You have to save location (you have to get there first) and then you have te choose location menu in the main screen (lower left) amd while controling a craft in the options menu
@ForeverPie You're wrong, you can even go to space hahaha. The game has quite good looking mountains, and if you tinker with the xml you can make them as high as you want.
@Bmcclory we don't have modeling skills so we have to learn them from scratch, your help would be amazing. Now we are working on Real Engines (Subassemblies), a mod that doesn't need modtools and doesn't affect too much to loading times.
Just with engine deformation and a few parts we're trying to make ingame parts look like a simpler version of real engines.
I'm trying to find a workaround in order to make real fuels before the modtools are fully developed with xml editing, if you have any hint we can share info in MS teams :)
I'm working on a RS24 Yar that puts nano-satellites in orbit instead of nuclear warheads in ballistic trajectory. I don't think you can do any complex automatic guidance, just point to targets directly
It works, but in xml each control unit has different stagin and ag data, so if you want to keep useful staging and/or ag you have to set primary each control unit, config them and then select the one that you want to be primary for launch.
In the BFR project I had 4 different AG and stage configurations (the ship, the booster, the 2nd stage and the Roadster).
Actually 4 is kind off. The sandbox that @AnotherFireFox has created is a modified SolarSystem.xml that adds bodies with realistic orbital, mass, size and atmospheric parameters using ingame boy models.
They're working in a planet generator with customizable body type (star, gas giant, solid...), size, atmosphere, color, ... They didn't tease anything, but if you take a look of the xml data it looks promising. They are building everything from the ground up.
I'm currently investigating how the game manages planet models in order to add realistic bodies to AnotherFireFox's sandbox and he's improving it even more :D
About the mods. There's already one mod made, there are already some people trying to figure out how to make them for SR2
There's people playing this thing in quite crappy computers, many with green and blue tags. With a 845, 6GB of RAM... the game should work without any problem. There're powerful mobiles nowadays.
@sumeee I edit XML files for all my crafts, I don't find it annoying, it's just until they add a mod platform.
If you usually use edited motors the fastedt method I've found is to edit one and save it as a subassembly.
@AndrewGarrison could you add a color editor (RGB, HSL), without the need of a visual interface, just the numbers. This could make tweaking colors much easier. Also alfa value (with a limit in 10 or so to prevent invisible parts) would be amazing. I don't know if I should be posting this in suggestions since this update is in beta.
@RazaTheBest If you suggest some we can add them to the list (this doesn't imply that the mod is going to have them)
+1 5.9 years agoYou have to save location (you have to get there first) and then you have te choose location menu in the main screen (lower left) amd while controling a craft in the options menu
5.9 years ago@Starbound Nice! I hope you can join the MS teams :)
5.9 years ago@ForeverPie how about Luna 🧐
+1 5.9 years ago@AnotherFireFox
5.9 years ago@ForeverPie You're wrong, you can even go to space hahaha. The game has quite good looking mountains, and if you tinker with the xml you can make them as high as you want.
5.9 years agoBSKDVDLABSIDB <3
5.9 years ago@tsampoy Nah, just xml editing
5.9 years ago@RazaTheBest it's in the list :/ We have the F1 and the F1B, and maybe we'll add the F1A
5.9 years ago@Bmcclory we don't have modeling skills so we have to learn them from scratch, your help would be amazing. Now we are working on Real Engines (Subassemblies), a mod that doesn't need modtools and doesn't affect too much to loading times.
Just with engine deformation and a few parts we're trying to make ingame parts look like a simpler version of real engines.
