Don't you need to travel to a different Planet and create an launch location to start there?
And wich orbit you want to go easily? Do you mean drop orbit or the target planet orbit?
Reaching droo orbit is just practice, after several hundred launches you can do it nearly blind.
To enter target planet orbit, the best tip that I can give you is that you shouldn't underestimate the fuel you need to slow down at your destination planet to enter an orbit. Because it's not that funny to travel all the way to Cylero and then just fly by Instead of enter an orbit, just because you run out of fuel 20 seconds to early.
Depends on the speed at which you land. If the Drood explodes, try to slow down before you touch down. I don't know the exact max speed to land without an explosion, but I think it should be somewhere between 10 and 15m/s.
You can make them even on mobile.
•At first, select the fuel tank that you want to illuminate.
•Go to the tinker panel, then press the "Edit hidden Properties" button.
•Press the plus button.
•then a window should open, with the text "InputController", delete this and write "BeaconLight" (must be exact, including the big B and L)
•Press "add", then press "apply"
•use the left and right arrows to navigate to the "Part" tab.
•Go down to Activation Group and replace the 0 with the AG you want to.
•Again hit the "Apply" button.
That's it, it should work. If you can't see the AG in-game, you have to set the AG from your beacon tank to an AG that is also used by an other part. Or you place an normal beacon light somewhere else on your craft and give him the same AG.
I've tested it before I wrote this post, so if anything won't work, just Ast.
@SmurfResearchX
That would be one possibility, but actually I think that the settings generally apply to crafts that have several chips installed. Because I remember an event that I experienced recently.
When I put a lander on my rocket, I noticed that the landing legs were activated. And I couldn't deactivate them because I hadn't activated the corresponding settings on the chips. I activated the replicate options on both chips and tried again. And at the second try it worked.
I am not sure how meaningful the number of parts is. You can build an rocket with payload (a simple satellite for example) that reach an stable orbit, let's say 150km/150km, with round about 50 parts. The most parts are only decorating or details when building an replica.
An other thing that rises the Partcount very quick is the mirroring tool, legs, solar panels, RCS thrusters, chutes or beacon lights are mirrored mostly at least 4 times.
But an rocket flies even without beacon lights and so on. And manage things like TWR and all these stuff is not really a challenge with all the tooltips, the game does all the math for you.
But since you have already mentioned the propeller stuff, i think that building propeller planes is a thing that is much easier in SP.
@MrCarrot
Yes I think you're right. I startet with SR, and after round about one year i bought SP too. But because of the different controls and the reduced map i don't play it that often.
I like the controls from SR more because you can change the size, shape or angle of an part by pulling the indicator arrows (sorry, in know, horrible english). For mobile users, the SR controls are easier to use i think, but on PC it could be the opposite, i don't know, i only play on mobile. But if you compare equal kinds of crafts from both games, i think the crafts in SP have a better look although they have a smaller part count.
In both cases I meant the construction of an aircraft. In my opinion, the controls in the building menu are much more intuitive in SR. But I'm taking only about the mobile versions.
And I think it's easier in SR to build an balanced airplane. Because every Structure/Fuselage part works also as a fuel tank. So you can easily fine-tune the CoM by modifying the amount of fuel in different fuel tanks.
@plane918273645 ah okay, thanks :-)
Finding crafts by the search function was always a pain in the a... , you know what I mean. But with your tip, the search function is not complete useless.
@plane918273645
Wow, how did you find this Side? Is the page also accessible via the normal navigation?
And there is a problem with the tag search.
If you select multiple tags, you don't get only the crafts that fits all tags as a result, every craft that has at least one of those tags are shown as search result.
And if you change the time setting, from "all time" to "month" for example, the selected tags are gone.
Backup the whole texture folder in your cloud storage (Google drive, Dropbox, one drive, and so on), take your laptop, download the folder and copy the files to your texture folder, done.
Do you have powerful RCS/Gyro on your lander? They can, specially with powerful ones, make a craft bouncy after the touchdown. I think you locked the heading retrograde when you land, you can try to unlock the heading direct after touchdown.
@GrandmasterPotato
I think GSpace means the slow motion, and he is right, the legs and the slow motion are not the best friends. Even a landet craft jumps when you set the time mode to slow motion.
But let's come back to your problem, do you have the bouncing problem with all landing legs, the old and the new ones? If yes, can you give us your leg settings (damper, spring, ...) please?
