XR Flight Operations Manual Version 3.0
Copyright 2006-2018 Douglas Beachy. All Rights Reserved.
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;----------------------------------------------------
; === Attachment specs ===
; NOTE: a payload object's attachment point should be set for the
CENTER of the bay slot into which it is
; attached. Each standard slot is exactly 2.4384 wide (X), 2.5908 high
(Y), 6.096 long (Z). Some XR-class
; ships, such as the XR5 Vanguard, have some slots that are wider as
well.
; WARNING: attachment *direction* must be (0 1 0) and attachment
*rotation* must be (0 0 1)! The bay
; collision detection code expects this.
; Note: only *one* BEGIN_ATTACHMENT/END_ATTACHMENT block may be present
in any vessel's .cfg file.
; If you have multiple attachment points, you must declare them all in
a single block.
; Also note that the XR attachment point *must* be labeled XRCARGO.
BEGIN_ATTACHMENT
P 0 0 0 0 1 0 0 0 1 XRCARGO
END_ATTACHMENT
Publishing Your Payload Module
After you have created your new payload module and tested it, please consider
publishing it to make it available for other XR pilots as well. If want to host your
new payload module on your own Web site, I would be happy to link to your page
from the
Payload
. If
you prefer, I would also be happy to host your new payload module on my Web
page, crediting you as the author. If you would like me to link to your page or host
your payload on my page, please drop me an email at
XR2-01_Bay/XR5-01_Bay Vessel Saved in Scenario Files
A note regarding the XR2-01_Bay/XR5-01_Bay vessels you will see in saved
Ravenstar and Vanguard scenarios: this is an invisible phantom vessel attached
behind the XR vesse
l’s
payload bay to force the Orbiter core to render the payload
bay even when no cargo is present. If you delete the vessel from the scenario file no
harm is done: the XR vessel will recreate it automatically when the scenario loads.
Do not delete the phantom vessel in-game, however, or the cargo bay will no longer
be rendered in the payload camera view unless there is at least one payload module
in close proximity to the bay. This is an Orbiter core limitation.
Installing and Using a Custom Skin
XR vessels support any number of custom skins so long as each skin installed to its
own subdirectory under %
ORBITER_ROOT%
\Textures\{SHIPNAME}>\Skins
. If the