XR2 Public Release Candidate Testing

Can someone tell me what the XR2 is for?

Well, mostly I think it's so that I can be bombarded with enhancement requests from the user community. That, or I'm becoming a masochist. :)

One thing I noticed for the "Ready for Takeoff to ISS" scenario is that the XR2 is positioned on rwy 33. As this scenario requires a course of 134 degrees to align with the ISS, I modified the scenario to start at the other end of the runway (rwy 15). It makes for an easier turn onto the proper orbit insertion course. How should I go about posting if anyone's interested?

Cheers,

Cale

That's a good catch! I can't believe I didn't notice that before. Sure, please email me the scenario and I'll integrate it into the next Beta.

Hi there is it possible to join the beta team on this project, please...

[email protected]

Sorry, it's a closed Beta -- I already have more testers than I can keep up with. :)

However, once the ship is ready for release-candidate testing (RC1), I will post a public download link here on the forum so that all of you can give it a shakedown before version 1.0 is posted on my Web site.

yagni01 said:
I see the gear strut extension upon deployment, but no compression/extension on takeoff/landing. Will there be?

No strut compression is scheduled at this time for the reasons that Steve mentioned earlier -- the gear animation sequence is pretty complex already, plus there isn't much room for the struts to move anyway. With the angle of the struts it would also take some new code to make it happen. I may revisit this in a later Beta; however, I have a lot on my plate so implementing gear compression is low-priority right now. We'll have to see...

yagni01 said:
Doug, the VR call seems early. Its about 4-5 seconds before nose wheel begins to come up, vs ~3 sec for the XR1.

I'll tweak that a bit for Beta-2.
 
oh, Doug and myself have discussed the flight

other things like changing the mass distribution manually to put more weight in the stern / reduce from the nose- which would help regardless of the strength of the elevators seem difficult to accomplish, though i can think of way that those values could be tuned. I think it's a wee bit heavy in the nose.
Something you need to be aware of in real aircraft is the main mounts on a tricycle geared aircraft are just aft of the CG. If you need excessive force to rotate the spacecraft your landing gear is too far aft. Someone commented about the timing of the VR call. That's the call for the pilot to initiate the pitch up. Not the timing of when it actually happens, although they are normally quite close to one another.
 
Something you need to be aware of in real aircraft is the main mounts on a tricycle geared aircraft are just aft of the CG. If you need excessive force to rotate the spacecraft your landing gear is too far aft. Someone commented about the timing of the VR call. That's the call for the pilot to initiate the pitch up. Not the timing of when it actually happens, although they are normally quite close to one another.


I am well aware of this fact, the design was modified late into the build to bring the landing gear much further forwards for precisely this reason.

Positioning was estimated based on the internal layout that i had worked out in my head and in the model - assuming that these things could be refined and tweaked when it was in the sim so really all it had to do was to look correct. And nobody complained at the time so i can only assume that it did. Part of my assumption was that the forward areas - forward of the cargo bay are mostly empty for passenger space and the largely empty nosecone. in fact with no payload it should be positively teetering around its tipping point.

Anyway, to cut a long story short, the internal mass of the ship that orbiter uses is estimated by a piece of software, this software makes an approximation based on (i assume, i asked doug but i haven't had any reply about this) an assumption that the whole ship is made of a material of constant density, so it'll just work out the mass by volume and not consider anything else.... It won't for example think there's very little in the nose cone - and this ship has a large empty volume in its nose - and reduce the mass accordingly. This is essentially why i think the mass distribution needs tweaking manually to match my original concept, according to Doug however, this is impossible, though i can think of a way around it by building a simple, pre-biased model to use only to generate the PMI data.

I think this may be a big part of what is causing the takeoff problems and the need for excessively powerful elevators.
 
I just had a thought: Does the XR2 still implement engine gimballing? If it does, how much would setting the engines for max pitch up before takeoff help get the nose in the air (assuming your not doing this already)?
 
Yes, the XR2 implements engine gimbaling like the XR1 and XR5.

Also, I would like to point out that the root of the difference between the XR2 and the XR1/XR5 is that the XR2 Beta-1 has, by default, 40% less elevator force than the XR1, plus the XR2 has about 40% more mass to boot. This was a collaberative decision between Steve and I after initial flight testing, and that is why takeoff rotation is sluggish compared to the XR1 and the Vanguard. All the Deltagliders (and most other Orbiter craft as well) have lots of elevator downforce, but the downside is that it makes the ships "twitchier" for pitch changes than we'd like. So the goal is to find a happy medium by default while still allowing advanced pilots to tune elevator performance via the config file.

