It's not a big crisis. Probably a setting I tweaked somewhere along the way. It really only gets bad with full throttle noise and lots of wind noise.
But, if you've got a suggestion, I'll be more than willing to try it.
Thanks!
Some sound cards have trouble with the custom XR2 engine sounds. What you can do is try reducing the 'CustomMainEngineSoundVolume' setting in your XR2RavenstarPrefs.cfg file:
#--------------------------------------------------------------------------
# Set the volume level for the custom main engine sound.
#
# Note: this option is only applicable if 'EnableCustomMainEngineSound=1'.
#
# Valid volume levels are 0 (mute) to 255 (loudest).
#
# The default value is 255 (loudest).
#--------------------------------------------------------------------------
CustomMainEngineSoundVolume=255
If you still can't play the custom engine sounds cleanly, you can switch back to the default OrbiterSound engine effects by setting one or more of these three values to zero:
#--------------------------------------------------------------------------
# Enable or disable custom main, hover, and RCS sounds.
#
# Note: 'EnableCustomMainEngineSound' includes retro engine sound as well.
#
# 0 = custom sound disabled (Orbiter default sound will play instead)
# 1 = custom sound enabled (default)
#--------------------------------------------------------------------------
EnableCustomMainEngineSound=1
EnableCustomHoverEngineSound=1
EnableCustomRCSSound=1
the only problem i had was while using the attitude hold a couple of times if i went into 1000X time acceleration the ship spun out of control for no reason? the first time i was able to stop the spin with about 15 mins of fighting with it, the second time i had to exit the game nothing could get me out of that spin lol
TS is exactly correct. At 1000x time acceleration the effective framerate is only 1/1000th of normal. This means, for example, that if your normal framerate is 60 fps and you switch to 1000x time acceleration the
effective framerate for the core and all add-ons is 60 / 1000 = 0.06 frames per second, or one frame every 16.6 seconds of simulation time. In other words, the autopilot can only adjust thruster rates once every 16.6 seconds of simulation time, which makes it difficult if not impossible to hold a stable attitude (and wasting lots of fuel in the process). Therefore, the Attitude Hold autopilot automatically disengages temporarily when time acceleration is 1000x or more in space. This is detailed on page 45 of the XR Flight Operations Manual:
A NOTE ABOUT TIME ACCELERATION:
[FONT=Verdana,Verdana][FONT=Verdana,Verdana]With a decent frame rate (60 fps or higher) you should be able to run the [/FONT][/FONT][FONT=Verdana,Verdana][FONT=Verdana,Verdana]ATTITUDE HOLD [/FONT][/FONT][FONT=Verdana,Verdana][FONT=Verdana,Verdana]autopilot at 100x in space and 4x in an atmosphere, even during reentry: great care was taken to make the autopilot as fuel-efficient and stable as possible. If you attempt to engage time acceleration at 1000x in space or 100x in at atmosphere, the autopilot will switch to SUSPENDED status (this will be shown on the MDA screen); it will automatically re-engage when you switch back to a lower time acceleration again. [/FONT][/FONT]
Also, if you are flying the XR1 or XR2 the autopilot should be able to hold a stable attitude even at 10x time acceleration during reentry. For the Vanguard, however, at 60 fps 4x time acceleration is about the limit due to large mass of the ship.
one bug i did notice was that if i pressed ctrl up and say hit open nose cone, then press ctrl down before its done opening it makes a strange noise i want to say cracking noise but im not sure, it happens no matter what function im opening or closing and pretty much 99% of the time ill check it out later and give you more details as i have to get to work now
That is likely caused by a small delay when switching 2D panels (the entire new panel has to rendered all in one frame). Are you running onboard sound? Popping sounds often occur when the sound card's ring buffer empties (i.e., when there is too much delay between consecutive simulation frames). This usually only occurs with onboard sound chipsets, so if you are running onboard sound you could switch to a discrete sound card, which should fix the popping sound.
i just wanted to thank you all for such a beautiful ship, so much detail :speakcool:
lol now if only we could have a recolor program like for the xr1 so i can design my own skins for this ship lol
You're welcome! Steve is a brilliant artist.

An XR2 paint kit is planned but is not available yet.