@Icezhuo what do you mean by timeline? The topography is accurate to 250m (the best global source I could find) both above and under the water.
The biomes are the best approximation I could get, I crafted the data by hand and I'm quite happy with the results. In fact the current state of the biomes is better than what I was hoping to achieve.
@GeneralOliverVonBismarck I've played sr2 with a xbox controller both in my phone and laptop and it's a decent experience, with dedicated controls it could be a great experience
@Shibe I thought you meant dev console XDDD
I guess it should be relatively easy for them to port the game to ps5 and xbox (iirc Microsoft said xbox will have cross compatibility with pc games stores)
I strongly suggest avoiding textures when possible, they take a huge chunk to the performance of the game. You should try to use modifiers instead.
For the game to load the textures just place them in the folder that stores your solarsystem.xml but be careful, once you load them you can't delete them or reload them automatically, you have to go to GameData/SolarSystems and your system to manually delete them
@sflanker damn those were super impressive answers, amazing job there
I would like to add some things:
Nathan told me a couple days ago how to use textures to affect the terrain and he's implementing a new method to do so for specific areas (now you can assign them to faces of the cubemap, causing distortion in the edges) based in flat projections over the sphere. I'm experimenting to see how this can be used, what tools can make the job easier and how to optimise things as much as possible to then tell the community the procedure I used.
He also told me that the file hierarchy for solar systems is going to radically change soon, with every planet being in it's separate xml and the orbit positions, launch locations... in another xml too, preparing for planet studio so we can share planets separately. This means people will be able to download specific planets and moons and customise their solar systems, but this also means that starting to learn how to edit the xml right now may not make much sense, it's going to change before you get to understand what you're doing @sujun.
@nico412 Claro, pero queda mucho para que esté listo, en poco tiempo deberíamos tener listo el beta testing de ESS 3.0, pero para RSS queda bastante que ando muy pillado de tiempo
This said I'm going to stop following this post and I'm really sorry for posting 4 messages in a row, it's really sad to see behaviours like this sometimes in the webpage, I'm glad this is just a really small group of people in this huge amazing community.
@Kishore0115 I'm not a developer, I'm a player that has paid both pc and mobile versions and plays both and you (and nobody) don't have the right to be unrespectful and toxic.
@Yathish sorry if that's the image I projected, but I told them to shut up because they were spamming and even threatened the devs. I don't think that asking for something is annoying (I may be between the top suggestion/bug reporters), the problem is when people spam without education.
@Pavel500012 @Kishore0115 Can you please shut up? You're starting to be really annoying. I'm starting to think that you're breaking the over 13 yo rule.
@Thuglifebruhwut the issue is reading (and the total lack of education).
As Philip already stated, you won't have the game on mobile tomorrow. It may be released by the end of this week and that's not 100% sure.
Jundroo is a small team, they're working on multiple things at once and I'm sure the workflow has to follow some steps to make things efficient.
If you can't wait a couple weeks for a game feature to be released to the point of threatening the devs you should visit a psychiatrist asap.
@PhilipTarpley a week ago I posted a comment in the original post asking Andrew about the way to go with the suggestions/bugs but I think he missed the ping (last time he told me to make a list to prevent spamming the suggestions/bugs). There are some of the suggestions in the old list that didn't went through this update and the ones I did mention in the comment.
.
tbh, I'm not sure what's more annoying for you, the lists or a pack of suggestions/bugs going through at once. I'll try to do what works best for you.
@Rizkyman The shapes are the best I could make in order to have the launch site near the ocean, it's procedurally generated, so you can't just paint any shape.
imo the continents are realistic enough, but I'm clearly biased.
@Rizkyman what's the thing you don't like? Biome distribution, terrain, colour palette...?
If there's enough people requesting it we can look into having both versions available, but it needs to have support because updating both is time consuming.
@AndrewGarrison finally got some time to test this version.
Should I make independent posts now for the things on the list of suggestions that didn't get into this version?
.
Pressing W with A or D should make the astronaut body turn to match the movement direction and keep only the head pointing at the camera direction, it would be cool to have run/walk modes and crouch/lay down.
