@Looney if you buy a car and it doesn't fly it's not the car's fault.
Attachment points is how mafia works, you have to learn how they work, I can try to help you a bit if you want
There's another reentry effects mod for ksp that I like more than the one you shared, with longer flames and a smoke trail, but that may be hard for performance and that's a big thing in this game
With that said I would like clouds and hypersonic effects too but may have the same problem I said before sadly
You should structure your posts more to make them easier to read.
Have you reported the bug? Can you share a link to the bug report so we can upvote it?
Have you tinkered with game files? A wrong RSS installation or a wrong attribute in a craft xml file can break the game
Construction cooldown
Unknown part integrity that decreases with use (more heat, more degradation for example) and that can be fixed with some cost (refurbishment of recovered parts).
The value is unknown but the lower it gets affects efficiency (so you have to test the parts, make static fires before launch... and check if a tank leaks, if one of the engines has less thrust...)
The more you use a product or a design improves the durability and reduces the possibility of failure
@AndrewGarrison thanks! :) The overexpansion and the atm regime looks nice, but the under-expansion looks a bit weird because I think it should have more of a cone shape as @Gregox pointed
I love the texture, will it be possible to change the color with fuel?
@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...
@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.
@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
I'm sure you can get that without mods if you make a motor have 0 speed it says "Floppy". I think thats the same for rotators and himges if you set range 0°
@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 :)
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
@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.
I've found how. After realizing where the UserData folder was thanks to @deusalgor XML post in this update i've found the location data and replicated it in another file :D
Smoke particles run away :( And low throttle engines look a bit weird
+1 5.5 years ago@Looney if you buy a car and it doesn't fly it's not the car's fault.
+1 5.5 years agoAttachment points is how mafia works, you have to learn how they work, I can try to help you a bit if you want
!Indian RLD
+1 5.5 years agoThere's another reentry effects mod for ksp that I like more than the one you shared, with longer flames and a smoke trail, but that may be hard for performance and that's a big thing in this game
+1 5.5 years agoWith that said I would like clouds and hypersonic effects too but may have the same problem I said before sadly
@WNP78 I wasn't aware of this feature, this is game changing for me :D
+1 5.5 years agoYou should structure your posts more to make them easier to read.
+1 5.6 years agoHave you reported the bug? Can you share a link to the bug report so we can upvote it?
Have you tinkered with game files? A wrong RSS installation or a wrong attribute in a craft xml file can break the game
Construction cooldown
+1 5.6 years agoUnknown part integrity that decreases with use (more heat, more degradation for example) and that can be fixed with some cost (refurbishment of recovered parts).
The value is unknown but the lower it gets affects efficiency (so you have to test the parts, make static fires before launch... and check if a tank leaks, if one of the engines has less thrust...)
The more you use a product or a design improves the durability and reduces the possibility of failure
@AndrewGarrison it's been having issues for a couple of weeks now... I hope they can find the cause and fix it
+1 5.6 years ago@bartekkru100 @mjdfx150529 blue is the future
+1 5.6 years ago@AndrewGarrison thanks! :) The overexpansion and the atm regime looks nice, but the under-expansion looks a bit weird because I think it should have more of a cone shape as @Gregox pointed
I love the texture, will it be possible to change the color with fuel?
+1 5.6 years ago@AndrewGarrison that's the maximum under-expansion?
+1 5.6 years agoThat number is the mass of fuel/oxydizer in the tank in kg. I'm glad you're back :D
+1 5.6 years ago@Dinocraft649 I have almost 500 hours and have many unfinished projects
+1 5.6 years ago@Chancey21 yup, I love how the game is progressing and almos everything I have in my perfect roadmap is in their roadmap :)
+1 5.6 years ago@butterworth95 you can try the RSS system
+1 5.6 years agoI have a problem with sections of the same craft disappearing if you go too far, like with xml edited pistons
+1 5.6 years agoThis is a clickable of the link shared by @swope
+1 5.6 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 5.6 years ago@NathanMikeska A fix for me would be something that may sound scary to you.
+1 5.6 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 5.6 years ago@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 5.7 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 5.7 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.
Not so detailed but you can automate stuff like decouple side boosters when they're empty
+1 5.7 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 5.7 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 5.7 years agoI'm sure you can get that without mods if you make a motor have 0 speed it says "Floppy". I think thats the same for rotators and himges if you set range 0°
+1 5.7 years agoThe new input controller options are so amazing I don't know how to express my gratitude. I want to hug you so bad @AndrewGarrison
+1 5.7 years agoYou don't have to overwrite each file, if you uncompress the zip in the Jundroo folder they should go each to it's place
+1 5.7 years ago@AnotherFireFox And infinite fuels, I think it was the first part mod
+1 5.7 years ago@tars13 Yup, but ingame we cant make 1 chamber with 4 nozzles, so we have to make kind of four 191 attached together
+1 5.7 years ago@SasquatchOnNeptune Yup, same as anotherfirefox, I'm in my finals now :(
+1 5.7 years agoWhat I do is create a standalone structure part and usebit as a rule
+1 5.7 years ago@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 5.8 years ago@ForeverPie how about Luna 🧐
+1 5.8 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 5.8 years ago@AnotherFireFox you can buy penguins for him. Ok
+1 5.8 years ago@Bmcclory me too hahahaha with @AnotherFireFox, we can join forces
+1 5.8 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 5.8 years agoWhat the logo looks like?
+1 5.8 years ago@tsampoy aaah
+1 5.8 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 5.8 years agoIf you usually use edited motors the fastedt method I've found is to edit one and save it as a subassembly.
@AnotherFireFox I am the kraken hahahaha
+1 5.8 years agoI realiced there's no sandbox hahahaha
+1 5.8 years ago@AnotherFireFox that's an argument hahahaha, I'll try the system now, I've found some time :)
+1 5.8 years ago@AnotherFireFox do you play only in the tablet???????
+1 5.8 years ago@grizzlitn with 6GB of RAM memory shouldn't be a problem. Hm. I'm sure that the answer that Nathan has posted will work though.
+1 5.8 years ago@oDDDx :) thanks
+1 5.8 years agoI've found how. After realizing where the UserData folder was thanks to @deusalgor XML post in this update i've found the location data and replicated it in another file :D
+1 5.8 years agoThanks for the clone option!!!
+1 5.8 years ago@VectorY you can make a mod to do anything, the barrier is the difficulty
2 months ago