I'm trying to find a workaround in order to make real fuels before the modtools are fully developed with xml editing, if you have any hint we can share info in MS teams :)
+1 5.9 years ago@AnotherFireFox you can buy penguins for him. Ok
+1 5.9 years ago@Bmcclory if you want to join forces talk with @AnotherFireFox
5.9 years agoI don't think it works for rotors and hinges, but wheels and electric motors yup
5.9 years agoThere's already a brake in the game :/
5.9 years agoI'm working on a RS24 Yar that puts nano-satellites in orbit instead of nuclear warheads in ballistic trajectory. I don't think you can do any complex automatic guidance, just point to targets directly
5.9 years agoYes, you have to use fuel adapters but sometimes that doesn't work
5.9 years agoJust use pistons, hinges... You can't use SP parts since this is a different game, but you can make them yourself
5.9 years agoThere's a way, I can share here an example craft later
5.9 years agoYou can find the latest version here
+2 5.9 years agoYou have multiple versions made by @AnotherFireFox in the sandbox section with detailed explanation on how to install it.
We are currently working in custom planet surfaces since it's procedurally generated, they have default models by now.
+3 5.9 years agoYes
5.9 years agoInteresting
+2 5.9 years agoIt works, but in xml each control unit has different stagin and ag data, so if you want to keep useful staging and/or ag you have to set primary each control unit, config them and then select the one that you want to be primary for launch.
5.9 years agoIn the BFR project I had 4 different AG and stage configurations (the ship, the booster, the 2nd stage and the Roadster).
The shadows load inside of a sphere around you that I think can be tweaked in settings
5.9 years agoYou can't post it as a bug or even a suggestion, this is not an announcement :/
5.9 years ago@Exospaceman nah, thank you for doing it, I want to have them all :D
5.9 years ago@Bmcclory me too hahahaha with @AnotherFireFox, we can join forces
+1 5.9 years agoActually 4 is kind off. The sandbox that @AnotherFireFox has created is a modified SolarSystem.xml that adds bodies with realistic orbital, mass, size and atmospheric parameters using ingame boy models.
They're working in a planet generator with customizable body type (star, gas giant, solid...), size, atmosphere, color, ... They didn't tease anything, but if you take a look of the xml data it looks promising. They are building everything from the ground up.
I'm currently investigating how the game manages planet models in order to add realistic bodies to AnotherFireFox's sandbox and he's improving it even more :D
About the mods. There's already one mod made, there are already some people trying to figure out how to make them for SR2
+1 5.9 years agoWhat the logo looks like?
+1 5.9 years ago@Caveman999 wtf
5.9 years agoAre you going to visit the Ice Wall?
+3 5.9 years ago@tsampoy aaah
+1 5.9 years agohm
5.9 years agowtf
5.9 years agoThere's people playing this thing in quite crappy computers, many with green and blue tags. With a 845, 6GB of RAM... the game should work without any problem. There're powerful mobiles nowadays.
5.9 years ago@sumeee another tip. I use eclipse to edit the xml files
5.9 years ago@sumeee I edit XML files for all my crafts, I don't find it annoying, it's just until they add a mod platform.
+1 5.9 years agoIf you usually use edited motors the fastedt method I've found is to edit one and save it as a subassembly.
I'll love to see characters in the game but the uncanny valley terrifies me
5.9 years ago@AnotherFireFox I am the kraken hahahaha
+1 5.9 years ago@Deaniture ah, I missunderstood your question :(
5.9 years ago@AnotherFireFox and have you already added the giant squids in Europa?
5.9 years ago@AnotherFireFox but changing the sizes, no?
5.9 years agoAnd @AnotherFireFox is already working in a great unofficial version with all main moons
5.9 years agoYou can configure controllers for this
+2 5.9 years agoI think it's accurate, ION engines eat lots of power in real life
5.9 years agoI think it could look good enough for now, the only problem would be the body shown in the map, but I think it's worth having a binary system
+3 5.9 years ago@AndrewGarrison could you add a color editor (RGB, HSL), without the need of a visual interface, just the numbers. This could make tweaking colors much easier. Also alfa value (with a limit in 10 or so to prevent invisible parts) would be amazing. I don't know if I should be posting this in suggestions since this update is in beta.
+3 5.9 years agoI'm sure it's more than 3
5.9 years ago@AnotherFireFox Nice :)
5.9 years agoI realiced there's no sandbox hahahaha
+1 5.9 years ago