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    @Opise227 Now I get the joke hahahaha

    5.6 years ago
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    @AnotherFireFox that's the same thing @Mod said hahaha

    +1 5.6 years ago
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    @AndrewGarrison I'm going to ask you here instead of making a suggestion to keep it "secret".
    Can you add an option to hide a craft from map view so we can add easter eggs to RSS?

    +2 5.6 years ago
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    @PhilipTarpley no problem, this update has so much content it's normal something can slip :) Thank's for your amazing work, the game is looking so polish and this is still 0.7

    +2 5.6 years ago
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    @AndrewGarrison any update on PlanetStudio?

    5.6 years ago
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    @Kell Sadly :(

    +1 5.6 years ago
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    @Opise227 why? I like the new textures, the only problem is cone shape having the weird lines

    +2 5.6 years ago
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    @AndrewGarrison nice to see negative mass go away :)
    Translation/rotation tools are totally broken, check it out or people may get upset with this beta

    +4 5.6 years ago
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    Bell texture looks a bit weird when you extend the nozzle, but cone texture looks pretty weird when you extend the nozzle

    +2 5.6 years ago
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    Shittttt

    5.6 years ago
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    @Brields95 They're working on the mod tools, you can use them as they're now, but they're far from finished

    5.7 years ago
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    @Pejayous I would like to see SERNs first, we can make the aerospikes with two SERNs

    5.7 years ago
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    @AndrewGarrison I did it, I have to search it

    +2 5.7 years ago
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    @AndrewGarrison I love the idea of the gimballed rcs, I think multi-nozzle rcs fit better the diy part of the game or at least the subassembly part of it.
    About the subassembly parts packs we're making can you make it so the subassembly folder can read from folders inside? Now we have to put the parts directly into the subassemblies folder and it gets messy, being able to place, imagine, SpaceX Engines in a folder called that can be very helpful for us :)

    +1 5.7 years ago
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    @AndrewGarrison hm, funny, I showed the veritasium video to my gf 5 minutes ago hahahaha

    +2 5.7 years ago
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    @AdAstra That is one of the main features of this update :/

    5.7 years ago
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    @AndrewGarrison and about RCS presets, what do you think about adding RCS blocks that are really multiple parts and not a dedicated one. Like the part packs we're making

    +1 5.7 years ago
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    @AndrewGarrison I was going to make my own ones (adding a rcs nozzle with 1e-3 thrust and taking the output as the controller for an engine) but if you add rcs option to any engine that won't be necessary.
    If you add that option you may be able to get rid of current RCS and just make it a preset, but for easy use thay may mean that engine attachments should work like rcs ones, being able to attach to any surface and I don't know if you want that.

    +1 5.7 years ago
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    @AnotherFireFox thats hot, I mean, literally

    +2 5.7 years ago
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    @Kell hm, fuel flow is based on fuel mass or fuel volume? If it's fuel mass the thrust is the same, only the Isp changes
    I'm glad 8 is dead then hahahaha
    Water nuclear aerospikes aren't a thing in real life too :/

    5.7 years ago
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    @LiamW They don't want oil cars, no climate change on Droo hahaha

    5.7 years ago
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    @AnotherFireFox I will love to see you reaching Mach 25 on the StratoSphere, I'm sure you have to hit escape velocity of Earth or something like that because of how thin the atmosphere is

    +1 5.7 years ago
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    What was 8? What do you mean with 17?
    For 14 I would say 30MPa and for 15 add that higher max values too.
    If I remember it right 12 is already a thing.
    I like this post more than the other hahahaha no more nerfing :P

    +1 5.7 years ago
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    @AnotherFireFox In this game Mach is Mach, not like in other games :). In Earth's orbit you have Mach 0. Mach 25 is a vertical reentry at really huge speeds.

