Problem XR2 brakes ineffective Orbiter 2016

OldnSlow

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I am attempting to learn to fly the XR2 by flying around KSC. I can land back on the runway smoothly but the wheel brakes do not stop the vessel and I skid off to the side in most cases. Am I missing something?
Running Orbiter 2016 clean install with latest D3D9 client with the Sound and DGIV (for UMmu 3.0) packages from Dan. Hi res textures and a few MFD's (that work in 2016) also installed.
Can anyone help?
 
The XR2's default brakes don't seem to be as effective on Orbiter 2016 as they were on 2010. What you can do, is to change the performance a little bit, by changing the brakes behavior.

Open the XR2RavenstarPrefs.cfg file, located in the Config directory.

Look for the lines:
#MaxWheelbrakeForce=1.0e5 and
#WheelSurfaceFrictionCoeff=0.025

Change those to a combination that satisfies you. Personally, I leave the "WheelSurfaceFrictionCoeff" as is and I double the "MaxWheelbrakeForce"

Remove the # from the beginning of the line(s), save and exit.

Hope this helps.
:cheers:
 
That friction coefficient seems wrong to me somehow. There must be something I'm missing because a quick google suggests the value for rubber should be around 0.8...
 
Thanks guys but that didn't seem to help. Changed:-

MaxWheelbrakeForce=2.0e5

WheelSurfaceFrictionCoeff=0.1

Nothing seems to have changed. As soon as the XR2 is moving it seems to slide to the right which I can correct with yaw but the wheel brakes still don't stop the vessel. The stock DG brakes work fine.

I will keep experimenting with the values to see if I can work it out.

---------- Post added at 03:10 AM ---------- Previous post was at 12:21 AM ----------

I tried re-downloading and fresh installing Orbiter 2016, XR2, OrbiterSound and DGIV but the same problem still exists. Playing with the cfg file doesn't seem to work either.

It looks like I'm stuck with the default DG for now.......:hmm:
 
I just re-downloaded the XR2 and it appears that the MaxWheelbrakeForce line in the prefs doesn't do anything indeed. That's odd, I'm pretty sure I remember it helping with the braking distance.

Sorry about the incorrect information.

Even with the default settings though, the XR2 is able to land on both KSC runways, even fully loaded (full fuel, CHM + 2 fuel tanks).

All you have to do is land near the beginning of the runway, with a low horizontal (~100 m/s) and vertical (~ -1.0 m/s).

Once you have touched down, use your wheel brakes to adjust the yaw of the ship. (Hold both left and right brake buttons down and occasionally release one of them for a split second, to adjust your yaw).

The heavier the ship, the more difficult it is, but you should be able to land within the runway.

(just tested with an "empty" and a fully loaded XR2 and on both cases was able to land on KSC's 13/31 runway).
 
As soon as the XR2 is moving it seems to slide to the right

Try to switch off atmospheric wind effects. I think this is wat causes you to slide sideways. The lack of braking power isn't a big problem anymore if you don't need to yaw.
 
Thanks for all your help guys. I think that I was just expecting the XR2 to brake like the Delta Glider.

I tried again last night with the atmospheric wind effects turned off and less than 50% fuel and was able to stop about 3/4 along the runway.

It seems that all I need to do now is practise! :thumbup:
 
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