.
ctrl for crouch, shift for run and ijkluo for turning instead of shift+wasdqe may feel more intuitive since it's how a lot of games are configured by default. For up/down spacebar/ctrl may work too.
.
When going backward it should run slower than going forward.
.
Underwater time warp causes the camera distortion to deform the image too much.
.
When underwater AGL should display the distance to the ocean floor.
.
When underwater the opacity should increase with distance, which would help to prevent some of the bugs I've seen reported and improve the looks.
.
Underwater color filter doesn't depend on the color of the water (doesn't affect the current version of the game but is problematic for custom solar systems and will be problematic for planet builder)
@AnotherFireFox what I mean is that craft roll axis is not easy to determine, it's not always aligned with the pilot position or with the thrust vector direction, that could give an imprecise twr value
Vizzy can be a great introduction for programming. They can play with the basic blocks and see the direct effect of the code in the crafts in a matter of seconds.
You can make parts float now using the translation tool. I would love to have a glass part or an alpha slider in the paint brush but Nathan told us in the past that there're some issues with the render priority that would make the ocean invisible through transparent parts, it's a shame.
Btw, for suggestions you should go to the feedback section, the suggestions here in the forum are just for discussion. If you search in the feedback section you should find a couple posts asking for glass/transparent parts.
The twr calculation is not as easy as just multiplying by theta but it could be done with a vector sum instead of magnitude sum as it is now. Not sure about the hit in the performance doing so. If they let us access all the things accessible through input controllers and part position (relative to the com)/rotation it may be possible to calculate it ad hoc in a vizzy program.
.
Performance analysis based on planets is a good idea, it affects only planets with atmosphere and the twr value but would be interesting to have
.
The ascend/descend node is planned iirc (you can see them now but not select them).
.
To be honest, just this things shouldn't make you leave, there are other problems that affect the gameplay more (some broken basic orbit dynamics, minor inconveniences like having to go out of the designer to select a launch location, aerodynamic glitches, simple details that could be added like capping speed to c, inconsistencies in some parts...) but I understand that they are a really small team and the focus now has to be to build a strong base for the game with the basic mechanics (planet studio, career mode...) that take a lot of work and are quintessential to the game success.
.
In fact, look back at all the things they've done in just one year, I was expecting most of them to take twice as long: the android release, vizzy, the jets and engines, the lights... They've even added things that most of the community doesn't use just to make us, the active players, happy, like everything to do with the input controllers. It's really obvious how much they care for us and how much love they have for this game.
@AndrewGarrison if you trigger an error message (item in 0 in List for example) the error message box sticks for a while after fixing it without any text
@AndrewGarrison I've found a bug with the interface between Vizzy and the input controllers. Setting a variable doesn't pass the value to the input controller, but updating it does In this example it has a piston using the "ra" variable and without the change variable by 0 block it doesn't read the change in the variable, not sure why.
@Davidtheduke there's no launchpad, you can spawn at any launch location like in the stock game
4.7 years ago@AnotherFireFox you can set them for year/day 0 and then set the time of the sandbox to whatever date you want iirc
4.7 years ago@AnotherFireFox Yes you can
4.7 years ago@sujun sadly rings only use stock textures, Nathan said they will hopefully change that
4.7 years ago@Icezhuo what do you mean by timeline? The topography is accurate to 250m (the best global source I could find) both above and under the water.
The biomes are the best approximation I could get, I crafted the data by hand and I'm quite happy with the results. In fact the current state of the biomes is better than what I was hoping to achieve.
4.7 years ago@Jryeem xml kinda thing
4.7 years ago@socialist right now in the middle of the ocean hahahaha
4.7 years ago@Bmcclory I think you're missing the e and the h
+1 4.7 years ago@Shibe 1:1 Earth scale
4.7 years ago@GeneralOliverVonBismarck I've played sr2 with a xbox controller both in my phone and laptop and it's a decent experience, with dedicated controls it could be a great experience
4.7 years ago@Shibe I thought you meant dev console XDDD
+1 4.7 years agoI guess it should be relatively easy for them to port the game to ps5 and xbox (iirc Microsoft said xbox will have cross compatibility with pc games stores)
@Anton06 me he perdido
4.7 years ago@Shibe I suppose you don't know how to use the commands, it has a lot of possibilities but they are far from obvious
4.7 years agoAs @sflanker I would wait for PlanetStudio since a lot of things are going to change soon
+2 4.7 years ago@sujun sadly you can only have 1 star
I strongly suggest avoiding textures when possible, they take a huge chunk to the performance of the game. You should try to use modifiers instead.
