@swope but don't know what that stands for, maybe @AndrewGarrison can give us a hint on the uses for CraftExplosionSimulate, DJGPP, Benchmark_Flight_All, Benchmark_Flight
@AstronautPlanes Es curioso porque he visto algunas naves con más de mil piezas ir bien en mi portátil, y no es que sea muy potente, tengo ganas de ver que tal funciona en móvil
@AstronautPlanes pregúntale a @Exospaceman cuántas tiene su Saturn V o a @mjdfx150529 las del rover jajajajaja
Si son realistas la verdad es que va a tener bastante mérito que lo consigas con 300 partes, es algo en lo que me estoy preocupando bastante últimamente, como aprovechar las partes que tenemos para conseguir realismo con el menor número de partes posibles
I can't see the image
I think this was suggested before. The right suggestions post is not in the forum (they may read it anyway) but in the STUFF/Suggestions tab.
@NathanMikeska A fix for me would be something that may sound scary to you.
We can disable part collisions... what about ground collisions? I mean, if you have some parts with ground collision the craft won't fall into oblivion and this may be useful.
I know it's dangerous for casual gamers that may get confused with it, maybe making it only accesible by xml editing or plaving it in hidden options...
@mjdfx150529 I like the way it's done now. If you choose a chip in editor and make an staging and then pick another one and make a different staging you'll have the different stage configurations when you swap between them in flight
This is useful for recoverable and/or complex crafts
@mjdfx150529 and even that doesn't mean anything, they're working on the SP update, they have to implement and fix a lot of stuff in PC version that affect the core of the game and then start porting it.
And yes, the previous post asked exactly the same :/
@Someonetotheleft and btw, open the crafts and you'll see it takes only the space of 1 piston, what you should do to decrease any performance hit and make it look cool is make them have no drag and no colisions, then push one into another and this way you can retract/deploy the "cable"
You can find answers for this in lots of forum posts and even in the FAQ section
"When can we expect the mobile (iOS/Android) release?"
We will begin development in early 2019. At this point, it is too early to give a release date estimate. Once we’ve started to peel the onion back we’ll have a better grasp on how long it will take to get the mobile version blasting off.
@PhilipTarpley yes, the time it takes for a body to turn around it's relative 1 time (like Droo around the Sun or Luna around Droo).
Would it be possible to have a xml attribute for this?
@WNP78 I think he means xml mods (like SpaceX Real Engines pack or RSS). I don't know in mac, but in Windows the folders are in LocalLow/Jundroo, not in Steam/common
You can change the default activation of AG in the chip/pod that has control of the craft.
You should use zero on deactivate, add the hinge to an action group and link the input controller to the same AG.
Another solution is to link the AG only to the input controller and change the min to 0.
@DerekSP it's not only that devs said so, but if you look at the xml code it's obvious that things are going to change and will break for sure. I have high hopes with this part, it has a lot of potential :D
@AndrewGarrison I didn't try the new version yet but this may be useful for you.
Usually when I close SR2 Steam takes 10 seconds to work and if I try to use it sometimes crashes
@SupremeDorian they listen to all kind of suggestions and bugs there, if you look at the list there are some open bugs like the Spotlight error that happen only in the web
This could lead to some problems. They could at least let you delete a craft and upload another without increasing the timer counter (if you upload 3 or so you can't upload more in 24 hours)
You should write this in Stuff/Suggestions, this is the forum, not the official suggestions section
Can you add linear aerospikes too? :D
It would be great to have Fuel/Oxidizer Ratio too :)
How are you going to deal with fuselage fuel? Manual setting or auto detect engine type?
+2 5.8 years agoDamn, DAAAAAAAAAAAAAAAAAAAAAAYUM
+2 5.8 years ago@PhilipTarpley Thanks :)
5.8 years ago@swope but don't know what that stands for, maybe @AndrewGarrison can give us a hint on the uses for CraftExplosionSimulate, DJGPP, Benchmark_Flight_All, Benchmark_Flight
+2 5.8 years ago@swope I don't think so, but there're some that I can't get to work
5.8 years agoCraftExplosionSimulate, DJGPP, BenchmarkFlightAll, BenchmarkFlight
@Chancey21 yup, I love how the game is progressing and almos everything I have in my perfect roadmap is in their roadmap :)
+1 5.8 years ago@AstronautPlanes Es curioso porque he visto algunas naves con más de mil piezas ir bien en mi portátil, y no es que sea muy potente, tengo ganas de ver que tal funciona en móvil
5.8 years ago@butterworth95 you can try the RSS system
+1 5.8 years ago@Chancey21 current real one?
5.8 years ago@WNP78 That would mean text, logos, flags, custom patterns...
5.8 years ago@AstronautPlanes pregúntale a @Exospaceman cuántas tiene su Saturn V o a @mjdfx150529 las del rover jajajajaja
5.8 years agoSi son realistas la verdad es que va a tener bastante mérito que lo consigas con 300 partes, es algo en lo que me estoy preocupando bastante últimamente, como aprovechar las partes que tenemos para conseguir realismo con el menor número de partes posibles
I'll love to see them, but 300 doesn't seem like a lot of parts, did you mean 3000?
