I have had problems making prop blades too, making the wing part much narrower and not lowering mass in tinker panel seems to fix the problems for me. What sort of issues are you having with the inlets?
As Bmcclory said, its more of a preference. However attaching cargo directly to the cargo bay node means it will not detach during your mission, so your 2 options are side interstages or docking ports. You might find side interstages a bit more robust since docking ports have some flex if you put a lot of weight on them, but docking ports do have reusability.
@RealDavidB I was going to suggest something similar. A simple autopilot that keeps a craft locked to a heading after swithching to another. That alone would make docking a lot easier.
Depends on how deep you want to go into it, as in would you want to make a big mod with new parts or features or more of a "quality of life improvement" kinda mod?
Scot Manley did a video on space fighters (probably more than one video), pretty interesting stuff. My take on it is that the current technological trend is for more unmanned craft as well as long-range, Beyond-Visual-Range weapons. Unfortunately for all of us Sci-Fi fans, real-world combat scenarios would rarely, if ever see any true "dogfighting" or conventional combat, instead relying on long-range weapons to destroy missiles or unmanned drones from a distance, and likely beyond any visual range, meaning space battles would be monitored remotely, much as it is done now. for example as is done by the Air Force: NORAD Control Center
@pedro16797 GA Aircraft: Basically all other non-airliner, non-military aircraft, GA represents all small and medium private and commercial transport and recreational aircraft, including propeller-driven, jet, and rotorcraft.
How did you fail in making planes, if you don't mind me asking? if you need help maybe I can try lending a hand.
In general it's not uncommon getting bored of a game, no matter how awesome. I jump around to different games myself then come back to play my favorites feeling refreshed.
I'm not sure what a good approach for High G, high drag phases of flight in this game would be. Maybe airfoils should separate from an aircraft at certain high speed/high drag situations? On the other hand, I was trying to make a propeller yesterday but the blades would warp due to heavy drag and I couldn't get them to stay straight, so I know that the game does take high drag into account, but I couldn't tell you how fast or what shape a wing has to be in order to encounter this.
I have to say, the more I play this game, the more I admire how accurate it can be, ex. a few little things like gyroscopic precession, and in some of my early rocket designs being acquainted (and educated) with the rocket pendulum fallacy. Aerodynamically this game hits some important marks, as your aircraft will experience adverse yaw and will suffer if not designed correctly (ex. CG aft of center of lift), requiring you to make full use of ALL flight axes (pitch, roll AND yaw).
To be fair, no game is perfect and this game is no different, as there are still a few bugs to be worked out and some inaccuracies (whether they're there by design or omission I'm not sure), but the game is still in early release, and the Devs are open to suggestions and do a great job keeping an eye out for bug reports.
That said, if you are concerned about inaccuracies, play the game and help by making suggestions on this board, in general suggestions with high count of upvotes can lead to changes or additions made to the game.
I've seen this and wasn't too keen on the graphics, mainly because I'm spolied with the nice visuals and more realistic physics/orbital mechanics of SR2, that said with the recent uptick in requests for mobile version of SR2 and other mobile games out now on mobile that offer "Space Agency Career Modes" it sure does put the proverbial fire under the Devs' butts over at Jundroo
@PlanesofJundroo Yes in fact I've been wanting to make such a rover to make my moon base building easier, also to have to do without putting wheels on each base segment. Are you on discord?
What about a rover that has arms with the ability to pick up moon base segments? that way we don't have to assemble it in orbit and land it, we could just land segments
I have had problems making prop blades too, making the wing part much narrower and not lowering mass in tinker panel seems to fix the problems for me. What sort of issues are you having with the inlets?
5.4 years agoI look forward to seeing your builds! I'm curious about the moon habitat
5.4 years agoAs Bmcclory said, its more of a preference. However attaching cargo directly to the cargo bay node means it will not detach during your mission, so your 2 options are side interstages or docking ports. You might find side interstages a bit more robust since docking ports have some flex if you put a lot of weight on them, but docking ports do have reusability.
5.4 years ago@RealDavidB I was going to suggest something similar. A simple autopilot that keeps a craft locked to a heading after swithching to another. That alone would make docking a lot easier.
+2 5.4 years agoDepends on how deep you want to go into it, as in would you want to make a big mod with new parts or features or more of a "quality of life improvement" kinda mod?
5.4 years ago@pedro16797 Apparently the poor titanic was not meant to sail again, even as a simulation XD
+1 5.4 years ago@PriyanshuRoy congrats! :D
+1 5.4 years ago@AnotherFireFox lol give him a chance, this post hasn't even been around that long
+1 5.4 years ago@PlanesofJundroo no worries :D when is the deadline?
5.5 years ago@Kell lol! Something like that
5.5 years ago@nico412 in some pictures you can see shockwaves from the weapon explosions, I was wondering if those are see in the game
5.5 years ago@ColonelStriker Is that the SCP logo on your avatar?
5.5 years ago@nico412 are the shockwaves real?
What did I miss?