Given all the (understandable) controversy on both sides about this issue, what I will do for Beta-2 is return the elevator force to be, by default, equal to the XR1 to make takeoff performance comparable to other XR craft as well as most other Orbiter craft. Note, however, that we will still have the new cheatcode values in place at that point so that advanced pilots can modify elevator performance as they want via the AF Ctrl switch as previously described. This will allow pilots to manually select a weaker elevator setting whenever they want if they prefer that, but still allow other pilots to fly the ship at elevator performance levels similar to the XR1, XR5, and other DeltaGlider craft.

Also, I quite like the location of the gear on the XR2 (to me it looks about right), and in any case, this will all be sorted out in Beta-2 so please bear with us, guys. Thanks. :)
 
Is it possible to make max elevator deflection depend on dynamic pressure? Or will that screw up the AP?

Anyway, the tertiary HUD lists the door actions twice every time.
 
Damn, I have been watching this thing from the beginning and managed to miss the beta...
 
XR2 Possible problem ?

Hi Folks,

Been testing out the XR2 (Beta-1-63853).

Systems Hardware
Pentium 4HT 3.00Ghz
1024mb RAM
Radeon 9200 with 128mb
Logitech Extreme 3D joystick

O/S
Windows XP SP2
DirectX 9.0c

Base Orbiter Software
Orbiter 060929 P1
OrbiterSound 3.5
Ummu 1.5 (070524)

Can any other testers confirm the following 2 possible problems I may have discovered?

1) On a clean installation, if "Particle streams" are turned off (unticked) in the Orbiter Launchpad "Visual effects" section, then a CTD results when loading any of the included XR2 scenarios (I tried "Ready for takeoff to ISS" and "Landed at Brighton Beach").
When particle streams are turned back on, the scenario will load and run OK.

2) On a clean install,
Load the "Ready for take off to ISS".
Hit Ctrl F1 to call up the "Orbiter Camera" page.
Select the "Spaceports" option.
Try and swith view to Habana, Brighton or Olympus. You may have to switch views between them 2 or 3 times.
I get a CTD. This happens with every XR2 scenario I tested, but does NOT when I load and run the stock Deltaglider scenario "Dg-S ready for takeoff", or any other of the stock scenarios supplied with Orbiter.

Is this just me ? I have noted other reports of problems switching views to other ships, so there may be something in my observations.

Trying to isolate the above anomalies has limited my flight testing, but I did manage to get the XR2 at default configuration into LEO (300x300km) with 58.8% main fuel remaining + 14.8%SCRAM.

She is very fast and agile.I was surprised at how powerful the Ravenstar is, especially with the SCRAMs running. (From around 21km alt and Mach 2.5 to 3). She feels different to the XR1 and XR5. The acceleration is phenomenal and effortless.
In orbit the RCS systems proved to be more than adequate with the ship being very easy to manouevre. In Rotation mode I found myself using the Ctrl key (fine thrust control option) because the full thrusters induce an uncomfortably fast rate of change of Pitch/Roll/Yaw.
This is in an unladen ship. I see from the cfg file that the payload capacity is 10795kg so I should test with a full payload simulated before I can accurately assess the RCS systems.

Testing continues on to orbital rendezvous, and Ummu operations.
God this is such good fun !!
 
One thing I noticed for the "Ready for Takeoff to ISS" scenario is that the XR2 is positioned on rwy 33. As this scenario requires a course of 134 degrees to align with the ISS, I modified the scenario to start at the other end of the runway (rwy 15). It makes for an easier turn onto the proper orbit insertion course. How should I go about posting if anyone's interested?

