Since you're working on fast-forward, I definitely noticed in SR1 that fast-forwarding did have an effect on the behavior of active engines which intuitively it seems like it should not. Small fuel engines would wobble unnecessarily in fast-forward, and when using Ion engines there was a tendency for solar panels to fall off for seemingly no reason.
Does the new Ion engine require solar panels? Can you please make fast-forward more stable in SR2 than it was in SR1? Thanks Andrew! Love this game!
@Nooneoone Actually I think the blue dot is your craft. I don't think the moon itself is anywhere in the gif. The yellow marker towards the end indicates an encounter with the moon, but that's it.
Two questions:
1. When I select a target does it give me a recommendation for where would be an efficient time/location to place a planned burn in order to create an encounter? You can create an encounter using a burn almost anywhere in your orbit but you can save a lot of fuel if you time it well considering your position relative to the object you're trying to meet.
2. Are we able to see what the orbit will look like after passing through an objects sphere of influence so that we can plan gravity assists?
Awesome! Combine these with the new wings and you could totally make a Space Shuttle and do a horizontal landing. Is there a wheel well/bay part or would you have to do that by combining a small cargo bay with a rotator or something?
Or if you can attach more rocket to the top of the fairing if there is no nose cone, this would be great for an Apollo style mission. You could keep the LM inside the fairing and the CSM above it.
So without the nose cone I assume you can use the fairing between stages, like to cover up the next stage's engines? Or would that use a different kind of fairing? (normally they are just solid rings and don't need to split down the middle)
I look forward to the weekly update all week long, going two weeks with no news is going to suck, but if it gets this game out faster I can handle it.
+13 6.6 years agoAn explosion a day keeps the Michaels at Bay
+4 6.1 years agoPlease make it so that a capsule can have both parachutes and a docking plug on its nose. The Apollo spacecraft had both of course.
+3 6.7 years agoWe need photo proof of Andrew eating the black licorice.
+2 6.1 years agoSince you're working on fast-forward, I definitely noticed in SR1 that fast-forwarding did have an effect on the behavior of active engines which intuitively it seems like it should not. Small fuel engines would wobble unnecessarily in fast-forward, and when using Ion engines there was a tendency for solar panels to fall off for seemingly no reason.
Does the new Ion engine require solar panels? Can you please make fast-forward more stable in SR2 than it was in SR1? Thanks Andrew! Love this game!
+2 6.2 years agoI don't want weapons
6.0 years ago@Caveman999 Where do I do that?
6.0 years agoGo Cards!
6.0 years ago@SupremeDorian Even better!
6.1 years agoLooks awesome! Can't wait to play.
6.1 years ago@AndrewGarrison Thanks! This looks great!
6.2 years ago@Nooneoone Actually I think the blue dot is your craft. I don't think the moon itself is anywhere in the gif. The yellow marker towards the end indicates an encounter with the moon, but that's it.
6.2 years agoTwo questions:
6.2 years ago1. When I select a target does it give me a recommendation for where would be an efficient time/location to place a planned burn in order to create an encounter? You can create an encounter using a burn almost anywhere in your orbit but you can save a lot of fuel if you time it well considering your position relative to the object you're trying to meet.
2. Are we able to see what the orbit will look like after passing through an objects sphere of influence so that we can plan gravity assists?
Does that shuttle operate with no command pod somehow or is it hidden in the nose?
6.3 years agoLooks great!
6.3 years ago@AndrewGarrison I like the SR1 naming scheme, as opposed to KSP, SR1's planet names makes me feel like I'm actually exploring our real solar system.
6.5 years agoI see "Smearth" in the code! Does that mean the naming scheme is the same as SR1?
6.5 years agoMissing the weekly updates right now :(
6.6 years agoLiked!
6.6 years agoAwesome! Combine these with the new wings and you could totally make a Space Shuttle and do a horizontal landing. Is there a wheel well/bay part or would you have to do that by combining a small cargo bay with a rotator or something?
6.6 years agoOr if you can attach more rocket to the top of the fairing if there is no nose cone, this would be great for an Apollo style mission. You could keep the LM inside the fairing and the CSM above it.
6.6 years agoSo without the nose cone I assume you can use the fairing between stages, like to cover up the next stage's engines? Or would that use a different kind of fairing? (normally they are just solid rings and don't need to split down the middle)
6.6 years ago@bananajoe322 He’s talked about this before, there’s a career mode where the parts cost money, and there’s a sandbox mode where everything is free.
6.7 years agoWill there be a way for a capsule to have both a docking port and parachutes on it's nose? The Apollo missions had both of course.
6.7 years agoI hope they don’t fall off as easy as the ones in SR1
6.7 years agoWill a capsule be able to have multiple devices on it's nose? Sometimes you don't want to have to choose between a parachute and a docking plug.
6.8 years ago