@Kell @Gregrox You guys are real sticklers for the thrust power. Hey, at least I'm not violating the laws of physics this time! I have been thinking about how it could work tonight, but it's not likely to happen as it would require significant code changes and (IMO) not a lot of benefit to the player.
@pedro16797 @AnotherFireFox I'll look into scaling a bit smaller for the next beta update. I think you also need a setting to enable RCS style control for any rocket engine.....I'll have to think about that one.
9 and 10: Good ideas, but not sure we will have enough time to make it happen.
11: I'm sure you already know this, but the Mach setting in the PA window currently only affects jet engines. If the aerospike thrust drop at Mach 3-5 is implemented, then it would make sense to do this.
12: The thrust equations take the fuel properties into account when calculating thrust, so they should be accurate given the propellant type.
Thrust = MassFlow * ExhaustVelocity
Hydrolox and Methalox have lower molecular weights than Kerolox so mass flow (for a given throat area) drops, but exhaust velocity increases resulting in about the same thrust. Chamber pressure and throat area are the biggest driving factors behind thrust. The big advantage of the water propellant type is the massive increase in density impulse.
13: We won't have time to add another engine type at this time.
14: I can look into it. This was my attempt to slightly nerf the engines.
15: I will look into it.
16: I agree this needs to be improved. I'd like the PA window to work a little better with staging and allow selecting different planets so you can see DeltaV in totally different environments.
17: Good catch. Thanks.
18: It's a good idea. Maybe negative changes could be highlighted in red and advantageous changes could be highlighted in blue. I'll keep it in mind, but can't make any promises.
@pedro16797 The throat radius doesn't have a visual representation, but it is a way to let the player tweak the nozzle ratio. Regarding the aerospike on solid rocket motors, there is at least one case of it being done.
@pedro16797 @Gregrox Thanks for letting me know about the cone shape. I wasn't aware of that. I do plan to experiment with different colors based on the fuel type.
Added shroud curvature and shroud/nozzle overlap settings to jet engines.
Added Deflection Angle and Deflection Speed to control surface part properties.
Added jet engine thrust reversal.
Fixed a bug where the designer would not calculate a part's CoM correctly if the part had overridden it's local CoM.
Fixed a bug where the docking missions would fail to recognize, in some circumstances, that the player had successfully docked.
Fixed a bug where rocket engines and jet engines would work when underwater. Fixed a bug where rocket engines where misreporting their fuel usage when not at 100% throttle.
Fixed a bug where the volume of a fuel tank was not affected by its corner radiuses.
@MyMessage To be honest, we are still deciding on final names, but these are what are currently in the game: Smearth, Smoon, Smars, Smupiter, and Smuranus. We will likely change their names before release.
@Caveman999 Like @mjdfx150529 said, you can use time-warp. You can also use the Warp to Next Burn feature to automatically time-warp right up to the burn, which is really a nice feature. I use it all the time now.
@WeSeekANARCHY We don't plan on adding weapons, but anything is possible if enough players ask for it. We did add car engines and wheels to the plane game, so it's conceivable we'll add weapons and prop engines to the rocket game if enough players want that.
@JoshMan Yes and no. Solar panels won't work in the night time (when the planet is between the craft in the sun). They take into account distance from the sun and the direction of sunlight. So if the sunlight is directly hitting a panel, it will absorb 100% of the solar radiation. If the panel is angled to the sun, then it will be the cosine of the angle. However, we don't take into account if the panel is in the shadow of the craft itself. Too much computation for realtime simulation.
How Big can we build in the Hangar? I'm not sure. We don't have any specific size limitations that I can think of off the top of my head, so quite large.
Can we use Firing as this or this ? We will have RCS nozzles that you can place anywhere.
is there side boosters like spacex dragon capsule? No, those vents are for visuals and I'm thinking we should probably remove them because they do seem to cause justified confusion.
will be there science instruments? No
Can we use RCS to spin a spacecraft Yes
it is there slow motion? Yes
it is possible to get motion sickness for playing long period of time? I never have, but everyone is different.
will be there light to see through dark side of planets & moons? We plan to add a light part at some point.
Can engines catch in fire like sp? Not currently
Can we use pistons as landing gears? I think you could probably fashion something together with rotators and pistons to make your own custom landing gear/legs. SP players have been blowing our mind for ages doing similar things.
is the separater can be customized? The interstage can be resized like any other fuselage part. The side interstage cannot be customized.