Cheers,

Cale

I've done the same thing, and I've moved ISS so you will not have to chase it for a long time. You can actually dock before you're over KSC again. :)

Code:
BEGIN_DESC
Ready for takeoff to the ISS from KSC runway 15 --  Take off immediately and fly an ascent heading of 136 degrees.
END_DESC
BEGIN_ENVIRONMENT
  System Sol
  Date MJD 51984.6053168878
END_ENVIRONMENT
BEGIN_FOCUS
  Ship XR2-01
END_FOCUS
BEGIN_CAMERA
  TARGET XR2-01
  MODE Cockpit
  FOV 40.00
END_CAMERA
BEGIN_HUD
  TYPE Surface
END_HUD
BEGIN_MFD Left
  TYPE OAlign
  REF Earth
  TARGET ISS
END_MFD
BEGIN_MFD Right
  TYPE Map
  REF Earth
  BTARGET Cape Canaveral
  OTARGET ISS
  TRACK ON
END_MFD
BEGIN_PANEL
END_PANEL

BEGIN_SHIPS
ISS:ProjectAlpha_ISS
  STATUS Orbiting Earth
  RPOS 2317280.97 5787786.66 -2515594.92
  RVEL 6874.227 -3269.775 -1182.592
  AROT 134.31 30.34 169.62
  PRPLEVEL 0:1.000
  IDS 0:588 100 1:586 100 2:584 100 3:582 100 4:580 100
  NAVFREQ 0 0
  XPDR 466
END
Mir
  STATUS Orbiting Earth
  RPOS -6608061.43 -796325.60 -518459.52
  RVEL 628.548 -294.187 -7693.601
  AROT 86.38 -58.06 5.43
  VROT -0.10 -0.00 -0.01
  IDS 0:540 100 1:542 100 2:544 100
  XPDR 482
END
Luna-OB1:Wheel
  STATUS Orbiting Moon
  RPOS 2186481.04 483190.59 553.15
  RVEL -319.416 1444.819 0.808
  AROT -0.03 0.01 -46.82
  VROT 0.00 0.00 10.00
  IDS 0:560 100 1:564 100
  XPDR 494
END
XR2-01:XR2Ravenstar
  STATUS Landed Earth
  POS -80.7098140 28.6270040
  HEADING 149.98
  RCSMODE 0
  PRPLEVEL 0:1.000 1:1.000 2:1.000
  IDS 0:199 100
  NAVFREQ 94 524 84 114
  XPDR 193
  SECONDARY_HUD 3
  LAST_ACTIVE_SECONDARY_HUD 0
  ADCTRL_MODE 7
  TAKEOFF_LANDING_CALLOUTS 0.000000 0.000000 0.000000 0.000000 0.000000
  APU_FUEL_QTY 0.927
  LOX_QTY 0.999642
  CABIN_O2_LEVEL 0.209
  CREW_STATE 0
  INTERNAL_SYSTEMS_FAILURE 0
  COGSHIFT_MODES 0 0 0
  MWS_ACTIVE 0
  COOLANT_TEMP 35.506
  DMG_0 1.000000 Left Wing
  DMG_1 1.000000 Right Wing
  DMG_2 1.000000 Left Aileron
  DMG_3 1.000000 Right Aileron
  DMG_4 1.000000 Landing Gear
  DMG_5 1.000000 Nosecone
  DMG_6 1.000000 Retro Doors
  DMG_7 1.000000 Top Hatch
  DMG_8 1.000000 Radiator
  DMG_9 1.000000 Airbrake
  DMG_10 1.000000 Left Main Engine
  DMG_11 1.000000 Right Main Engine
  DMG_12 1.000000 Left SCRAM Engine
  DMG_13 1.000000 Right SCRAM Engine
  DMG_14 1.000000 Fore Hover Engine
  DMG_15 1.000000 Aft Hover Engine
  DMG_16 1.000000 Left Retro Engine
  DMG_17 1.000000 Right Retro Engine
  DMG_18 1.000000 Forward Lower RCS
  DMG_19 1.000000 Aft Upper RCS
  DMG_20 1.000000 Forward Upper RCS
  DMG_21 1.000000 Aft Lower RCS
  DMG_22 1.000000 Forward Star. RCS
  DMG_23 1.000000 Aft Port RCS
  DMG_24 1.000000 Forward Port RCS
  DMG_25 1.000000 Aft Star. RCS
  DMG_26 1.000000 Outboard Upper Port RCS
  DMG_27 1.000000 Outboard Lower Star. RCS