Okay, ähm, sorry but I think I don't understand the problem. You can place as many droneships as you want, and you can scale them up. I also had problems to land a space shuttle on those tiny runways. Set part scale to 4 and it worked.
LOD has an impact on performance, but if an 250€ Android Phone can run an LOD of 10 and nearly everything else on max*, it should be easy even on weaker netbooks.
~20fps on drool, except direct at DSC.
With thermal throttling between 15 and 20fps.
Okay and for what kind of craft, lander capsule, space shuttle, airplane or something I've forgotten? And how fast are you when you deploy them?
I guess you use them as main parachutes (because the deploy height and the diameter), but I think they are to huge for those speeds. You can try to use drag chutes at higher speeds/altitudes to reduce your speed down to, idk, 500 m/s (+-100). I've tried drag chutes with a reentry lander up to 2400 m/s (dia 0.5/2.2, alt 40/25/6 km).
Some (launch)-structures already have the build-in option to add Themselves to the launch location list. At desert runway and raised launch pad (afaik), at the structure settings window (that where you can set scale, heading, and other stuff), at the bottom of this window is the button "update launch locations".
When using this option, you don't need to adjust the exact position and direction, that's done automatically. You only should change the names after creating the launch location, because every launch location need an individual name.
If you use an standard capsule, mount an small fuel tank (imo 10 - 20cm) between the capsule bottom and the heat shield and set the fuel type to battery. Then go to the capsule settings and set the gyro slider to max.
No, it is possible to add the same light options (angle, intensity, range, ...) to a fuselage by XML editing. Once tried, it's not very complicated at all, and there is an excellent Guide
The fastest/easiest way is the tinker panel. Create a fuel tank with max size, then tinker the size to 5% and the mass to 0% and hide this fuel tank inside the regular tank, or use it as an Deko object.
I've got the same problem, because I'm on mobile. My "solution" is to max the ambient light settings and rise the max height for ambient light in atmosphere tab. Oh, and when max out the ambient light settings, don't forget to deactivate the checkbox that fades out the ambient light.
An real solution is an Bluetooth keyboard, you can connect nearly every BT keyboard if your device is an Android, but I don't know if that works on IOS.
I had this when I applied changes in terrain generation tab (in your first pic) only with the dice-looking icon. Use the reload button in the "celestial body" tab (in your first pic at the upper right corner.
I think that nearly the complete website should be overhauled, specially the search function. The complete tag system is broken, since the launch of the site, it never worked. And the facts that the Simpleplanes site is so much better and that SR2 development is finished showing the focus from the developers.
Swimming?
2.1 years agoJupp
2.1 years agoDon't you need to travel to a different Planet and create an launch location to start there?
2.3 years agoAnd wich orbit you want to go easily? Do you mean drop orbit or the target planet orbit?
Reaching droo orbit is just practice, after several hundred launches you can do it nearly blind.
To enter target planet orbit, the best tip that I can give you is that you shouldn't underestimate the fuel you need to slow down at your destination planet to enter an orbit. Because it's not that funny to travel all the way to Cylero and then just fly by Instead of enter an orbit, just because you run out of fuel 20 seconds to early.
Lunch?
2.3 years agoDepends on the speed at which you land. If the Drood explodes, try to slow down before you touch down. I don't know the exact max speed to land without an explosion, but I think it should be somewhere between 10 and 15m/s.
2.3 years agoYou can make them even on mobile.
•At first, select the fuel tank that you want to illuminate.
•Go to the tinker panel, then press the "Edit hidden Properties" button.
•Press the plus button.
•then a window should open, with the text "InputController", delete this and write "BeaconLight" (must be exact, including the big B and L)
•Press "add", then press "apply"
•use the left and right arrows to navigate to the "Part" tab.
•Go down to Activation Group and replace the 0 with the AG you want to.
•Again hit the "Apply" button.
That's it, it should work. If you can't see the AG in-game, you have to set the AG from your beacon tank to an AG that is also used by an other part. Or you place an normal beacon light somewhere else on your craft and give him the same AG.
I've tested it before I wrote this post, so if anything won't work, just Ast.
2.3 years ago@SmurfResearchX
2.4 years agoThat would be one possibility, but actually I think that the settings generally apply to crafts that have several chips installed. Because I remember an event that I experienced recently.