Will be there camera?
We haven't added one yet, but we do plan to.
Is release date really delayed?
We are still shooting for summer 2018.
Is there live stream for the event?
No, that would be super boring! And you would probably see us picking our noses...
Will be there dwarf planets in sr2? And moon with atmosphere?
Probably and probably, though it won't matter after we add the ability to create your own planets.
@JoshMan @Teague @SpaceWC We all plan to be there, but we will also share pics and videos on here during and after the event so you won't miss out too much!
1 - will solar panels tear apart during re-entry?
Drag rips the solar panels off, so yes.
2 - Is docking really that hard or easy?
It's hard! But possibly easier in some ways than SR1.
3 - Can we track all parts?
I'm not sure what you mean here. Parts can be clicked on during flight to view information about them, if that's what you mean.
4 - will be there missions? And how many?
We plan to have a career mode where you complete contracts for money.
5 - If you got debris strike during taking off which part will explode?
Any part that is impacted can explode.
6 - Can we create boats?
Sure, the fuselage can be used to make boats.
7 - is there release date for SR2 yet?
No date yet.
8 - Can we use cockpit version like ksp?
No cockpits
9 - will be there sounds in planets?
Planets don't make any sounds. They are shy.
10 - what if we escaped solar system like voyager 1? And is there something hiding in outer solar system?
No, we don't have anything beyond the solar system.
11 - what is that mysterious blue planet? In photo library
That's a gas giant we were working on.
@Venus @Planefun @Planefun @AN2Felllla @EternalDarkness The runway is 2km long. It does appear small because the primary launch pad is enormous, which it needs to be to accommodate the wide variety of insane crafts that players will build.
@Creeperslayerz It's currently a debug button so we can blow stuff up while testing. We don't plan to leave that in the final version, but maybe it can be enabled via modding ;)
There's no way to add/remove a color through the UI (currently) but you can add/remove them from XML easy enough. I could upload a rocket with 25+ colors that you could start with.
@JPCHZ Yes, we do plan to support this. A lot of players want this feature, and so do I. You can do it to some extent already, but it's not yet fully supported.
@Arnmra After witnessing the creativity of players in SP, I have no doubt that they will be able to build anything they set their minds to. We cannot confirm nor deny the existence of easter eggs. That would take all the fun out of it!
@Zi7ar21 The ion engine in SR1 is already massively overpowered compared to a real ion engine. There will be a sandbox mode where money doesn't matter.
@Sharandeep981 yep, we plan on supporting multiple command pods on a craft so you could separate a craft and then take control of it. So you should be able to do missions like SpaceX's re-usable boosters or the Apollo missions.
@MarioG Kell asked for that too. We don't have time to add it now, but maybe someday. It is an elegant power cycle.
+3 5.6 years ago@MarioG next update will include new texture options for bell, cone and delta nozzles.
+3 5.6 years ago@Kell @Gregrox You guys are real sticklers for the thrust power. Hey, at least I'm not violating the laws of physics this time! I have been thinking about how it could work tonight, but it's not likely to happen as it would require significant code changes and (IMO) not a lot of benefit to the player.
+3 5.6 years ago@Shoot2kill We are hoping to have landing gear in the next update.
+3 5.6 years ago@MarioG No plans for such things, but it would be super easy for a mod to add those fuel types.
+3 5.6 years ago@Kell The mass flow actually goes up quite a bit with H2O but the exhaust velocity goes down, so the thrust is the same.
+3 5.7 years ago@pedro16797 @AnotherFireFox I'll look into scaling a bit smaller for the next beta update. I think you also need a setting to enable RCS style control for any rocket engine.....I'll have to think about that one.
+3 5.7 years ago9 and 10: Good ideas, but not sure we will have enough time to make it happen.
11: I'm sure you already know this, but the Mach setting in the PA window currently only affects jet engines. If the aerospike thrust drop at Mach 3-5 is implemented, then it would make sense to do this.
12: The thrust equations take the fuel properties into account when calculating thrust, so they should be accurate given the propellant type.