  DMG_28 1.000000 Outboard Upper Star. RCS
  DMG_29 1.000000 Outboard Lower Port RCS
  DMG_30 1.000000 Aft RCS
  DMG_31 1.000000 Forward RCS
  DMG_32 1.000000 Bay Doors
  IS_CRASHED 0
  MET_STARTING_MJD -1.000000
  INTERVAL1_ELAPSED_TIME -1.000000
  INTERVAL2_ELAPSED_TIME -1.000000
  MET_RUNNING 0
  INTERVAL1_RUNNING 0
  INTERVAL2_RUNNING 0
  ACTIVE_MDM 3
  TEMP_SCALE 2
  CUSTOM_AUTOPILOT_MODE 0
  AIRSPEED_HOLD_ENGAGED 0
  SCRAM0DIR 0.000000 0.000000 1.000000
  SCRAM1DIR 0.000000 0.000000 1.000000
  HOVER_BALANCE 0.000
  MAIN0DIR 0.000000 0.000000 1.000000
  MAIN1DIR 0.000000 0.000000 1.000000
  GIMBAL_BUTTON_STATES 0 0 0 0 0 0
  ATTITUDE_HOLD_DATA 0.000000 0.000000 0 0 0.000000
  DESCENT_HOLD_DATA 0.000000 -3.000000 0
  AIRSPEED_HOLD_DATA 0.000000
  OVERRIDE_INTERLOCKS 0 0
  TERTIARY_HUD_ON 1
  CREW_DISPLAY_INDEX 0
  GEAR 1 1.0000
  RCOVER 0 0.0000
  NOSECONE 0 0.0000
  AIRLOCK 0 0.0000
  IAIRLOCK 0 0.0000
  CHAMBER 0 0.0000
  AIRBRAKE 0 0.0000
  RADIATOR 0 0.0000
  HATCH 0 0.0000
  SCRAM_DOORS 0 0.0000
  HOVER_DOORS 0 0.0000
  BAY_DOORS 0 0.0000
  APU_STATUS 1
  EXTCOOLING_STATUS 0
  TRIM 0.000
  LIGHTS 0 0 0
  XRUMMU_CREW_DATA_VALID 1
  UMMUCREW XI0-Lee_Nash-39-65-78
  UMMUCREW XI1-Kara_Miller-32-65-58
  UMMUCREW XI2-Sharon_Valerii-26-67-54
  UMMUCREW XI3-Cameron_Mitchell-36-65-77
  UMMUCREW XI4-Samantha_Carter-33-66-53
  UMMUCREW XI5-Daniel_Jackson-35-68-75
  UMMUCREW XI6-Teal_c-31-64-104
  UMMUCREW XI7-Vala_Mal_Doran-30-67-53
  UMMUCREW XI8-Elizabeth_Weir-36-68-56
  UMMUCREW XI9-John_Sheppard-34-64-77
  UMMUCREW XI10-Rodney_McKay-35-72-90
  UMMUCREW XI11-Teyla_Emmagan-27-68-57
  UMMUCREW XI12-Ronon_Dex-32-63-97
  UMMUCREW XI13-Carson_Beckett-38-74-95
  PAYLOAD_SCREENS_DATA 0.0 0 1 0
END
SH-03:ShuttleA
  STATUS Landed Earth
  BASE Habana:4
  POS -82.3982414 23.0005396
  HEADING 70.00
  PRPLEVEL 0:1.000 1:1.000
  NAVFREQ 0 0
  XPDR 0
  PODANGLE 0.0000 0.0000
  DOCKSTATE 0 0.0000
  AIRLOCK 0 0.0000
  GEAR 0 0.0000
  PAYLOAD MASS 0.0 0
END
PB-01:ShuttlePB
  STATUS Landed Earth
  BASE Habana:1
  POS -82.4000000 22.9994604
  HEADING 22.00
  PRPLEVEL 0:1.000
  NAVFREQ 0 0
END
GL-02:DeltaGlider
  STATUS Landed Mars
  BASE Olympus:3
  POS -135.4300000 12.7366196
  HEADING 0.00
  PRPLEVEL 0:1.000 1:1.000
  NAVFREQ 0 0 0 0
  XPDR 0
  GEAR 1 1.0000
END
SH-01:ShuttleA
  STATUS Landed Moon
  BASE Brighton Beach:1
  POS -33.4375000 41.1184067
  HEADING 0.00
  PRPLEVEL 0:1.000 1:1.000
  NAVFREQ 0 0
  XPDR 0
  PODANGLE 0.0000 0.0000
  DOCKSTATE 0 0.0000
  AIRLOCK 0 0.0000
  GEAR 0 0.0000
  PAYLOAD MASS 0.0 0
END
XR2-01_Bay:XRPayloadBay
  STATUS Landed Earth
  POS -80.7098293 28.6270272
  HEADING 149.98
  ATTACHED 0:3,XR2-01
END
END_SHIPS
BEGIN_ExtMFD
END
 
Doug, can you actually tell where the COG is in the ship, is it about where i suggested it should be?
 