    +1 5.7 years ago
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    @Chancey21 rockets dont need air to work :/

    +2 5.7 years ago
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    @Pejayous just the beta version, you have to go and validate beta testing

    +1 5.7 years ago
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    @Kell hm, that's actually a good idea but how do you would implement that? This way we will have to add 100% efficiency engines for RSS, that won't change automatically

    +1 5.7 years ago
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    @Planefun many people want to just grab and place, so making subassemblies packs we aim to have realistic size, mass and specs for real engines

    +3 5.7 years ago
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    @Planefun we're going to work on a presets pack with real engines trying to make them as realistic as we can anyway hehe

    5.7 years ago
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    @AndrewGarrison model rockets, separation stages, RCS like engines (I'm planning to use the rcs thrust to control the throttle of some engines to have more powerful RCS)
    And also for the looks, of course

    +4 5.7 years ago
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    @Kell I think this is a duplicated message

    +1 5.7 years ago
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    @Kell YESSSS PLEASE! i don't want to see Kell suffering from notstockache. Como to the dark side of the xml muahahaha

    +1 5.7 years ago
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    @AndrewGarrison I think this is not important enough to be a suggestion or a bug so I'll say it here.
    The crew cabin is too small, I've never cared about it but now that you can see the size of the pilot it's weird to see the head and the feet stick out.
    Why not making the default radius 2m instead of 1.6? Or even a bit bigger to fit the dummy

    +1 5.7 years ago
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    @AndrewGarrison any sneak peak of the clouds?

    5.7 years ago
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    @AndrewGarrison Full release notes link is broken

    +3 5.7 years ago
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    @Kell not necessarily RSS but make Droo have 1/2 Earth size instead of 1/5, so it's easier than in real life but not so easy as it is right now.
    Also RSS for stock may have too many bodies

    +2 5.7 years ago
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    @AndrewGarrison I'm glad to read this. Personally I think 0.7 needs a long beta testing period (I'm happy you released now) because it's too important. I think this will be one of the most important updates for the game ever (with the planet builder one). Keep this great work, and ask for anything you need :)

    +1 5.7 years ago
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    @AnotherFireFox @Mostly @PorkyClown3 @Bmcclory I've updated the challenge to make it more clear

    +1 5.7 years ago
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    @Bmcclory yes, let me update the challenge description

    5.7 years ago
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    @AndrewGarrison that's another good solution, yes. The warp can end up with the same problem I had with the warp drive having too much acceleration for the game ticks

    +1 5.7 years ago
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    @Kell hmm... I tried to replicate raptor and merlin engines and the game now has too low chamber pressure and a reduction in Isp compared to real live. I imagine planet builder and career mode will balance the game.
    About the TWR I think you're right, they're a bit too light. And now that I think of it I have to take a look at prices tomorrow.

    5.7 years ago
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    @AndrewGarrison what do you think about forcing supportsWarpBurn to true for SRBs?

    +1 5.7 years ago
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    @AndrewGarrison From inside of the exhaust there's no white outlayer and the exhaust looks like a flame
    From outside it looks like it has a white sharp border

    +2 5.7 years ago
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    @AnotherFireFox of course, but you have to use the new engines and the new fuels

    +1 5.7 years ago
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    The under expansion could look better without the white outlayer

    5.7 years ago
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    Shock diamonds <3

    +1 5.7 years ago
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    A fix for the SRBs on warp can be setting supportsWarpBurn="true" like for ion engines

    5.7 years ago
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    @AndrewGarrison maybe setting supportsWarpBurn="true" for srbs can prevent them breaking when warping speed

    +1 5.7 years ago
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    Can you make the throttle inputcontroller appear when checking the hidden properties? Also a check for autoActivateIfNoStageOrActivationGroup would be so great to have :3

    5.7 years ago
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    @AndrewGarrison snapshotDistanceScaler="1" snapshotRotation="45,120,0"
    It's in <DesignerPart name="Cargo Bay" category="Structural" description="Cargo bay that can hold stuff." order="15" showInDesigner="true" snapshotDistanceScaler="1" snapshotRotation="45,120,0">

    5.7 years ago