For the game to load the textures just place them in the folder that stores your solarsystem.xml but be careful, once you load them you can't delete them or reload them automatically, you have to go to GameData/SolarSystems and your system to manually delete them
4.7 years ago@Kishore0115 as I told you in the mod post, read the ReadMe file
4.7 years ago@Anton06 I think you missed the ids a bit there xd
4.7 years ago@sflanker damn those were super impressive answers, amazing job there
I would like to add some things:
Nathan told me a couple days ago how to use textures to affect the terrain and he's implementing a new method to do so for specific areas (now you can assign them to faces of the cubemap, causing distortion in the edges) based in flat projections over the sphere. I'm experimenting to see how this can be used, what tools can make the job easier and how to optimise things as much as possible to then tell the community the procedure I used.
He also told me that the file hierarchy for solar systems is going to radically change soon, with every planet being in it's separate xml and the orbit positions, launch locations... in another xml too, preparing for planet studio so we can share planets separately. This means people will be able to download specific planets and moons and customise their solar systems, but this also means that starting to learn how to edit the xml right now may not make much sense, it's going to change before you get to understand what you're doing @sujun.
When xbox?
+2 4.8 years ago@socialist What we do is much simpler and it's been quite a long time without any ESS update, so no
4.8 years ago@Davidtheduke you can fin ESS 2.0 in the mod section, for astronauts you'll have to wait a couple of days or less based on what Philip said
4.8 years ago@nico412 Claro, pero queda mucho para que esté listo, en poco tiempo deberíamos tener listo el beta testing de ESS 3.0, pero para RSS queda bastante que ando muy pillado de tiempo
+2 4.8 years ago@WSASTDS That's going to be impossible sadly
4.8 years agoThis said I'm going to stop following this post and I'm really sorry for posting 4 messages in a row, it's really sad to see behaviours like this sometimes in the webpage, I'm glad this is just a really small group of people in this huge amazing community.
4.8 years ago@Thuglifebruhwut Sure, they are lying
4.8 years ago@Kishore0115 I'm not a developer, I'm a player that has paid both pc and mobile versions and plays both and you (and nobody) don't have the right to be unrespectful and toxic.
4.8 years ago@Yathish sorry if that's the image I projected, but I told them to shut up because they were spamming and even threatened the devs. I don't think that asking for something is annoying (I may be between the top suggestion/bug reporters), the problem is when people spam without education.
4.8 years ago@Pavel500012 @Kishore0115 Can you please shut up? You're starting to be really annoying. I'm starting to think that you're breaking the over 13 yo rule.
+1 4.8 years ago@Kishore0115 it's in the comments
4.8 years ago@Thuglifebruhwut the issue is reading (and the total lack of education).
+5 4.8 years agoAs Philip already stated, you won't have the game on mobile tomorrow. It may be released by the end of this week and that's not 100% sure.
Jundroo is a small team, they're working on multiple things at once and I'm sure the workflow has to follow some steps to make things efficient.
If you can't wait a couple weeks for a game feature to be released to the point of threatening the devs you should visit a psychiatrist asap.
@Thuglifebruhwut I'm starting to think you are illiterate
4.8 years ago@PhilipTarpley cool :)
4.8 years ago@SupremeDorian You can merge almost anything through xml xd
4.8 years ago@PhilipTarpley a week ago I posted a comment in the original post asking Andrew about the way to go with the suggestions/bugs but I think he missed the ping (last time he told me to make a list to prevent spamming the suggestions/bugs). There are some of the suggestions in the old list that didn't went through this update and the ones I did mention in the comment.
+1 4.8 years ago.
tbh, I'm not sure what's more annoying for you, the lists or a pack of suggestions/bugs going through at once. I'll try to do what works best for you.
@Rizkyman The shapes are the best I could make in order to have the launch site near the ocean, it's procedurally generated, so you can't just paint any shape.