Little Observation

I see that the default crew names are the same of XR5...
If, when its released, I want to use a scenario with both ships, thats gonna be a minor issue...
I would have to change the names.. and thinking about names its not something I like to do.

But thats just because the crew are supposed to be the same.. Arent there anymore pilots available in Altea Aerospace? :P

BTW, this is just looking absolutely wonderful ! :speakcool:
 
I just had a thought: Does the XR2 still implement engine gimballing? If it does, how much would setting the engines for max pitch up before takeoff help get the nose in the air (assuming your not doing this already)?
I've experimented with that possibility, and anything but a bare touch of gimbal will create an entertaining backflip onto the runway. Plus creates the need of large forward stick pressure to halt that until you can center the CG again.


-----Double Post Auto-Merged 3/8/2008 at 09 : 06 : 16-----


Can any other testers confirm the following 2 possible problems I may have discovered?

1) On a clean installation, if "Particle streams" are turned off (unticked) in the Orbiter Launchpad "Visual effects" section, then a CTD results when loading any of the included XR2 scenarios (I tried "Ready for takeoff to ISS" and "Landed at Brighton Beach").
When particle streams are turned back on, the scenario will load and run OK.

2) On a clean install,
Load the "Ready for take off to ISS".
Hit Ctrl F1 to call up the "Orbiter Camera" page.
Select the "Spaceports" option.
Try and swith view to Habana, Brighton or Olympus. You may have to switch views between them 2 or 3 times.
I get a CTD. This happens with every XR2 scenario I tested, but does NOT when I load and run the stock Deltaglider scenario "Dg-S ready for takeoff", or any other of the stock scenarios supplied with Orbiter.
I can confirm both.


-----Double Post Auto-Merged 3/8/2008 at 09 : 31 : 04-----


I've been experimenting with takeoff techniques, and found one that doesn't require the high pitch force - a rolling hover takeoff, like a Harrier.

Doug, There may be some tweaks, but I would hate to see all the XR vessels fly the same - they each have their own personality. I don't think we have a controversy, just normal test pilot/engineer debriefing sessions. What doesn't kill us. . . :)
 
I've been experimenting with takeoff techniques, and found one that doesn't require the high pitch force - a rolling hover takeoff, like a Harrier.

Heh :) I tried that too, but all that smoke would have Greenpeace on your back in 10 sec. flat.

Why can't we just use the RCS to help out at low speeds? I've been nailing deadstick landings all afternoon. Just keep the speed above 280 m/s untill you can dive at 20° for the PAPI lights. When you're aligned, extend brakes and turn RCS on. Preflare at 600 m and drop gear at 200 m.

You should be able to kiss the RWY at around 120 m/s. :speakcool:

Would it be possible to disable the fuel- and LOX hatch anims, while the XR2 is docked?
 
Heh :) I tried that too, but all that smoke would have Greenpeace on your back in 10 sec. flat.
That's not smoke. Its vaporized runway. :lol: Besides, since we're flying nuclear spacecraft, a little smoke is the least of their worries.

I've been nailing deadstick landings all afternoon.
She do land real nice. We just have to come up with a takeoff technique suitable for rookies.

Here's another option. Accelerate as you like to V1 - reduce power to 75% (if not already there). After liftoff and gear is up, resume full thrust (if desired). This gives the pilot plenty of time to raise the gear. I've tried it from 75-90% throttle, and it seems to work great (a slightly longer takeoff roll, of course). At the higher throttle settings, you just need to continue the pitch up to keep the airspeed below 210 until the gear is up.
 
Last edited:
Is it possible to make max elevator deflection depend on dynamic pressure? Or will that screw up the AP?

That probably wouldn't affect the autopilot, but it wouldn't work because the ship needs more elevator force both at high dynamic pressure (e.g., rotation time) and at low dynamic pressure (e.g., keeping the nose up without using RCS fuel very high in the atmosphere).

