@AshtvinayakAerospace there are multiple discord servers, I'm not aware of any WhatsApp ground but I would recommend against joining any since your phone number could be leaked there.
@Icezhuo there will be a launch site in every publicly known location that has launched a rocket to orbit, but using the default launch site, not custom buildings (that may change in the future, I'm not sure yet)
@zeropol it only applies a filter to the image, it's not even a translucid material, so it looks the same no matter the distance of the object you look at.
@diegoavion84 that's already done in 3.1 (coming soon), you'll have the main base, one in a southern island near the pole and two ships, one to the west and one to the southeast of the base
@nico412 Claro, pero queda mucho para que esté listo, en poco tiempo deberíamos tener listo el beta testing de ESS 3.0, pero para RSS queda bastante que ando muy pillado de tiempo
@AndrewGarrison looking at the new update now I've seen some details that could be polished
- Merge some of the blocks to improve the flow of the designer
- Try different sorts for the blocks, especially in the Operators section
- set craft Pitch to X "degrees". "Degrees" is now redundant
- Add a "Name of" block to Craft Information to have self-name, self-planet, target-name, and target-planet instead of having them in different places
- Specify the sorting mode of the blocks that return a list
- Separate create list from
- Custom expressions and instructions can only add text and parameters and not remove them (I may be doing something wrong) and can't be edited
There are some things you can do:
- Use a wing. The control surfaces can use brake as input and they're easier to use than a hinge with another part attached to it
- Go to the tinker panel and check hidden properties, then you will have a lot more options in the input controllers
@crowxe @Panthadroo you can have multiple programs in one craft (for example to control each engine independently without having to repeat the code every time, so you do it one and then duplicate the engine)
The broadcast serve to call chunks of code in the same program and broadcast to craft to send it to all programs in the craft
Having multiple chips is useful for parts that are going to be separated, a part without a crew cabin or chip is considered debris and will despawn after a while
@TopSecret2 if you are getting into computer science you should dowload a decompiler to check the code of your favourite games, you can learn a lot (and discover a lot of things) doing so. This game is mainly in C# since it's a Unity game but many things are done with xml files so they're really easy to modify (Propulsion.xml, Parts.xml, SolarSystem.xml, the save files, the crafts, the launch locations...)
In this page you can find a lot of info about xml modifiers for parts
@AndrewGarrison it would be amazing to have math functions (addition, substraction, multiplication, division and maybe trigonometry and log/derivatives)
@AndrewGarrison I was talking with Nathan a few days ago about generalising the ids. Being able to reference the part id number in the input controllers or vizzy sounded a bit sketchy because docking or creating subassemblies would break everything.
A possible solution would be to have one (or a couple) of outputs in Vizzy so you can give an id to the Vizzy modifier and then use in an input controller Vizzy.Output1
If then you can use in Vizzy the opposite values (Piston.Data.CurrentPosition for example) that should do it
@AndrewGarrison in fact, if you allow an output to be sent to specific parts those could be used as memory slots and it should be possible to simulate recessed systems for a RISC compatible Vizzy program
@swope because they have to make it work in the game, you need to make some compromises and adapt it to the rest of the code (being stored in xml and based in a modifier for example)
@Bmcclory why rip my effort? Many things can be only done with xml even after this (input based activators, logic gates...) and this is an amazing tool that will allow me to make even more complex stuff
@Kell it's not for some reason, it is because almost all parts have an attribute to auto activate if they don't have any staging or AG option set to true. It is easy to set it to false, but if you're going to tweak the xml to prevent activation you should rather use a strut and force it to load the mesh of a fairing using style="Fairing-2"
Inlets are the best alternative in full vanilla gameplay though
If you have some experience in ksp it should be relatively easy to get to Luna or the planets that are in the game now (Cylero should be the easiest one if you don't count Luna)
The door idea may be similar to a suggestion I did some months ago (without multiple shapes but with multiple types like slicing door, 1 or 2 doors...). I think this suggestion fits much better SR2 and may be easy to implement (just a part like the air intake but with capped top and bottom and the door)
Something to add to this would be an option to make the top and bottom caps disappear if you attach two habitation modules together
You should check this great job by @WNP78. Some things may have changed in last beta (FuelSource doesn't exist now, there are some new parts and minor changes to xml)
@swope multiple things
Images can only be linked in the main post and not in comments, that's why the ! didn't work
The precision is because they're taken from the xml file
We have a code to transform map projections, so if you want maybe @AnotherFireFox can export it in equirectangular
The layers are just normals for the shades in the map view, but don't add any interesting information
@Tweedle_Aerospace mean
+2 4.0 years ago@AshtvinayakAerospace there are multiple discord servers, I'm not aware of any WhatsApp ground but I would recommend against joining any since your phone number could be leaked there.
+2 4.0 years ago@TastyOxidiezer if you open the game what version number do you see at the top right?
