@AstronautPlanes despues de varios exámenes finales me apetecía jugar bastante, que el poco tiempo libre que tengo últimamente lo dedico a avanzar con RSS y RE, echaba de menos crear y compartir ideas
@tars13 we already have the RD-170, we can add the 191 for Angara replicas if you want, but choosing the 170 and taking out the other 3 engines would be enough
@sumeee well, Infinite Fuel adds no consumption versions of all the engines and rcs and we are about to publish the first version of Real Engines
There's also a mod that adds dV, twr... and it existed before that data was shown in the game
@slie I tried to make this a month ago with all the cars in the platform. The game was freaking out hahahaha, some disappeared, some started moving by themselves...
We need you in our modding hut. We need help with Real Engines Subassblies. Theain thing now is creating the complex subassemblies for multi-part engines. Would you like to join?
@andrewkrause about the pollywell fusion reactor, I don't know if it fits this mod, but I'll add it into my to-do list for another RealismOverhaul mod I have in mind (Concept Engines mod, with solar sails, alcubierre warp drives, EM drives...)
@andrewkrause We are currently researching if it's possible to add new fuels before mod tools are fully released. Sadly it looks like it's not possible
@legohelobilly You go to that place/orbit and save location (I think it was f10 but I'm not sure since I remapped my keys, go to settings and you'll find it)
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.
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).
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.
You can scale it down in the tinker panel, it's not possible to add alpha values yet to paints as far as I know
5.7 years ago@tars13 I think RD-191 is just one of the RD-170 motors alone
5.7 years ago@eonn44 I'm sure once mod tools are fully implemented we could code where the launch site is
5.7 years ago@AstronautPlanes me refiero a los mods para SR2 que estamos haciendo
5.7 years ago@AstronautPlanes despues de varios exámenes finales me apetecía jugar bastante, que el poco tiempo libre que tengo últimamente lo dedico a avanzar con RSS y RE, echaba de menos crear y compartir ideas
5.7 years ago@eonn44 now launchsite is hardcoded to Droo(0,0), you can't move it or place it in another planet sadly :(
5.7 years ago@eonn44 you can try to make launchpads and runaways with big parts i guess
5.7 years agoYou can save launch locations (without runaways or buildings sadly)
5.7 years agoSpace elevators, complex shape solar panels, improvements in the land speed record, xml coding for RSS, some research for RE and some bug reports :D
5.7 years ago@tars13 we already have the RD-170, we can add the 191 for Angara replicas if you want, but choosing the 170 and taking out the other 3 engines would be enough
5.7 years ago@sumeee well, Infinite Fuel adds no consumption versions of all the engines and rcs and we are about to publish the first version of Real Engines
5.7 years agoThere's also a mod that adds dV, twr... and it existed before that data was shown in the game
@slie Nice idea
5.7 years ago@slie I tried to make this a month ago with all the cars in the platform. The game was freaking out hahahaha, some disappeared, some started moving by themselves...
5.7 years agoHmm, I'm interested
5.7 years agoWe need you in our modding hut. We need help with Real Engines Subassblies. Theain thing now is creating the complex subassemblies for multi-part engines. Would you like to join?
5.7 years agoIt would be nice no have a bug report. Try to report it when it happens in order to include a screenshot, they look at all the reports
5.7 years ago@andrewkrause about the pollywell fusion reactor, I don't know if it fits this mod, but I'll add it into my to-do list for another RealismOverhaul mod I have in mind (Concept Engines mod, with solar sails, alcubierre warp drives, EM drives...)
5.7 years ago@andrewkrause btw, the right name of the nuclear soviet engine is RD 0410 and it's in the list
5.7 years ago@andrewkrause We are currently researching if it's possible to add new fuels before mod tools are fully released. Sadly it looks like it's not possible
5.7 years ago@Starbound here you have a clickable link
5.8 years ago@legohelobilly You go to that place/orbit and save location (I think it was f10 but I'm not sure since I remapped my keys, go to settings and you'll find it)
5.8 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
5.8 years ago@Starbound Nice! I hope you can join the MS teams :)
5.8 years ago@AnotherFireFox
5.8 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.
5.8 years agoBSKDVDLABSIDB <3
5.8 years ago@tsampoy Nah, just xml editing
5.8 years ago@RazaTheBest it's in the list :/ We have the F1 and the F1B, and maybe we'll add the F1A
5.8 years ago@Bmcclory if you want to join forces talk with @AnotherFireFox
5.8 years agoI don't think it works for rotors and hinges, but wheels and electric motors yup
5.8 years agoThere's already a brake in the game :/
5.8 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
5.8 years agoYes, you have to use fuel adapters but sometimes that doesn't work
5.8 years agoJust use pistons, hinges... You can't use SP parts since this is a different game, but you can make them yourself
5.8 years agoThere's a way, I can share here an example craft later
5.8 years agoYes
5.8 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.
5.8 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
5.8 years agoYou can't post it as a bug or even a suggestion, this is not an announcement :/
5.8 years ago@Exospaceman nah, thank you for doing it, I want to have them all :D
5.8 years ago@Caveman999 wtf
5.8 years agohm
5.8 years agowtf
5.8 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.
5.8 years ago@sumeee another tip. I use eclipse to edit the xml files
5.8 years agoI'll love to see characters in the game but the uncanny valley terrifies me
5.8 years ago@Deaniture ah, I missunderstood your question :(
5.8 years ago@AnotherFireFox and have you already added the giant squids in Europa?
5.8 years ago@AnotherFireFox but changing the sizes, no?
5.8 years agoAnd @AnotherFireFox is already working in a great unofficial version with all main moons
5.8 years ago