Sorry. I can change the number of crew in the scenario. I'm not sure how to use this scenario line: XRUMMU_CREW_DATA_VALID 1
[edit] I think I've figured it out [/edit]
And is there any way to specify the EMU mesh in the scenario file?
Regarding 'XRUMMU_CREW_DATA_VALID 1', that setting tells the XR2 that valid UMMu data exists in the scenario file. In a nutshell, you should never remove that line because otherwise the XR2 will assume the vessel was created dynamically without any UMMu data defined *or* that there is no valid UMMu data in the scenario file. In both cases the ship will create a default crew so that the ship is never empty.
I get ~10 degrees from 200m/s to mach2+. Seems about right to me.
I just tested yaw performance here as well, and I am seeing yaw rates comparable to the XR1's with no payload in the XR2. I agree it seems about right, so I will not change yaw performance.
Secrets, eh? Will these new items be exposed via XRVesselCtrl? Or perhaps the long-awaited resupply functions?
Naah, no secrets at all -- that was pure speculation on my part. It will really depend on how much time Steve has to work on new panel graphics for the Mk II, if any.
As for resupply support in XRVesselCtrl, I can work on that for the Mk II if you really want them.
-----Post Added 4/8/2008 at 02 : 42 : 33-----
OK guys, I have a shiny new Beta build ready for you: Beta-1a. XR2 Beta Team: please check your inboxes for the download link. I want to thank the team for all their excellent feedback! Here is a list of changes in this build:
* Fixed bug where tertiary HUD was showing door messages twice. [c3po]
* Fixed CTD when switching vessels [Russ et. al].
* Fixed CTD on startup when particle streams are disabled. [Chas]
* ALT-/ now steps through AF Ctrl modes 'Off -> Pitch -> On' instead of just Off -> On.
* Integrated new 'Ready for takeoff to ISS' scenario from Cale.
* Increased rotational drag slightly to fix a little twitchiness when performing small roll adjustments. [Steve]
* Reduced RCS thrust significantly; due to a typo in the code they were twice as powerful as they should have been. [Chas]
* Implemented new AF Ctrl config parameters as we discussed previously; details below:
#--------------------------------------------------------------------------
# Enable optional "dual performance" mode for AF Ctrl. If this
# setting is enabled, different AFCtrlPerformanceModifier values will be applied to
# elevator performance depending on whether AF Ctrl is set to 'Pitch' or 'On'.
#
# If you enable this setting, be sure to set AF Ctrl=Pitch when taking off
# in an atmosphere; otherwise it will be difficult to rotate the ship at takeoff.
# Then after you are airborne, set AF Ctrl=On to switch the elevators to a
# lower-performance mode for smooth handling.
#
# 0 = AF Ctrl normal mode (AFCtrlPerformanceModifier disabled)
# 1 = AF Ctrl "dual-performance" mode (AFCtrlPerformanceModifier enabled)
#
# The default setting is 0 (AFCtrlPerformanceModifier disabled).
#--------------------------------------------------------------------------
EnableAFCtrlPerformanceModifier=0
#--------------------------------------------------------------------------
# Determines the performance of the ship's elevators when "dual performance"
# AF Ctrl mode is enabled.
#
# The first number is used for 'AF Ctrl=Pitch' mode.
# The second number is 'AF Ctrl=On' mode.
#
# The default values are: 1.20 0.50 (increases elevator performance to 120%
# of normal in "Pitch" mode, decreases elevator performance to 50% of normal
# in "On" mode.)
#
# Each value is limited to between 0.2 and 5.0. 1.0 = "no change".
#
# NOTE: these values have no effect unless 'EnableAFCtrlPerformanceModifier'
# is set to '1' above.
#--------------------------------------------------------------------------
AFCtrlPerformanceModifier=1.20 0.50
* Tweaked "V1" and "Rotate" callout velocities [orwellkid]
* Added new 'EnableResupplyHatchAnimationsWhileDocked' config setting [c3po]:
#--------------------------------------------------------------------------
# Enable or disable fuel and LOX hatch animations when the ship is docked.
# This effect is only cosmetic.
#
# 0 = Fuel/LOX hatch animations disabled while docked
# 1 = Fuel/LOX hatch animations enabled while docked (default)
#--------------------------------------------------------------------------
EnableResupplyHatchAnimationsWhileDocked=1
* Tweaked hull heating algorithm (common to all XR vessels) to fix excessive hull temperatures at high dynamic pressure (i.e., low altitudes). [Steve]
* Moved SCRAM exhaust aft 2 meters to keep it from eclipsing the hull.
===============
Some things to test:
1. The new hull heating algorithm: it should be comparable during reentry to what you are used to, but it should show more realistic temperatures when you are flying at low altitudes with high dynamic pressure.
2. Please set 'EnableAFCtrlPerformanceModifier=1' in the config file to try out the new 'AFCtrlPerformanceModifier' modifiers. Feel free to experiment with different values for those to see how the ship flies, both with no payload and a heavy payload. The goal is to come up with good default values for the 'AFCtrlPerformanceModifier' setting. Remember to set 'AF Ctrl=Pitch' for takeoff.
3. Try out the new RCS thruster levels; they should be much better now.
4. You should find the ship a little less twitchy now on final approach since rotational drag was increased.
One other thing: the XR2 is so powerful that you really need to throttle back to 50% thrust right after nose-up so you have time to retract the gear without getting warning callouts.
Have fun!
