@AndrewGarrison I can't see that image, but reading Arca in the link makes me happy :D They're making great progress in the linear aerospikes and SERN market.
@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.
@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 :/
@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
@swope Imagine you have your normal body and you add a fairing as thermal protection coating (ablative, ceramic tiles...). You're adding the extra weight of the fairing, and you can tweak the mass of the part in order to simulate the realistic aspect
@NathanMikeska hm that's why only jets and wheels have it set to true, I was confused because all parts shared the atribute with it set to false
Thanks a lot :D
@Opise227 try seed 1969, is the best I've found yet.
If you want to join the modding team you should talk with @AnotherFireFox
Plume is the exhaust fire of an engine
@Opise227 none of the atributes in the xml seems to modify the plume and I can't find the smoke location, I think it's harcode like the launch site. Do you want to help us with Real Engines mod and Real Solar System? We are currently sorking on xml mods until modtools are released and need some help
@Dinocraft649 no problem, I would love to have antenna relays, science experiments and characters too :)
5.6 years ago@AndrewGarrison I can't see that image, but reading Arca in the link makes me happy :D They're making great progress in the linear aerospikes and SERN market.
5.6 years ago@PhilipTarpley Thanks :)
5.6 years ago@swope I don't think so, but there're some that I can't get to work
5.6 years agoCraftExplosionSimulate, DJGPP, BenchmarkFlightAll, BenchmarkFlight
@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
5.6 years ago@Chancey21 current real one?
5.6 years ago@WNP78 That would mean text, logos, flags, custom patterns...
5.6 years ago@AstronautPlanes pregúntale a @Exospaceman cuántas tiene su Saturn V o a @mjdfx150529 las del rover jajajajaja
5.6 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?
5.6 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
5.6 years ago@swope we have one: the base
5.6 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
You can find it asked tenths of times in this forum and it's answered on the FQA section
5.7 years agoNow you have instructions for windows install in the post
5.7 years ago@FOXLOVER are you using windows?
5.7 years agoSearch it in the forums and you'll find some. Some make big tanks, some make xml packs
5.7 years ago@PhilipTarpley and for satellites it takes planet size/surface gravity into account or just semi-major axis?
5.7 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.
5.7 years agoAnd yes, the previous post asked exactly the same :/
@Someonetotheleft yup, it happened to me with the BPS replica :(, but for ground crafts it works without causing too much frame drop
5.7 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).
5.7 years agoWould it be possible to have a xml attribute for this?
@Sofa I hope it works now
5.7 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
5.7 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.
5.7 years agoAnother solution is to link the AG only to the input controller and change the min to 0.
@Jaime731 no problemo ;)
5.7 years ago@Jaime731 read the comment section of this post
5.7 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
5.7 years ago@AndrewGarrison it froze for about 2 seconds and then launched fine without the need of relaunching it in the new version :D
5.7 years ago@AndrewGarrison I didn't try the new version yet but this may be useful for you.
5.7 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
5.7 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
5.7 years ago@AnotherFireFox hahahahahahaha
5.7 years ago@Planefun yuup :)
5.7 years ago@Planefun we now were it is, we just need to make a mod, it's not an xml parameter i'm afraid
5.7 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
5.7 years agoYou can turn them off. Link them to an AG (make sure it's off by default) and done
5.7 years ago@SupremeDorian You should be able to open this file, it's a comparison between old and new versions of the parts xml
5.7 years ago@swope I think that willcome with career mode
5.7 years ago@swope Imagine you have your normal body and you add a fairing as thermal protection coating (ablative, ceramic tiles...). You're adding the extra weight of the fairing, and you can tweak the mass of the part in order to simulate the realistic aspect
5.7 years ago@NathanMikeska hm that's why only jets and wheels have it set to true, I was confused because all parts shared the atribute with it set to false
5.7 years agoThanks a lot :D
@Opise227 try seed 1969, is the best I've found yet.
5.7 years agoIf you want to join the modding team you should talk with @AnotherFireFox
Plume is the exhaust fire of an engine
@Opise227 none of the atributes in the xml seems to modify the plume and I can't find the smoke location, I think it's harcode like the launch site. Do you want to help us with Real Engines mod and Real Solar System? We are currently sorking on xml mods until modtools are released and need some help
5.7 years ago@Chancey21 if you don't give any nickname I can't talk to you :/
5.7 years ago@Chancey21 do you have discord?
5.7 years ago@Chancey21 what do you need? I can make you the xml code
5.7 years agoThere's already alternate universes... each sandbox hahaha
5.7 years ago@Chancey21 I deleted it as I do with many of my crafts. If I update the craft I delete the older versions in order to make the Craft section cleaner.
5.7 years ago@Chancey21 I've never played SP :(
5.7 years agoA motor has acceleration related to it's power, if it has to move a big mass with low power it takes time for the motor to reach max rpm
5.7 years agoPLS post this here. I would love to see this implemented
5.7 years ago44 pages + 10 users of people with more than 0 points, thats 1594
5.7 years agoStill impressive
You should report this as a bug with screenshots
5.7 years ago