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I have the same experience. Volume is not high, and its not consistently on the same callouts. Normally I can get it during or right after takeoff. I disabled the custom engine sound and it didn't recur.
Are you running onboard sound, or a discrete sound card? The sample rate of the engine sounds is twice that of the default OrbiterSound versions (44 KHz vs. 22 KHz), so perhaps some cards have trouble with that while playing 44 KHz voice callouts? It works perfectly for me here, so I don't know what to think.
In any case, if anyone has trouble playing the new engine sounds, just configure the ship to use the default sounds instead in the XR2RavenstarPrefs.cfg file. I will add a note about this in the Troubleshooting section of the XR2 Ravenstar Flight Operations Manual.
On another note (sic), I've been shooting approaches with full payload and really like the aileron tweak. I was wondering about the gear collapse energy. Is that fixed or 'roll the dice'? The reason I ask is I noticed that I had many touchdowns at up to ~3.9 m/s but one failure at 3.18 m/s.
Touchdown/gear collapse energy is fixed; there is no fuzzy logic in the computation. Touchdown energy is computed using two things: 1) the ship's total mass (including payload, LOX, crew members, etc.), and 2) the vertical speed of the ship when the wheels touch the ground. If the energy (i.e., momentum) exceeds a certain threshold, gear collapse, ship damage, crew injury, or ship destruction will occur depending on the impact energy. The only reason it would work at 3.9 m/s and later fail is 3.18 m/s would be due to increased ship mass on the latter attempt. There is no fuzzy logic at all in the computation.
