@CardZlol the main problem is that the craft won't be rendered if it gets too far, I hope they will let us force the rendering of the two crafts through the code
@AstronautPlanes that's not true, it's not due to "Google things" and it's not a mod. Ive made a tool that only works in devices that support .jar files because that's what I know, but it would be possible to make something similar for Android. It's just that I don't know how to do it.
And the mod limitation it's not due to "Google things". It's due to a security policy
.
That said, @AxesInMotion send me a link to the craft unlisted and I'll scale it if you want
@AndrewGarrison go to 1x, if you disable Vizzy under time warp and you let Vizzy increase it then it won't be able to exit it.
Another benefit of going 1x is that you can automatically exit time warp under certain events
Closest approach to target would be epic too and an option to change target to a planet, a craft or a launch location, that could make self landing rockets aiming for a landing pad a thing, and even programs to make automatic transfers and approaches
@AndrewGarrison and about the trial and error for automatic launch and target approach with orbital parameters for active craft and target it may be possible to make a general code
@AndrewGarrison it would be amazing to have math functions (addition, substraction, multiplication, division and maybe trigonometry and log/derivatives)
@AndrewGarrison I was talking with Nathan a few days ago about generalising the ids. Being able to reference the part id number in the input controllers or vizzy sounded a bit sketchy because docking or creating subassemblies would break everything.
A possible solution would be to have one (or a couple) of outputs in Vizzy so you can give an id to the Vizzy modifier and then use in an input controller Vizzy.Output1
If then you can use in Vizzy the opposite values (Piston.Data.CurrentPosition for example) that should do it
@AndrewGarrison in fact, if you allow an output to be sent to specific parts those could be used as memory slots and it should be possible to simulate recessed systems for a RISC compatible Vizzy program
@swope because they have to make it work in the game, you need to make some compromises and adapt it to the rest of the code (being stored in xml and based in a modifier for example)
@Bmcclory why rip my effort? Many things can be only done with xml even after this (input based activators, logic gates...) and this is an amazing tool that will allow me to make even more complex stuff
@AndrewGarrison I know it's an old suggestion and you had problems implementing it, but for Vizzy having access to orbital parameters is a must (apoapsis, periapsis, time for both, orbital period...) and encounter parameters would be really cool (time to land, distance to land, lat/long for the landing, distance to target, time to target, info about planet approaches...)
Another very appreciated addition would be an optional code interface and not just blocks (even if it is through xml or something similar)
One thing I'm worried about humanoid characters is falling into the uncanny valley or having too simple animations that end up looking kind of funny. Do you have any plan to sort that out?
The old engines (and the current ion engine and rcn) are possible to tweak in the xml but the rocket engines and jet engines are parametric. You can add values out of the bounds of the designer to get more powerful parts though
@weebabyseamus great! I was working on a "what the community wants for career mode" joining a lot of forum posts and suggestions into one document, I'll have to make some changes now that we have this public but goes more or less in the same line
The main difference is that in the document I was talking about the benefits of having robots both in developing, gameplay and lore based in some discussions in discord and a couple of suggestions, I can pass you some of the ideas I gathered, those may work for the humanoid characters too (or even combine humanoids and robots)
It would be great to see some sort of modularity in the astronauts, like different types of helmets, suits and backpacks with different specifications/uses and different costs
What NoIDontWanna said
5.0 years agoIf you open the craft .xml file then you can simply use find and replace to add the heat shield attribute to all parts at once
5.0 years agoThere's an easy way but you need an external text editor
5.0 years ago@PositivePlanes wobly shapes earthers fandom
+1 5.0 years ago@NoIDontWanna nope, those are planets
5.0 years ago@PositivePlanes what are your sources?
+1 5.0 years ago@Insanity or just add a control surface with input set to brake
5.0 years ago@Galpinju01 you need to open the command dialogue (go to settings and assign a key to open and close it)
5.0 years ago@CardZlol the main problem is that the craft won't be rendered if it gets too far, I hope they will let us force the rendering of the two crafts through the code
5.0 years agodabadi dabada
5.0 years agoYou can make clickable links like this using the format [text] (link) and even show images with the format ![](image link)
You should report the bug (in the game itself you should see an option to report it in the left menu that opens when pressing escape)
+1 5.0 years agoNah, the price is recalculated when loading a craft. For some parts you can find workarounds to make it cheaper, but not 0$
+1 5.0 years ago@SupremeDorian remember that Discord light theme exists ew
5.0 years ago@AstronautPlanes that's not true, it's not due to "Google things" and it's not a mod. Ive made a tool that only works in devices that support .jar files because that's what I know, but it would be possible to make something similar for Android. It's just that I don't know how to do it.
+1 5.0 years agoAnd the mod limitation it's not due to "Google things". It's due to a security policy
.
That said, @AxesInMotion send me a link to the craft unlisted and I'll scale it if you want
@Warbrine any progress?