5.8 years agoI have a problem with sections of the same craft disappearing if you go too far, like with xml edited pistons
+1 5.8 years agoThis is a clickable of the link shared by @swope
+1 5.8 years agoI can't see the image
I think this was suggested before. The right suggestions post is not in the forum (they may read it anyway) but in the STUFF/Suggestions tab.
Btw, I would love to see this implemented
5.8 years ago@swope You can sink it or place it in a place surrounded by mountains, but with the planet builder it would be far easier
+1 5.8 years ago@swope we have one: the base
5.8 years agoThere's a xml modifier that flattens terrain in a circle, go to the system xml and make the base one as big as you want
@NathanMikeska A fix for me would be something that may sound scary to you.
+1 5.8 years agoWe can disable part collisions... what about ground collisions? I mean, if you have some parts with ground collision the craft won't fall into oblivion and this may be useful.
I know it's dangerous for casual gamers that may get confused with it, maybe making it only accesible by xml editing or plaving it in hidden options...
Good luck man (suerte :) )
+1 5.8 years agoYou can find it asked tenths of times in this forum and it's answered on the FQA section
5.8 years ago@mjdfx150529 I like the way it's done now. If you choose a chip in editor and make an staging and then pick another one and make a different staging you'll have the different stage configurations when you swap between them in flight
+2 5.8 years agoThis is useful for recoverable and/or complex crafts
Now you have instructions for windows install in the post
5.8 years ago@FOXLOVER are you using windows?
5.8 years agoSearch it in the forums and you'll find some. Some make big tanks, some make xml packs
5.8 years ago@PhilipTarpley and for satellites it takes planet size/surface gravity into account or just semi-major axis?
5.8 years ago@mjdfx150529 and even that doesn't mean anything, they're working on the SP update, they have to implement and fix a lot of stuff in PC version that affect the core of the game and then start porting it.
5.8 years agoAnd yes, the previous post asked exactly the same :/
@Someonetotheleft and btw, open the crafts and you'll see it takes only the space of 1 piston, what you should do to decrease any performance hit and make it look cool is make them have no drag and no colisions, then push one into another and this way you can retract/deploy the "cable"
+1 5.8 years ago@Someonetotheleft yup, it happened to me with the BPS replica :(, but for ground crafts it works without causing too much frame drop
5.8 years agoYou can find answers for this in lots of forum posts and even in the FAQ section
"When can we expect the mobile (iOS/Android) release?"
+1 5.8 years agoWe will begin development in early 2019. At this point, it is too early to give a release date estimate. Once we’ve started to peel the onion back we’ll have a better grasp on how long it will take to get the mobile version blasting off.
If you link pistons they act as a rope
A whip
A crane cable
Another crane
Hinges work too
*This crafts were made in older versions, I don't know if they still work well
+4 5.8 years ago@PhilipTarpley yes, the time it takes for a body to turn around it's relative 1 time (like Droo around the Sun or Luna around Droo).
5.8 years agoWould it be possible to have a xml attribute for this?
@Sofa I hope it works now
5.8 years ago@WNP78 I think he means xml mods (like SpaceX Real Engines pack or RSS). I don't know in mac, but in Windows the folders are in LocalLow/Jundroo, not in Steam/common
5.8 years agoYou can change the default activation of AG in the chip/pod that has control of the craft.
You should use zero on deactivate, add the hinge to an action group and link the input controller to the same AG.
5.8 years agoAnother solution is to link the AG only to the input controller and change the min to 0.
@Jaime731 no problemo ;)
5.8 years ago@Jaime731 read the comment section of this post
5.8 years ago@DerekSP it's not only that devs said so, but if you look at the xml code it's obvious that things are going to change and will break for sure. I have high hopes with this part, it has a lot of potential :D
5.8 years agoNot so detailed but you can automate stuff like decouple side boosters when they're empty
+1 5.8 years ago@AndrewGarrison it froze for about 2 seconds and then launched fine without the need of relaunching it in the new version :D
5.8 years ago@AndrewGarrison I didn't try the new version yet but this may be useful for you.
5.8 years agoUsually when I close SR2 Steam takes 10 seconds to work and if I try to use it sometimes crashes
@SupremeDorian try this one
5.8 years agoEvery time I launch the game from steam for the first time it crashes. I have no much time so I couldn't find any possible cause.
Edit: Launch for the first time every time I rebooted my laptop*
+1 5.8 years agoOne thing they're going to add for sure is a planet builder, so you can play in bigger and harder systems if you want to take it a step forward
5.8 years ago@AnotherFireFox hahahahahahaha
5.8 years ago@Planefun yuup :)
5.8 years ago@Planefun we now were it is, we just need to make a mod, it's not an xml parameter i'm afraid
5.8 years ago@SupremeDorian they listen to all kind of suggestions and bugs there, if you look at the list there are some open bugs like the Spotlight error that happen only in the web
+1 5.8 years agoThis could lead to some problems. They could at least let you delete a craft and upload another without increasing the timer counter (if you upload 3 or so you can't upload more in 24 hours)
You should write this in Stuff/Suggestions, this is the forum, not the official suggestions section
+6 5.8 years agoAs far as I know we can't yet. Maybe if you decompile the game and search for the plume data you can mod it
5.8 years agoYou can turn them off. Link them to an AG (make sure it's off by default) and done
5.8 years ago