+1 4.8 years agoimo the continents are realistic enough, but I'm clearly biased.
@Rizkyman what's the thing you don't like? Biome distribution, terrain, colour palette...?
4.8 years agoIf there's enough people requesting it we can look into having both versions available, but it needs to have support because updating both is time consuming.
@AndrewGarrison finally got some time to test this version.
+7 4.8 years agoShould I make independent posts now for the things on the list of suggestions that didn't get into this version?
.
Pressing W with A or D should make the astronaut body turn to match the movement direction and keep only the head pointing at the camera direction, it would be cool to have run/walk modes and crouch/lay down.
.
ctrl for crouch, shift for run and ijkluo for turning instead of shift+wasdqe may feel more intuitive since it's how a lot of games are configured by default. For up/down spacebar/ctrl may work too.
.
When going backward it should run slower than going forward.
.
Underwater time warp causes the camera distortion to deform the image too much.
.
When underwater AGL should display the distance to the ocean floor.
.
When underwater the opacity should increase with distance, which would help to prevent some of the bugs I've seen reported and improve the looks.
.
Underwater color filter doesn't depend on the color of the water (doesn't affect the current version of the game but is problematic for custom solar systems and will be problematic for planet builder)
Have deleted Graal, Androo and the Tesla Roadster???
4.8 years ago@AnotherFireFox what I mean is that craft roll axis is not easy to determine, it's not always aligned with the pilot position or with the thrust vector direction, that could give an imprecise twr value
4.8 years ago@AnotherFireFox imagine your thrust vector doesn't point forward but to a side, or that you have engines canceling eachother
4.8 years agoVizzy can be a great introduction for programming. They can play with the basic blocks and see the direct effect of the code in the crafts in a matter of seconds.
+9 4.8 years agoYou can make parts float now using the translation tool. I would love to have a glass part or an alpha slider in the paint brush but Nathan told us in the past that there're some issues with the render priority that would make the ocean invisible through transparent parts, it's a shame.
+6 4.8 years agoBtw, for suggestions you should go to the feedback section, the suggestions here in the forum are just for discussion. If you search in the feedback section you should find a couple posts asking for glass/transparent parts.
The twr calculation is not as easy as just multiplying by theta but it could be done with a vector sum instead of magnitude sum as it is now. Not sure about the hit in the performance doing so. If they let us access all the things accessible through input controllers and part position (relative to the com)/rotation it may be possible to calculate it ad hoc in a vizzy program.
+3 4.8 years ago.
Performance analysis based on planets is a good idea, it affects only planets with atmosphere and the twr value but would be interesting to have
.
The ascend/descend node is planned iirc (you can see them now but not select them).
.
To be honest, just this things shouldn't make you leave, there are other problems that affect the gameplay more (some broken basic orbit dynamics, minor inconveniences like having to go out of the designer to select a launch location, aerodynamic glitches, simple details that could be added like capping speed to c, inconsistencies in some parts...) but I understand that they are a really small team and the focus now has to be to build a strong base for the game with the basic mechanics (planet studio, career mode...) that take a lot of work and are quintessential to the game success.
.
In fact, look back at all the things they've done in just one year, I was expecting most of them to take twice as long: the android release, vizzy, the jets and engines, the lights... They've even added things that most of the community doesn't use just to make us, the active players, happy, like everything to do with the input controllers. It's really obvious how much they care for us and how much love they have for this game.
KSP
+1 4.8 years ago@AndrewGarrison That's amazing, even more than what we dreamed of :)
+1 4.8 years agoHaving the part as reference may allow for better AGL estimations
@AndrewGarrison if you trigger an error message (item in 0 in List for example) the error message box sticks for a while after fixing it without any text
+1 4.8 years ago@AndrewGarrison that would be helpful
+1 4.8 years ago@AndrewGarrison I've found a bug with the interface between Vizzy and the input controllers. Setting a variable doesn't pass the value to the input controller, but updating it does
4.8 years agoIn this example it has a piston using the "ra" variable and without the change variable by 0 block it doesn't read the change in the variable, not sure why.
@huuminberd Android allows xml editing too
4.8 years ago@AnotherFireFox Today I have some spare time, I can give it a try
4.8 years ago