Thrust = MassFlow * ExhaustVelocity
Hydrolox and Methalox have lower molecular weights than Kerolox so mass flow (for a given throat area) drops, but exhaust velocity increases resulting in about the same thrust. Chamber pressure and throat area are the biggest driving factors behind thrust. The big advantage of the water propellant type is the massive increase in density impulse.
13: We won't have time to add another engine type at this time.
14: I can look into it. This was my attempt to slightly nerf the engines.
15: I will look into it.
16: I agree this needs to be improved. I'd like the PA window to work a little better with staging and allow selecting different planets so you can see DeltaV in totally different environments.
17: Good catch. Thanks.
18: It's a good idea. Maybe negative changes could be highlighted in red and advantageous changes could be highlighted in blue. I'll keep it in mind, but can't make any promises.
+3 5.7 years ago@WNP78 lol, thanks! And yes, this is the real one.....I think.
+3 5.7 years ago@pedro16797 The throat radius doesn't have a visual representation, but it is a way to let the player tweak the nozzle ratio. Regarding the aerospike on solid rocket motors, there is at least one case of it being done.
+3 5.7 years ago@pedro16797 @Gregrox Thanks for letting me know about the cone shape. I wasn't aware of that. I do plan to experiment with different colors based on the fuel type.
+3 5.7 years ago@Bmcclory If I had to give this one a name, I'd probably go with SCORCH 1000.
+3 5.7 years ago@Mod lol, ya I haven't worked on actually calculating price or mass for the engines yet.
+3 5.8 years ago@Bmcclory Yes, we will continue to have support for the old engines....at least for now.
+3 5.8 years ago@Chancey21 We are planning to spend about one month on it, so as much as we can get done in that amount of time. I'd say that's a medium update.
+3 5.8 years agoNew beta is available, version 0.6.9.1:
Added jet engine thrust reversal.
Fixed a bug where the designer would not calculate a part's CoM correctly if the part had overridden it's local CoM.
Thanks for letting me know, guys! This will be fixed in the next update.
+3 5.8 years ago@pedro16797 That's great! But thank @NathanMikeska for that. He did all the work on input controllers for this update.
+3 5.9 years ago@AndrewGarrison No multiplayer.
+3 6.0 years ago@MyMessage To be honest, we are still deciding on final names, but these are what are currently in the game: Smearth, Smoon, Smars, Smupiter, and Smuranus. We will likely change their names before release.
+3 6.1 years ago@matkag5 Definitely won't be Oct 1st. Late October is more likely. Also, maybe November. It is starting to smell like liquorice...
+3 6.2 years agoYep, we still don't allow it. Maybe someday.
+3 6.2 years ago@Caveman999 Like @mjdfx150529 said, you can use time-warp. You can also use the Warp to Next Burn feature to automatically time-warp right up to the burn, which is really a nice feature. I use it all the time now.
+3 6.2 years ago@Mattangi Some do use Argon. Some use hydrogen. Most use Xenon.
+3 6.2 years ago@WeSeekANARCHY We don't plan on adding weapons, but anything is possible if enough players ask for it. We did add car engines and wheels to the plane game, so it's conceivable we'll add weapons and prop engines to the rocket game if enough players want that.
+3 6.3 years ago@JoshMan Yes and no. Solar panels won't work in the night time (when the planet is between the craft in the sun). They take into account distance from the sun and the direction of sunlight. So if the sunlight is directly hitting a panel, it will absorb 100% of the solar radiation. If the panel is angled to the sun, then it will be the cosine of the angle. However, we don't take into account if the panel is in the shadow of the craft itself. Too much computation for realtime simulation.
+3 6.3 years ago@Venus
Can we escape the solar system?
No
How Big can we build in the Hangar?
I'm not sure. We don't have any specific size limitations that I can think of off the top of my head, so quite large.
Can we use Firing as this or this ?
We will have RCS nozzles that you can place anywhere.
is there side boosters like spacex dragon capsule?
No, those vents are for visuals and I'm thinking we should probably remove them because they do seem to cause justified confusion.
will be there science instruments?
No
Can we use RCS to spin a spacecraft
Yes
it is there slow motion?
Yes
it is possible to get motion sickness for playing long period of time?
I never have, but everyone is different.
will be there light to see through dark side of planets & moons?
We plan to add a light part at some point.
Can engines catch in fire like sp?
Not currently
Can we use pistons as landing gears?