When I put a lander on my rocket, I noticed that the landing legs were activated. And I couldn't deactivate them because I hadn't activated the corresponding settings on the chips. I activated the replicate options on both chips and tried again. And at the second try it worked.
Deactivate Visual Effects and lower the Orbit line resolution and the LoD, that alone can bring the fps from 12 to 35.
And crafts with an high part count or huge vizzy programs can have an high impact.
And leave the Start area (DSC/DDB), after round about 10km, several players mentioned that after 10km the game runs 50% faster.
2.4 years agoMaybe you changed something at the control settings?
Reset all settings to default could possibly help.
2.4 years ago@LenatezSpaceAgency2
I am not sure how meaningful the number of parts is. You can build an rocket with payload (a simple satellite for example) that reach an stable orbit, let's say 150km/150km, with round about 50 parts. The most parts are only decorating or details when building an replica.
An other thing that rises the Partcount very quick is the mirroring tool, legs, solar panels, RCS thrusters, chutes or beacon lights are mirrored mostly at least 4 times.
But an rocket flies even without beacon lights and so on. And manage things like TWR and all these stuff is not really a challenge with all the tooltips, the game does all the math for you.
But since you have already mentioned the propeller stuff, i think that building propeller planes is a thing that is much easier in SP.
2.4 years agoHave you set the open speed?
2.5 years ago@MrCarrot
2.5 years agoYes I think you're right. I startet with SR, and after round about one year i bought SP too. But because of the different controls and the reduced map i don't play it that often.
I like the controls from SR more because you can change the size, shape or angle of an part by pulling the indicator arrows (sorry, in know, horrible english). For mobile users, the SR controls are easier to use i think, but on PC it could be the opposite, i don't know, i only play on mobile. But if you compare equal kinds of crafts from both games, i think the crafts in SP have a better look although they have a smaller part count.
@MrCarrot
In both cases I meant the construction of an aircraft. In my opinion, the controls in the building menu are much more intuitive in SR. But I'm taking only about the mobile versions.
2.5 years agoAnd I think it's easier in SR to build an balanced airplane. Because every Structure/Fuselage part works also as a fuel tank. So you can easily fine-tune the CoM by modifying the amount of fuel in different fuel tanks.
@SamTheFox
I'm with you. I've both games, on mobile. And in my opinion it is much easier and faster to build crafts in SR than in SP.
2.5 years ago@plane918273645 ah okay, thanks :-)
2.5 years agoFinding crafts by the search function was always a pain in the a... , you know what I mean. But with your tip, the search function is not complete useless.
The speed is always the same, different is only the energy.
2.5 years ago@plane918273645
Wow, how did you find this Side? Is the page also accessible via the normal navigation?
And there is a problem with the tag search.
2.5 years agoIf you select multiple tags, you don't get only the crafts that fits all tags as a result, every craft that has at least one of those tags are shown as search result.
And if you change the time setting, from "all time" to "month" for example, the selected tags are gone.
Backup the whole texture folder in your cloud storage (Google drive, Dropbox, one drive, and so on), take your laptop, download the folder and copy the files to your texture folder, done.
Theoretically....
2.5 years agoDo you have powerful RCS/Gyro on your lander? They can, specially with powerful ones, make a craft bouncy after the touchdown. I think you locked the heading retrograde when you land, you can try to unlock the heading direct after touchdown.
2.6 years ago@GrandmasterPotato
I think GSpace means the slow motion, and he is right, the legs and the slow motion are not the best friends. Even a landet craft jumps when you set the time mode to slow motion.
But let's come back to your problem, do you have the bouncing problem with all landing legs, the old and the new ones? If yes, can you give us your leg settings (damper, spring, ...) please?
2.6 years agoCan't you use the other ingame sliders like the up and right slider?
2.6 years agoContent and physics are the same, only some graphic options are not available on mobile, the real time reflections for example.
2.6 years agoThen I wish you a happy birthday, young User. 15 Years old, I hardly remember it, damn have I grown old.
2.6 years ago@COSMOSR2
Okay, ähm, sorry but I think I don't understand the problem. You can place as many droneships as you want, and you can scale them up. I also had problems to land a space shuttle on those tiny runways. Set part scale to 4 and it worked.
