@Chtite451SR2 the problem with tidal lock is, that its not an existing feature, you have to manually set the rotation value of the moon to the orbital period, which will never truely line up perfectly.
It seems that this is just how life works, work put in ≠ reward. That said i think its good to try to remember that this isnt about money or anything, its just internet points and for a lot of people it actually is a display of the amount of effort and care they put into their posts.
@Matteovir i think the number displayed in the editor might be the torque, cause it doesnt seem to line up with anything else, havent tested that theory yet though.
@Chtite451SR2 its not a sensation its just the same guy posting it over and over again on multiple accounts cause he keeps getting banned and keeps comming back.
@Thorne you just add it to the HeightFinal Pass and it lets you specify the size, pos (lat/long) and elevation and makes a perfectly flat circle at that position. It also blends into the ground automatically.
@NewFrontiersExploration i havent really messed much with that myself but people like sflanker here have done quite some impressive stuff, same with Rizkyman here. You might get somewhere asking them.
@JSO18 thats a bit more difficult to get right, i just let it fly and it was waiting for the next altitude flag or whatever it was waiting for on the ascend untill it got out of draw distance. Then when switching back to it, it just continued what it was doing.
What i did was let the booster broadcast a message to the craft just before detaching. The upper stage would recieve the message and then start its code.
I agree, some stuff is still a bit clunky. For example you cant focus on the planet you're encountering while planning a manouver and the orbit line isnt shown at the planet itself but at the location of the encounter making encounters with stuff inside the bodys soi pretty much impossible without getting there.
Yes, if you fired each engine at the right altitude that might give you an efficiency boost, you would have to throttle down eventually and the twr at start would have to proper aswell. Additionally you would be carrying a lot more engines at the start than you actually need, giving you a slight performance hit.
If you're talking about ion engines the battery/solar panel can be placed anywhere on the craft and it should work, the xenon fuel does have to be connected to the engine itself though.
@stiv2804 oh, well for that you can just place the craft on the surface and let it display the height accurately. Then use that height in a variable. Thats how i do it.
Piracy is theft, its not only a crime but also respectless towards the people who worked hard make the game. I find it crazy that you have the audacity to ask the devs to do anything about it, just buy the game, it even was on sale recently.
Theres multiple ways to download crafts and the such. The first is to just copy the link to the post on the website and ctrl + v while in the game. Another option is to do it from within the game which opens up the steam overlay and lets you do it by just pressing the download button on the website. The last option is to right click on the downloaded file and open it with the SR2.exe which will open the game and install the given file.
About cheats, i think there are some commands in the dev console that allow for something like that, i dont know the names though. Getting to orbit quickly isnt a thing as far as i know.
I'd say the best way for you to learn most of the vizzy stuff is to just try it out yourself. Try slapping things together to see what they do. If you have any specific questions or are really stuck on something, there are awesome peole on the SRC discord that are willing to help you. You can join it here.
Also i think there should be some tutorials on youtube for the basics of vizzy, so that might be a starting point.
Im not sure you know what KAL is. There is a program made by Kelly thats called Kell Auto Launch (KAL) but i think what you're talking about is vizzy, the visual scripting language.
@Remedy31 its most likely gonna take a bit longer than that, they basically just released a really big update and arent yet finished with some other features they're working on.
You could multiply by 100 round and then divide by 100 (10 for each if you want just one decimal place). Alternatively you could use the 'format' block which allows for rounding to a certain decimal place.
Amazing, i'll be sure to use that.
3.8 years ago@Chtite451SR2 the problem with tidal lock is, that its not an existing feature, you have to manually set the rotation value of the moon to the orbital period, which will never truely line up perfectly.
+1 3.8 years agoPart count go brrr
3.9 years agoIn the inspector you can open the cargo bay, aswell as change the opening angle and speed.
3.9 years agoHow is that within the character limit?
3.9 years agoIt seems that this is just how life works, work put in ≠ reward. That said i think its good to try to remember that this isnt about money or anything, its just internet points and for a lot of people it actually is a display of the amount of effort and care they put into their posts.
+4 3.9 years ago@Matteovir i think the number displayed in the editor might be the torque, cause it doesnt seem to line up with anything else, havent tested that theory yet though.
3.9 years ago@EnceladusDynamics yup
3.9 years ago@Chtite451SR2 its not a sensation its just the same guy posting it over and over again on multiple accounts cause he keeps getting banned and keeps comming back.
+1 3.9 years agoWhy not use the one by hyperpatch?
3.9 years ago@Thorne np, btw i love your work, the planets you make look stunning and the presentation looks really sleek.
+1 4.0 years ago@Thorne you just add it to the HeightFinal Pass and it lets you specify the size, pos (lat/long) and elevation and makes a perfectly flat circle at that position. It also blends into the ground automatically.
+1 4.0 years agoYou can use the radial flatten modifier to make a flat area as far as im aware.
+1 4.0 years agoThats kind of a thing already. You can group parts together which will simplify the part meshes and do some other stuff as far as i know.
+1 4.0 years agoI mean you dont need to constantly switch between retrograde and 0 pitch, shouldnt it be fine to set it once or just every couple seconds or so?
4.0 years ago@NewFrontiersExploration i havent really messed much with that myself but people like sflanker here have done quite some impressive stuff, same with Rizkyman here. You might get somewhere asking them.