In any case, I see two major issues with any kind of "automatic switching" of elevator performance: the first is the "jump" or "lurch" in performance the pilot would suddenly experience when the ship suddenly decreased elevator performance by X percent right after takeoff. The second issue is that there are times when you really want more elevator performance. Speaking personally, I like lots of elevator performance when I'm carrying a heavy payload and want to pull the nose up to vertical or when I'm very high in the atmosphere and want to pull the nose up using just elevators so I don't use any RCS fuel until I absolutely have to.

Therefore, since we can't have automatic settings that make every pilot happy, we either have to have "one size fits all" like pretty much all other Orbiter craft currently do, or we have to have a control the pilot can set to affect elevator performance. Given that the main panels are already full, I want to just re-purpose the seldom-used "Pitch" AF Ctrl setting: the pilot can set "AF Ctrl=Pitch" for takeoff and get all the elevator downforce he wants (the amount of which is set via a setting in the config file), and after takeoff he can set "AF Ctrl=On" to reduce elevator performance (the amount of which is also set in the config file). Then if and when the pilot wants more elevator performance (e.g., to pull the nose up at very high altitude), he can just set "AF Ctrl=Pitch" again to get lots of elevator performance: that setting will now affect the effective "elevator deflection amount" in addition to enabling/disabling roll control. The reason that cannot easily be reflected in the animation as well is because it is because the Obiter core drives the animation automatically; this is set by the CreateControlSurface API call. That is just a minor cosmetic issue, however -- what matters is that the pilot can tweak his elevator performance in flight if he wants to.

Thinking about this some more, I think just leaving "AF Ctrl=Pitch" only control the pitch makes sense. I will change the ModifiedAFControlPitchOption options from being in the cheatcodes section to being "real" config items that are fully supported. How about this:

# If 1 (enabled), 'AFCtrlPerformanceModifier' settings will be used. The default is 0 (disabled) so that novice pilots who don't know to set 'AF Ctrl=Pitch' for takeoff will still be able to rotate with full payload.
EnableAFCtrlPerformanceModifiers = 1

# The first number is 'AFCtrl=Pitch' mode (increase elevator performance by 20% in "Pitch" mode)
# The second number is 'AFCtrl=On' mode (decrease elevator performance by 40% in "On" mode)
AFCtrlPerformanceModifier = 1.20 0.60

Then we can as a group decide on what the best default AFCtrlPerformanceModifier settings should be. If EnableAFCtrlPerformanceModifiers=0 (the default), the ship will simply use the current elevator performance values. That will let novice pilots still "jump in the cockpit and go" without reading the manual, but advanced pilots will just set EnableAFCtrlPerformanceModifiers=1 in the config file and be able to have the best of both worlds -- high elevator performance when they want it and less elevator performance for smooth flight control when they want that, too. If we do this, it will also let me keep the current default elevator performance as-is so that novice pilots can fly without ever using "AFCtrl=Pitch."

What do you guys think? I think it's a win-win.

Anyway, the tertiary HUD lists the door actions twice every time.

Argh! I know what that is -- I must be calling the XR2's superclass, and so that also displays a door message. I'll fix that for Beta-2. Good catch.

Can any other testers confirm the following 2 possible problems I may have discovered?

1) On a clean installation, if "Particle streams" are turned off (unticked) in the Orbiter Launchpad "Visual effects" section, then a CTD results when loading any of the included XR2 scenarios (I tried "Ready for takeoff to ISS" and "Landed at Brighton Beach").
When particle streams are turned back on, the scenario will load and run OK.

That's a good catch; I'll fix that for Beta-2.

2) On a clean install,
Load the "Ready for take off to ISS".
Hit Ctrl F1 to call up the "Orbiter Camera" page.
Select the "Spaceports" option.
Try and swith view to Habana, Brighton or Olympus. You may have to switch views between them 2 or 3 times.
I get a CTD. This happens with every XR2 scenario I tested, but does NOT when I load and run the stock Deltaglider scenario "Dg-S ready for takeoff", or any other of the stock scenarios supplied with Orbiter.

I just tested that here, and it happens in external view when I switch. I'll investigate it here. This is the same CTD that other members have reported as well. Good catch, all.

In Rotation mode I found myself using the Ctrl key (fine thrust control option) because the full thrusters induce an uncomfortably fast rate of change of Pitch/Roll/Yaw.
This is in an unladen ship. I see from the cfg file that the payload capacity is 10795kg so I should test with a full payload simulated before I can accurately assess the RCS systems.