I think you could probably fashion something together with rotators and pistons to make your own custom landing gear/legs. SP players have been blowing our mind for ages doing similar things.
is the separater can be customized?
The interstage can be resized like any other fuselage part. The side interstage cannot be customized.
Will be there camera?
We haven't added one yet, but we do plan to.
Is release date really delayed?
We are still shooting for summer 2018.
Is there live stream for the event?
No, that would be super boring! And you would probably see us picking our noses...
Will be there dwarf planets in sr2? And moon with atmosphere?
Probably and probably, though it won't matter after we add the ability to create your own planets.
@NazyaMilitare I would love to go to Australia! Maybe someday...
+3 6.4 years ago@JoshMan @Teague @SpaceWC We all plan to be there, but we will also share pics and videos on here during and after the event so you won't miss out too much!
+3 6.4 years ago1 - will solar panels tear apart during re-entry?
Drag rips the solar panels off, so yes.
2 - Is docking really that hard or easy?
It's hard! But possibly easier in some ways than SR1.
3 - Can we track all parts?
I'm not sure what you mean here. Parts can be clicked on during flight to view information about them, if that's what you mean.
4 - will be there missions? And how many?
We plan to have a career mode where you complete contracts for money.
5 - If you got debris strike during taking off which part will explode?
Any part that is impacted can explode.
6 - Can we create boats?
Sure, the fuselage can be used to make boats.
7 - is there release date for SR2 yet?
No date yet.
8 - Can we use cockpit version like ksp?
No cockpits
9 - will be there sounds in planets?
Planets don't make any sounds. They are shy.
10 - what if we escaped solar system like voyager 1? And is there something hiding in outer solar system?
No, we don't have anything beyond the solar system.
11 - what is that mysterious blue planet? In photo library
+3 6.4 years agoThat's a gas giant we were working on.
@WNP78 You'll just have to wait and see!
+3 6.4 years ago@Venus @Planefun @Planefun @AN2Felllla @EternalDarkness The runway is 2km long. It does appear small because the primary launch pad is enormous, which it needs to be to accommodate the wide variety of insane crafts that players will build.
+3 6.4 years ago@Creeperslayerz It's currently a debug button so we can blow stuff up while testing. We don't plan to leave that in the final version, but maybe it can be enabled via modding ;)
+3 6.4 years ago@WeSeekANARCHY Currently only Metric, but we might add a setting to switch to Imperial.
+3 6.4 years ago@Zacreed Yes, Philip is actually working on re-entry effects now.
+3 6.5 years ago@ZeleninIvan yep, atmosphere causes drag and we will have re-entry effects.
+3 6.5 years agoThere's no way to add/remove a color through the UI (currently) but you can add/remove them from XML easy enough. I could upload a rocket with 25+ colors that you could start with.
+3 6.5 years ago@Lyra We are planning tp release on Steam Early Access release this summer.
+3 6.6 years ago@DarthAbhinav Definitely not! More likely it will be the third week of August :D
+3 6.6 years ago@JPCHZ Yes, we do plan to support this. A lot of players want this feature, and so do I. You can do it to some extent already, but it's not yet fully supported.
+3 6.6 years ago@WeSeekANARCHY Not decided yet on lights. We have experimented a bit with both.
+3 6.6 years ago@IAmMyBoss Yes, SR2 will have modding support.
+3 6.6 years ago@Arnmra After witnessing the creativity of players in SP, I have no doubt that they will be able to build anything they set their minds to. We cannot confirm nor deny the existence of easter eggs. That would take all the fun out of it!
+3 6.7 years ago@MrTaco I think it's currently at 7x for SR2.
+3 6.7 years ago@Seanbon007 You can scale landing legs all the way up to 250% of their original size, or down to 50%.
+3 6.7 years ago@Zi7ar21 The ion engine in SR1 is already massively overpowered compared to a real ion engine. There will be a sandbox mode where money doesn't matter.
+3 6.7 years ago@Awsomur No such thing as dumb questions, only dumb peo.....I mean, you're welcome!
+3 6.7 years ago@Sharandeep981 Yep, we will have maneuver nodes.
+3 6.7 years ago@Sharandeep981 yep, we plan on supporting multiple command pods on a craft so you could separate a craft and then take control of it. So you should be able to do missions like SpaceX's re-usable boosters or the Apollo missions.
+3 6.7 years ago