives me much better performance than RGB emulation, at least. :) And it's worked fairly well for Orbiter as long as I pared the graphics options down.

My machine is 766 MHz, 256 megs of ram, Win2K. Our 2.6GHz, 1.25 gig, WinXP machine died a month or two ago.
 
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.

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.

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.

Hmm...yes, something odd is going on there. From investigating here I believe the problem is that external sounds must be 1) looped, and 2) invoked (or "re-played") at each frame in order for them to be faded by atmospheric pressure and distance. Since I can't loop the APU startup and shutdown sound effects (just the run effect is looped), what I'll have to do is make the APU an internal-only sound instead. This will be fixed for the next build.
 
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.
 
Last edited:
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.

Well, it seems that the CamShake add-on is the problem. After disabling the module, I get no framerate loss when the SCRAM doors are open. I think you should add a note in the manual that says why you should disable CamShake.
 
I have no problems with camshake... strange.

The engine sound works for me, but I switched to the standard sound because I always hear a popping/crackling every 3 seconds (when the sound starts again).
 
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.

That's a good catch; all of the sounds that were using on of the FADED_CLOSE modes now use INTERNAL_ONLY since none of those sounds loop. This is now fixed for the next build. It is also fixed for the next XR1 and XR5 releases since the fix is in common code.

This one might be an Orbiter limitation: switch to overhead panel, quit Orbiter. Rerun Orbiter. Main control panel is loaded with MFDs switched off.

Yes, that is a known Orbiter core limitation: each time a new 2D panel is loaded the MFDs on the old panel are destroyed, although their state is preserved internally in memory. However, when you exit Orbiter only the MFDs on the last active 2D panel are preserved in the scenario file.
 
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.

Always enumerate is checked. And, when I turn off enough graphics options, it runs smoothly enough for my tastes. 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)).
 
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)).

Yes, the XR2 has more high-res textures than the XR1 and XR5. Unfortunately since it's running on a 766 MHz PC with 256 megs of RAM there isn't a lot of horsepower left to emulate the T&L support, so that's why it's so choppy. Sorry for the bad news, but it looks like faster hardware is the only solution. :)
 
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