I had tuned the RCS jets to work with full payload, but they still may be too high for a typical payload. I'm OK with the ship feeling "sluggish" with heavy payload, so I'll look into tweaking that for Beta-2.

I've done the same thing, and I've moved ISS so you will not have to chase it for a long time. You can actually dock before you're over KSC again.

Thanks for the updated scenario! I will test this and bundle it with Beta-2.

Doug, can you actually tell where the COG is in the ship, is it about where i suggested it should be?

As computed by Orbiter's Shipedit utility after 83,000 samples, the Center of Mass is as follows:

Code:
X=0.01
Y=0.41
Z=-1.96

These numbers are distance in meters from the center of the ship's mesh, so after checking in 3dsmax, the COG is just aft of the payload bay between the back of the bay and the LOX and Fuel hatches. XR ships do not alter the center-of-gravity based on payload mass, so these numbers assume a full payload bay. Note that the reason XR vessels do not alter the center-of-mass based on payload is because the autopilots are calibrated to work with a "balanced" ship, and so they work on an "idealized" model in order to keep the ship as stable as possible under time acceleration.

I see that the default crew names are the same of XR5...
If, when its released, I want to use a scenario with both ships, thats gonna be a minor issue...
I would have to change the names.. and thinking about names its not something I like to do.

But thats just because the crew are supposed to be the same.. Arent there anymore pilots available in Altea Aerospace?

Well, I am open to suggestions. :) The current crew names are a homage to Stargate and BSG, two of my favorite TV shows. You can just alter them to your liking by editing the scenario files right after you install the ship.

Doug, There may be some tweaks, but I would hate to see all the XR vessels fly the same - they each have their own personality. I don't think we have a controversy, just normal test pilot/engineer debriefing sessions. What doesn't kill us. . .

I agree with you there. I think the custom "AF Ctrl" settings will work well for this, and the ship certainly flies differently from the XR1 and XR5, even in Beta-1. I'll get the new AF Ctrl config settings into Beta-1a so the team can try them out.

Heh I tried that too, but all that smoke would have Greenpeace on your back in 10 sec. flat.

Why can't we just use the RCS to help out at low speeds? I've been nailing deadstick landings all afternoon. Just keep the speed above 280 m/s untill you can dive at 20° for the PAPI lights. When you're aligned, extend brakes and turn RCS on. Preflare at 600 m and drop gear at 200 m.

You should be able to kiss the RWY at around 120 m/s.

Well, that certainly works, too. However, after the new 'AFCtrlPerformanceModifier ' is in place for Beta-1a we won't have to use RCS anymore. :)

[EDIT: although, I do like to use "killrot" to hold the nose steady right before touchdown. I was thinking more about not having to use RCS at takeoff.]

Would it be possible to disable the fuel- and LOX hatch anims, while the XR2 is docked?

Yes, that's easy enough. I'll add a config option for that. By default, however, animations will remain enabled so that I don't get "bug reports" from users complaining that the fuel hatches don't work when docked.
 
Great work so far!!!
On the XR1 and XR5, when you deploy the airbrake, it makes the nose want to go down a LOT. Do you plan on making it more centered on the XR2? :cheers:
 
Great work so far!!!
On the XR1 and XR5, when you deploy the airbrake, it makes the nose want to go down a LOT. Do you plan on making it more centered on the XR2? :cheers:

Actually the airbrake is already centered on all XR vessels. Here is the actual code for the XR1:

Code:
[SIZE=2]CreateVariableDragElement (&brake_proc, 4, _V(0,0,-8)); [/SIZE][SIZE=2][COLOR=#008000][SIZE=2][COLOR=#008000]// airbrake[/COLOR][/SIZE][/COLOR][/SIZE]
The three numbers in the "_V" vector are X,Y,Z offsets from the ship's center-of-mass, with Z being forward-aft. So the drag occurs exactly centered for left-right (X) and up-down (Y), and 8 meters aft of the center of mass.

So if the nose drops it's because the ship is slowing down. :)
 
Wow.

Despite having a (very) angry girlfriend, I have completed about 30 KSC->ISS->KSC or KSC->MIR->KSC missions over the past couple of days.

