@s89Aerospace these were made pretty early on in developement, when there were a lot more new things to show, as the game heads towards 1.0 its a lot more about internal stuff and polishing the game rather than lots of shiny new things to show so i doubt it they will do something like that on a regular basis again.
Technically you can do that, if you use a vizzy raymarcher like this one from the view of the satellite (position can be obtained through vizzy and the calculations work regardless of craft position).
@ChaoticGraviton i actually kind of like it, and it actually works properly now, previously it would constantly break the scene and i'd have to go to the menu and back to fix it.
@Leah depending on the craft thats running either cpu or gpu, mobile gpus arent known for their amazing performance and rendering the planet terrain is very gpu intensive, especially for custom systems like SS.
I'd say it depends, sometimes i want to make replicas that are as close to the real thing as possible in terms of functionality, i play in Hyperpatch's SS with the REO mod but sometimes i just wanna enjoy the stock experience with its unique features. And this is the great thing about it, that you have the choice to quickly switch between vastly different play styles with a couple clicks.
@HorizonsTechnologies this suggestion is almost 3 years old now so i dont expect anything to change but i still think ion engines make no sense how they are from a gameplay standpoint, if you wanna argue about realism, there are plenty of other things to talk about so it doesnt seem too unreasonable to make ion engines worth using. Not to directly compare the two games but ksps ion engines are orders of magnitude better in terms of energy input to thrust output and a lot of people still find them too weak to be bothered using them and with carrer mode aproaching on the horizon i think it would makes sense to have a reason to unlock them in a playthrough other than if you wanna torture yourself for an hour making dozens of small burns for minimal to no gain over small chemical rockets.
Try avoiding direct impacts with the ground, a way to do this is to use makeshift launch clamps with side interstages and struts. If you put enough of them on it will act kind of like springs feathering the rocket.
@Tweedle_Aerospace no, its a fundamental issue with android, unity and the way the game is made. This is outside of the control of the developers and its unlikely something is gonna be done about it anytime soon.
@Shemes213 its a fractal, a theoretical structure that has a finite surface area but an infinitely large circumference with repeating patterns and seemingly endless spirals. This is an awesome video explaining a bit better.
@Natedoge Well, yes. To a certain degree i can render any position at any zoom, the individual renders take a long time though and im limited by the resolution and accuracy (amount of iterations per pixel) as it would literally take hours to render a single pic. If you zoom in too far (about at 1quadrillion) you run into floating point imprecision and it starts to break but thats usually not an issue.
@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.
@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.
You can change the name of your hired droods in the GameState xml file of the sandbox
2.1 years agoThen upvote this
2.1 years agocool
2.2 years agowut
2.2 years agorip bozo
2.2 years agowtf
2.3 years agoMy dude, you can edit a forum post
2.4 years agoInteresting, i counted 66k in april
2.4 years ago@s89Aerospace these were made pretty early on in developement, when there were a lot more new things to show, as the game heads towards 1.0 its a lot more about internal stuff and polishing the game rather than lots of shiny new things to show so i doubt it they will do something like that on a regular basis again.
2.4 years ago@t4zcomz dude, they're not gonna radically change the plans of what they're working on just because 5 people on discord said they wanted clouds.
2.5 years agoTechnically you can do that, if you use a vizzy raymarcher like this one from the view of the satellite (position can be obtained through vizzy and the calculations work regardless of craft position).
2.7 years agoebic
2.7 years ago@ChaoticGraviton i actually kind of like it, and it actually works properly now, previously it would constantly break the scene and i'd have to go to the menu and back to fix it.
2.7 years agoYou cant change it, maybe it was the label part.
2.9 years ago@AeroplaneBuilder you're not really gonna get around that
2.9 years agoPractice and a relatively solid understanding of math, those are the main factors.
2.9 years ago@Leah depending on the craft thats running either cpu or gpu, mobile gpus arent known for their amazing performance and rendering the planet terrain is very gpu intensive, especially for custom systems like SS.
2.9 years agoYou can also just use the wait untill block, so
2.9 years agowait untill: Alt AGL > 15000
I've never wanted a vr headset more than now.
3.0 years agoI'd say it depends, sometimes i want to make replicas that are as close to the real thing as possible in terms of functionality, i play in Hyperpatch's SS with the REO mod but sometimes i just wanna enjoy the stock experience with its unique features. And this is the great thing about it, that you have the choice to quickly switch between vastly different play styles with a couple clicks.
3.0 years ago@Starborn if it was that i wouldnt use voxels would i
3.1 years ago@rockethelper damn you're right, i always thought handrews comet was the smallest, thanks for pointing it out
3.1 years ago@HorizonsTechnologies this suggestion is almost 3 years old now so i dont expect anything to change but i still think ion engines make no sense how they are from a gameplay standpoint, if you wanna argue about realism, there are plenty of other things to talk about so it doesnt seem too unreasonable to make ion engines worth using. Not to directly compare the two games but ksps ion engines are orders of magnitude better in terms of energy input to thrust output and a lot of people still find them too weak to be bothered using them and with carrer mode aproaching on the horizon i think it would makes sense to have a reason to unlock them in a playthrough other than if you wanna torture yourself for an hour making dozens of small burns for minimal to no gain over small chemical rockets.
3.2 years agoBro stop, you know you can just edit the one post
3.4 years ago@SUpermanta2021 bruh how did you get here? This is more than a year old
3.7 years agoTry avoiding direct impacts with the ground, a way to do this is to use makeshift launch clamps with side interstages and struts. If you put enough of them on it will act kind of like springs feathering the rocket.
3.7 years ago@Tweedle_Aerospace does that mean i didnt do it?
3.7 years agocough cough
3.7 years ago@Elgaagung thanks (:
3.7 years ago@GSpace apple doesnt allow mods, as they cant check the code themselves for every single mod.
3.8 years ago@Tweedle_Aerospace no, its a fundamental issue with android, unity and the way the game is made. This is outside of the control of the developers and its unlikely something is gonna be done about it anytime soon.
3.8 years agoThis should be helpful.
3.8 years ago@Shemes213 its a fractal, a theoretical structure that has a finite surface area but an infinitely large circumference with repeating patterns and seemingly endless spirals. This is an awesome video explaining a bit better.
3.8 years ago@Natedoge Well, yes. To a certain degree i can render any position at any zoom, the individual renders take a long time though and im limited by the resolution and accuracy (amount of iterations per pixel) as it would literally take hours to render a single pic. If you zoom in too far (about at 1quadrillion) you run into floating point imprecision and it starts to break but thats usually not an issue.
3.8 years agoAmazing, i'll be sure to use that.
3.9 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 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
4.0 years agoWhy not use the one by hyperpatch?
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 ago