4.0 years agoJesus, that looks otherworldly gorgeos (pun intended). Amazing work you guys, as always!
4.0 years agoYeah, a ram or scram jet engine would be pretty neat, epecially for SSTO's i imagine.
4.0 years ago@JSO18 thats a bit more difficult to get right, i just let it fly and it was waiting for the next altitude flag or whatever it was waiting for on the ascend untill it got out of draw distance. Then when switching back to it, it just continued what it was doing.
4.0 years agoWhat i did was let the booster broadcast a message to the craft just before detaching. The upper stage would recieve the message and then start its code.
4.0 years agoI'M SURE THERE IS A WAY BUT WHY ARE YOU SCREAMING?
4.0 years agoI agree, some stuff is still a bit clunky. For example you cant focus on the planet you're encountering while planning a manouver and the orbit line isnt shown at the planet itself but at the location of the encounter making encounters with stuff inside the bodys soi pretty much impossible without getting there.
4.0 years agoYes, if you fired each engine at the right altitude that might give you an efficiency boost, you would have to throttle down eventually and the twr at start would have to proper aswell. Additionally you would be carrying a lot more engines at the start than you actually need, giving you a slight performance hit.
4.0 years agoThere is a mod that allows you to do that, it would be cool if it would be implemented in the stock game though.
+1 4.0 years agoIf you're talking about ion engines the battery/solar panel can be placed anywhere on the craft and it should work, the xenon fuel does have to be connected to the engine itself though.
+1 4.0 years agoI dont think its possible right now.
4.0 years ago01010100 01101000 01101001 01110011 00100000 01110111 01100001 01111001 00100000 01101111 01100110 00100000 01100011 01101111 01101101 01101101 01110101 01101110 01101001 01100011 01100001 01110100 01101001 01101111 01101110 00100000 01101001 01110011 00100000 01110101 01101110 01101110 01100101 01100011 01100101 01110011 01110011 01100001 01101001 01110010 01101001 01101100 01111001 00100000 01100011 01101111 01101101 01110000 01101100 01101001 01100011 01100001 01110100 01100101 01100100 00101110
4.0 years ago@stiv2804 oh, well for that you can just place the craft on the surface and let it display the height accurately. Then use that height in a variable. Thats how i do it.
4.0 years agoAir drag sounds pretty difficult to do, but for the height you can just use the
4.0 years agoAltitude: AGL
blockThere are plans for something like a carrer mode, its still quite far in the future though.
+3 4.0 years agoMaybe reentry heating is turned of in the settings.
4.1 years ago
+1 4.1 years ago[Text](link)
for a clickable link. ExampleI wouldnt just easily choose one here, they're both great in their own ways and KSP is quite a bit more matured in terms of content and structure.
4.1 years agoPiracy is theft, its not only a crime but also respectless towards the people who worked hard make the game. I find it crazy that you have the audacity to ask the devs to do anything about it, just buy the game, it even was on sale recently.
+1 4.1 years agoTheres multiple ways to download crafts and the such. The first is to just copy the link to the post on the website and
4.1 years agoctrl + v
while in the game. Another option is to do it from within the game which opens up the steam overlay and lets you do it by just pressing the download button on the website. The last option is to right click on the downloaded file and open it with the SR2.exe which will open the game and install the given file.The command is 'planetStudio' it should show up aswell when starting to type it in.
4.1 years agoAbout cheats, i think there are some commands in the dev console that allow for something like that, i dont know the names though. Getting to orbit quickly isnt a thing as far as i know.
4.1 years agoLet's hope you dont get any more serious symptoms and you'll get through this quickly.
+1 4.1 years ago@Digit it has to be a direct link to the image, meaning it has to end with .jpg or .png.
4.1 years agoCurrently not, there were some people asking for it but i think the devs decided against it because of performance reasons.
+1 4.1 years agoIn the dropdown menu on the right, click on your account and press log off.
4.1 years agoI'd say the best way for you to learn most of the vizzy stuff is to just try it out yourself. Try slapping things together to see what they do. If you have any specific questions or are really stuck on something, there are awesome peole on the SRC discord that are willing to help you. You can join it here.
Also i think there should be some tutorials on youtube for the basics of vizzy, so that might be a starting point.
4.1 years agoIm not sure you know what KAL is. There is a program made by Kelly thats called Kell Auto Launch (KAL) but i think what you're talking about is vizzy, the visual scripting language.
4.1 years ago@Remedy31 its most likely gonna take a bit longer than that, they basically just released a really big update and arent yet finished with some other features they're working on.
+1 4.1 years agoYou can make a suggestion for that.
4.1 years ago3d graphics sounds pretty difficult ngl. I'd say we get familiar with the new vizzy stuff first.
+2 4.1 years ago@SCaxaR its not possible to do it on mobile, so i doubt you saw something recorded on mobile. Also why do you format all your text to be big?
+1 4.1 years agoYou could multiply by 100 round and then divide by 100 (10 for each if you want just one decimal place). Alternatively you could use the 'format' block which allows for rounding to a certain decimal place.
4.1 years ago@Rizkyman no need for that, you'll know when its released.
4.1 years agoWhy?
+1 4.1 years ago