First and foremost; premature atmospheric heating aside, this ship handles the most realistic of all Orbiter ships (including stock) in the atmosphere. When you're bringing it in for a deadstick landing (and I've done many more outside of the Roundtrip missions aforementioned), it stays where you put. Just like you would expect it to.

I've had problems with the stock DG losing far too much energy, and having a sketchy kind of pitch control < 10km of altitude, but the Ravenstar performs magnificantly. It took me a couple landing to figure out the speeds so I don't collapse the gear; but now I've got it down to a science hehehe.

The model is fantastic. I'm thoroughly pleased that the radiator/cargo bay deploy sequences are much faster, and the interal bay looks hot hot hot.

In-orbit performance is great too. I use small amounts of thrust for plane changes and it's smooth as butter. The re-entry effects are fantastic too (love the "glow").

Special kudos to Doug on the atmospheric model, again. I'm sick of approaching KSC at -20 degrees and LOSING airspeed; which is NOT realistic. This beautiful baby does NOT have this problem.

Word.

I have verified the above bugs in my clean install.

Now, it appears that the callouts occur at the same speeds as the XR1; so rather than getting all crazy with AF cheat codes, why not set the threshold for the callout forward by about 20m/s? I wait ~4 seconds after "Rotate" to pull back and it performs as it should, IMHO anyway.

Couple of Questions:

1. In the final build, will the airlock between the cabin and the Crew (or Slave :P) Habitation Module be animated?

2. Will it use the same 2D panel, or are there works on a new one? (sorry if this has been covered; I'm just waking up from a full day of flight tests :P)

3. Would it be possible to "dull" the glow of the re-entry heating a little bit? It could very well just be me, but it seems when it gets really hot (like a direct reentry from IIS orbit hahahaha) it glows REAL bright-pinkish. Maybe a duller orangey... this is not really important, rather me being a fickle :censored:

4. Can you numb out the Rudder sensitivity just a little bit? It's not HUGE deal, but full rudder deflection makes it yaw a little more than I think it should.

To re-iterate, none of these things are heart-stopping, and I would be happy to take home the XR2 today, as is. It is a fantastic ship to fly.

Cheers boys on a job well done :cheers:

_O.K._
 
The brightness of re-entry I think is not to be under-estimated. I always thought the DGIV's was a bit dim.
 
Now, it appears that the callouts occur at the same speeds as the XR1; so rather than getting all crazy with AF cheat codes, why not set the threshold for the callout forward by about 20m/s? I wait ~4 seconds after "Rotate" to pull back and it performs as it should, IMHO anyway.

I will tweak that for the upcoming Beta-1a.

Couple of Questions:

1. In the final build, will the airlock between the cabin and the Crew (or Slave :P) Habitation Module be animated?

There are currently no plans for that, although that is a possiblity for a late Beta depending on what is visible inside the CHM. We'll have to see...

2. Will it use the same 2D panel, or are there works on a new one? (sorry if this has been covered; I'm just waking up from a full day of flight tests :P)

The Mk I (the 1.0 release) will use the same panels you see now. The Mk II will have a fully functional VC and probably, at the very least, some new control graphics on the 2D panels as well.

3. Would it be possible to "dull" the glow of the re-entry heating a little bit? It could very well just be me, but it seems when it gets really hot (like a direct reentry from IIS orbit hahahaha) it glows REAL bright-pinkish. Maybe a duller orangey... this is not really important, rather me being a fickle :censored:

The color of the mesh is "baked into the mesh", but I could make the heating mesh a little less opaque at its peak: currently the mesh reaches 50% opacity at peak heating. I'd like to hear some feedback from the other testers on this, too -- should I reduce the opacity of the hull heating mesh at peak heating?

4. Can you numb out the Rudder sensitivity just a little bit? It's not HUGE deal, but full rudder deflection makes it yaw a little more than I think it should.

I will test that out here and see.

To re-iterate, none of these things are heart-stopping, and I would be happy to take home the XR2 today, as is. It is a fantastic ship to fly.

Cheers boys on a job well done :cheers:

_O.K._

Thanks. :) Steve and I have a lot of work in the ship, and positive feedback is always appreciated.

Steve and I are also fortunate to have such a top-notch Beta Testing Team. :cheers:

====

P.S. Sorry about the angry g/f. :) I'll have to add a line to the credits like this:

"Number of very angry girlfriends caused by excessive Beta Testing: 1"
 
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