2.6 years agoLOD has an impact on performance, but if an 250€ Android Phone can run an LOD of 10 and nearly everything else on max*, it should be easy even on weaker netbooks.
With thermal throttling between 15 and 20fps.
Use the one inside the planet designer, you can find it under "planetary objects" , structures, "ship drone"
2.6 years agoOkay than we have an suggestion for the next update i think.
2.6 years ago@SamTheFox
On mobile you can't see the power consumption inflight, are you sure that you can see it on a PC?
2.6 years agoThere are a couple of YouTube videos from several users, but nothing from the official side like a manual afaik.
2.6 years ago@RamenNoodlesXVII
Okay and for what kind of craft, lander capsule, space shuttle, airplane or something I've forgotten? And how fast are you when you deploy them?
I guess you use them as main parachutes (because the deploy height and the diameter), but I think they are to huge for those speeds. You can try to use drag chutes at higher speeds/altitudes to reduce your speed down to, idk, 500 m/s (+-100). I've tried drag chutes with a reentry lander up to 2400 m/s (dia 0.5/2.2, alt 40/25/6 km).
2.6 years ago@Pedro okay thanks
2.6 years ago:-)
Can you give us a little more informations?
What are your settings, and when the parachutes are cuts off (heigh, speed, ...)?
2.6 years ago@Toinkove
On mobile, Google Play, beta
2.6 years agoRelease Notes for 0.9.906 would be nice, the update is there, but the release notes are not atm.
Thanks
2.6 years agoSome (launch)-structures already have the build-in option to add Themselves to the launch location list. At desert runway and raised launch pad (afaik), at the structure settings window (that where you can set scale, heading, and other stuff), at the bottom of this window is the button "update launch locations".
2.7 years agoWhen using this option, you don't need to adjust the exact position and direction, that's done automatically. You only should change the names after creating the launch location, because every launch location need an individual name.
If you use an standard capsule, mount an small fuel tank (imo 10 - 20cm) between the capsule bottom and the heat shield and set the fuel type to battery. Then go to the capsule settings and set the gyro slider to max.
2.7 years agoMaybe if somebody's account were closed/banned, it could be plausible that his upvotes gone with him.
2.7 years agohttps://wnp78.github.io/Sr2Xml/Light
The problem for Android users is that since Android 11 you can't edit files in the game directory.
2.8 years agoNo, it is possible to add the same light options (angle, intensity, range, ...) to a fuselage by XML editing. Once tried, it's not very complicated at all, and there is an excellent Guide
https://wnp78.github.io/Sr2Xml/Light
2.8 years agoThe fastest/easiest way is the tinker panel. Create a fuel tank with max size, then tinker the size to 5% and the mass to 0% and hide this fuel tank inside the regular tank, or use it as an Deko object.
Or download those engines:
(https://www.simplerockets.com/c/9Itxn8/Old-infinity-engines)
2.8 years agoYou've set "throttle" as the input for the thrust reverse, change it and it will work.
2.8 years agoI've got the same problem, because I'm on mobile. My "solution" is to max the ambient light settings and rise the max height for ambient light in atmosphere tab. Oh, and when max out the ambient light settings, don't forget to deactivate the checkbox that fades out the ambient light.
An real solution is an Bluetooth keyboard, you can connect nearly every BT keyboard if your device is an Android, but I don't know if that works on IOS.
3.0 years agoI think we need folders for subassemblies, for crafts and maybe for celestial bodies.
3.0 years agoI had this when I applied changes in terrain generation tab (in your first pic) only with the dice-looking icon. Use the reload button in the "celestial body" tab (in your first pic at the upper right corner.
3.0 years agoSame problem here, also with "square" parts. Crafts like Apollo 11 Luna landers looking, let's say interesting.
3.1 years agoI think that nearly the complete website should be overhauled, specially the search function. The complete tag system is broken, since the launch of the site, it never worked. And the facts that the Simpleplanes site is so much better and that SR2 development is finished showing the focus from the developers.
3.1 years agoYou can use wings, you only have to activate the "invert airfoil" checkbox.
3.1 years agoYep, same here...
3.1 years agoSorry, you need 1.21 Gigawatt to see the post (and an flux capacitor may be)
3.3 years agoSearching for "Shuttle" and finding this:
https://www.simplerockets.com/c/1oh0fj/Landing-Challenge-Shuttle
3.3 years ago