+1 5.5 years agoThe report has an SCP quality to it
5.5 years agoScot Manley did a video on space fighters (probably more than one video), pretty interesting stuff. My take on it is that the current technological trend is for more unmanned craft as well as long-range, Beyond-Visual-Range weapons. Unfortunately for all of us Sci-Fi fans, real-world combat scenarios would rarely, if ever see any true "dogfighting" or conventional combat, instead relying on long-range weapons to destroy missiles or unmanned drones from a distance, and likely beyond any visual range, meaning space battles would be monitored remotely, much as it is done now. for example as is done by the Air Force: NORAD Control Center
5.5 years agowow that's awesome!
5.5 years agoI understand your feelings on the landing gear, but can you expand on what you mean by better plane support? anyways, hope to see you back soon!
5.5 years ago@pedro16797 GA Aircraft: Basically all other non-airliner, non-military aircraft, GA represents all small and medium private and commercial transport and recreational aircraft, including propeller-driven, jet, and rotorcraft.
5.5 years agoCan I request the tag "GA" or "General Aviation" be added?
5.5 years ago@PlanesofJundroo sorry, im not done yet :(
5.5 years agoWow, still killing those bugs in the wee hours of the morning, Jundroo Devs are machines
5.5 years agoHERE is the link to the new craft. Read the notes on all the changes I made.
5.5 years ago@PriyanshuRoy update: ive gotten a version of your craft to fly. I'll be posting it shortly.
5.5 years agoIm very familiar with the skyhawk, i'll be happy to help you with it! I'll take a look and download it when I get home later
5.5 years ago@Kell i know, you taught me that trick before, but for some reason it wont work for me when typing it from my phone.
5.5 years agoUpvote my spherical tank suggestion here: https://www.simplerockets.com/Feedback/View/x6eF4n/Truly-Spherical-Tanks-shapes
5.5 years ago@PriyanshuRoy ok, glad to hear it works now! you should try designing aircraft, we can't have too many of those in this game!
5.5 years agoHow did you fail in making planes, if you don't mind me asking? if you need help maybe I can try lending a hand.
In general it's not uncommon getting bored of a game, no matter how awesome. I jump around to different games myself then come back to play my favorites feeling refreshed.
5.5 years agoVery informative, thank you for posting this
5.5 years agogood luck!
5.5 years agoHe's been commenting on a couple of bugs I posted recently so I can vouch he is around here
+1 5.5 years agoFree energy ftw!
5.5 years ago@PlanesofJundroo thank you! I've been working on mine but it's definitely not ready and this week is just crazy for me, this extension really helps!
5.5 years ago@PlanesofJundroo could it be possible to extend the deadline of this challenge to sometime next week?
5.5 years agoI'm not sure what a good approach for High G, high drag phases of flight in this game would be. Maybe airfoils should separate from an aircraft at certain high speed/high drag situations? On the other hand, I was trying to make a propeller yesterday but the blades would warp due to heavy drag and I couldn't get them to stay straight, so I know that the game does take high drag into account, but I couldn't tell you how fast or what shape a wing has to be in order to encounter this.
5.5 years agoI have to say, the more I play this game, the more I admire how accurate it can be, ex. a few little things like gyroscopic precession, and in some of my early rocket designs being acquainted (and educated) with the rocket pendulum fallacy. Aerodynamically this game hits some important marks, as your aircraft will experience adverse yaw and will suffer if not designed correctly (ex. CG aft of center of lift), requiring you to make full use of ALL flight axes (pitch, roll AND yaw).
To be fair, no game is perfect and this game is no different, as there are still a few bugs to be worked out and some inaccuracies (whether they're there by design or omission I'm not sure), but the game is still in early release, and the Devs are open to suggestions and do a great job keeping an eye out for bug reports.
That said, if you are concerned about inaccuracies, play the game and help by making suggestions on this board, in general suggestions with high count of upvotes can lead to changes or additions made to the game.
+2 5.6 years ago@PlanesofJundroo thanks for the heads up :D
5.6 years agoWhat are the requirements/rules, such as dock port size, module size/weight, etc?
5.6 years ago@Forwind great! ty much
5.6 years ago@Forwind thank you, I'm not really the impatient type, more like overeager lol
5.6 years agogood question, I was trying to do this in XML but it wasn't easy to find, might be easier with an XML editor?
5.6 years agoI've seen this and wasn't too keen on the graphics, mainly because I'm spolied with the nice visuals and more realistic physics/orbital mechanics of SR2, that said with the recent uptick in requests for mobile version of SR2 and other mobile games out now on mobile that offer "Space Agency Career Modes" it sure does put the proverbial fire under the Devs' butts over at Jundroo
5.6 years agoI will build a rover that we can use to carry base segments. Also we should have a community project channel on the SR2 discord
+1 5.6 years ago@PlanesofJundroo Yes in fact I've been wanting to make such a rover to make my moon base building easier, also to have to do without putting wheels on each base segment. Are you on discord?
5.6 years ago@forwind how do I participate in the CSS and also could I have a new discord link? the one above seems to be expired
5.6 years agoWhat about a rover that has arms with the ability to pick up moon base segments? that way we don't have to assemble it in orbit and land it, we could just land segments
5.6 years agoYou guys at Jundroo are the best!
+3 5.6 years agoWelcome back! always happy to see more people, veterans and new players alike :D
+1 5.6 years ago@pedro16797 I'll have to check them out!
5.6 years ago@Bmcclory wow that would be awesome to have a crane
5.6 years ago