5.1 years ago@plane918273645 you have to wait until tomorrow but I guess you do, yes
5.1 years ago@AndrewGarrison go to 1x, if you disable Vizzy under time warp and you let Vizzy increase it then it won't be able to exit it.
+1 5.1 years agoAnother benefit of going 1x is that you can automatically exit time warp under certain events
@AndrewGarrison it would be really nice to have access to warp time from vizzy
5.1 years ago@Funny8ekranoplan the exhaust
5.1 years ago@Funny8ekranoplan you can try with stretched engines too but the plume is a bit weird
5.1 years agobtw, how are you going to make the sern?
5.1 years agoIf you want some tips or help automating stuff and reducing the part count don't mind to ask :)
5.1 years ago@Insanity it is really easy to make a vertical launch and landing ssto and you don't really need combined cycle engines for that
5.1 years agoThe main planet is not as small as in ksp but it is still much smaller than real Earth, so it is still worth it
+2 5.1 years ago@AndrewGarrison great! I pity you, this is getting huge so fast hahahaha
+2 5.1 years agoClosest approach to target would be epic too and an option to change target to a planet, a craft or a launch location, that could make self landing rockets aiming for a landing pad a thing, and even programs to make automatic transfers and approaches
+1 5.1 years ago@AndrewGarrison and about the trial and error for automatic launch and target approach with orbital parameters for active craft and target it may be possible to make a general code
+1 5.1 years ago@AndrewGarrison it would be amazing to have math functions (addition, substraction, multiplication, division and maybe trigonometry and log/derivatives)
+2 5.1 years ago@AndrewGarrison I was talking with Nathan a few days ago about generalising the ids. Being able to reference the part id number in the input controllers or vizzy sounded a bit sketchy because docking or creating subassemblies would break everything.
+2 5.1 years agoA possible solution would be to have one (or a couple) of outputs in Vizzy so you can give an id to the Vizzy modifier and then use in an input controller Vizzy.Output1
If then you can use in Vizzy the opposite values (Piston.Data.CurrentPosition for example) that should do it
@AndrewGarrison in fact, if you allow an output to be sent to specific parts those could be used as memory slots and it should be possible to simulate recessed systems for a RISC compatible Vizzy program
+2 5.1 years ago@AndrewGarrison great to know that it will be possible to have multiple programs at once, simple fpga coming soon hahahaha
+2 5.1 years ago@swope because they have to make it work in the game, you need to make some compromises and adapt it to the rest of the code (being stored in xml and based in a modifier for example)
+2 5.1 years ago@DPSAircraftManufacturer if you read the post he already mentions that this is highly influenced by Scratch
+3 5.1 years agoThis looks amazing
+1 5.1 years ago@CaptainInconspicuous that would be really cool
5.1 years ago@RDasher maybe an option in the code itself to perma-load the craft running that code
5.1 years ago@Bmcclory why rip my effort? Many things can be only done with xml even after this (input based activators, logic gates...) and this is an amazing tool that will allow me to make even more complex stuff
+2 5.1 years ago@AndrewGarrison I know it's an old suggestion and you had problems implementing it, but for Vizzy having access to orbital parameters is a must (apoapsis, periapsis, time for both, orbital period...) and encounter parameters would be really cool (time to land, distance to land, lat/long for the landing, distance to target, time to target, info about planet approaches...)
Another very appreciated addition would be an optional code interface and not just blocks (even if it is through xml or something similar)
+4 5.1 years agoOne thing I'm worried about humanoid characters is falling into the uncanny valley or having too simple animations that end up looking kind of funny. Do you have any plan to sort that out?
+3 5.1 years agoThe old engines (and the current ion engine and rcn) are possible to tweak in the xml but the rocket engines and jet engines are parametric. You can add values out of the bounds of the designer to get more powerful parts though
5.1 years ago@weebabyseamus great! I was working on a "what the community wants for career mode" joining a lot of forum posts and suggestions into one document, I'll have to make some changes now that we have this public but goes more or less in the same line
+1 5.1 years agoThe main difference is that in the document I was talking about the benefits of having robots both in developing, gameplay and lore based in some discussions in discord and a couple of suggestions, I can pass you some of the ideas I gathered, those may work for the humanoid characters too (or even combine humanoids and robots)
It would be great to see some sort of modularity in the astronauts, like different types of helmets, suits and backpacks with different specifications/uses and different costs
+5 5.1 years agoIn the interviews you should separate questions and answer
+6 5.1 years agoQuestion
@SupremeDorian dang you were faster than me xd
5.1 years ago@PositivePlanes Simple Rockets Chat, the biggest discord server (almost 666 people)
5.1 years agoYou would be amazed with the real price of fuels, it isn't that expensive and water engines (not ntr but pressure fed) are ridiculously bad
5.1 years agoxddd
5.1 years agoFINALLY! This is amazing
+2 5.1 years ago@RocketBuilder I can't open it xd
5.1 years ago@RocketBuilder now the answer 🧐
5.1 years ago