+2 4.0 years ago@Lazer22 the problem with iOS is the tessellation technique used to make the waves, even high-performance devices weren't able to render them
+2 4.1 years ago@Gozinya piruwiruwiruu piiiiruwiruwiru
+2 4.1 years ago@Gozinya I used Kell automated landing to test the droneships in ESS and the stock system
+2 4.4 years agoIt would be desirable to have an answer to why mobile devices can't have mods after the first question, so we can send them here
+2 4.4 years ago@Icezhuo there will be a launch site in every publicly known location that has launched a rocket to orbit, but using the default launch site, not custom buildings (that may change in the future, I'm not sure yet)
+2 4.6 years ago@Iplaygamesforever the best we can say is what is stated in this post
+2 4.6 years ago@RealDavidB Dark Reader extension for Chrome
+2 4.6 years ago@zeropol it only applies a filter to the image, it's not even a translucid material, so it looks the same no matter the distance of the object you look at.
+2 4.6 years ago@RealDavidB that's going to be in RSS
+2 4.6 years ago@diegoavion84 that's already done in 3.1 (coming soon), you'll have the main base, one in a southern island near the pole and two ships, one to the west and one to the southeast of the base
+2 4.6 years agoAs @sflanker I would wait for PlanetStudio since a lot of things are going to change soon
+2 4.7 years agoWhen xbox?
+2 4.7 years ago@nico412 Claro, pero queda mucho para que esté listo, en poco tiempo deberíamos tener listo el beta testing de ESS 3.0, pero para RSS queda bastante que ando muy pillado de tiempo
+2 4.8 years ago@AndrewGarrison looking at the new update now I've seen some details that could be polished
+2 4.8 years ago- Merge some of the blocks to improve the flow of the designer
- Try different sorts for the blocks, especially in the Operators section
- set craft Pitch to X "degrees". "Degrees" is now redundant
- Add a "Name of" block to Craft Information to have self-name, self-planet, target-name, and target-planet instead of having them in different places
- Specify the sorting mode of the blocks that return a list
- Separate create list from
- Custom expressions and instructions can only add text and parameters and not remove them (I may be doing something wrong) and can't be edited
Amazing as always :)
+2 4.8 years agoThere are some things you can do:
+2 4.9 years ago- Use a wing. The control surfaces can use brake as input and they're easier to use than a hinge with another part attached to it
- Go to the tinker panel and check hidden properties, then you will have a lot more options in the input controllers
@Lounes2001 it is in Android
+2 4.9 years ago@crowxe if the issue persist you can submit a bug report
+2 4.9 years ago@crowxe @Panthadroo you can have multiple programs in one craft (for example to control each engine independently without having to repeat the code every time, so you do it one and then duplicate the engine)
The broadcast serve to call chunks of code in the same program and broadcast to craft to send it to all programs in the craft
Having multiple chips is useful for parts that are going to be separated, a part without a crew cabin or chip is considered debris and will despawn after a while
+2 4.9 years ago@Panthadroo you may be interested in this suggestion
+2 4.9 years ago@TopSecret2 if you are getting into computer science you should dowload a decompiler to check the code of your favourite games, you can learn a lot (and discover a lot of things) doing so. This game is mainly in C# since it's a Unity game but many things are done with xml files so they're really easy to modify (Propulsion.xml, Parts.xml, SolarSystem.xml, the save files, the crafts, the launch locations...)
+2 5.0 years agoIn this page you can find a lot of info about xml modifiers for parts
The main planet is not as small as in ksp but it is still much smaller than real Earth, so it is still worth it
+2 5.1 years ago@AndrewGarrison great! I pity you, this is getting huge so fast hahahaha
+2 5.1 years ago@AndrewGarrison it would be amazing to have math functions (addition, substraction, multiplication, division and maybe trigonometry and log/derivatives)
+2 5.1 years ago@AndrewGarrison I was talking with Nathan a few days ago about generalising the ids. Being able to reference the part id number in the input controllers or vizzy sounded a bit sketchy because docking or creating subassemblies would break everything.
+2 5.1 years agoA possible solution would be to have one (or a couple) of outputs in Vizzy so you can give an id to the Vizzy modifier and then use in an input controller Vizzy.Output1
If then you can use in Vizzy the opposite values (Piston.Data.CurrentPosition for example) that should do it
@AndrewGarrison in fact, if you allow an output to be sent to specific parts those could be used as memory slots and it should be possible to simulate recessed systems for a RISC compatible Vizzy program
+2 5.1 years ago@AndrewGarrison great to know that it will be possible to have multiple programs at once, simple fpga coming soon hahahaha
+2 5.1 years ago@swope because they have to make it work in the game, you need to make some compromises and adapt it to the rest of the code (being stored in xml and based in a modifier for example)
+2 5.1 years ago@Bmcclory why rip my effort? Many things can be only done with xml even after this (input based activators, logic gates...) and this is an amazing tool that will allow me to make even more complex stuff
+2 5.1 years agoFINALLY! This is amazing
+2 5.1 years ago@Kell it's not for some reason, it is because almost all parts have an attribute to auto activate if they don't have any staging or AG option set to true. It is easy to set it to false, but if you're going to tweak the xml to prevent activation you should rather use a strut and force it to load the mesh of a fairing using style="Fairing-2"
Inlets are the best alternative in full vanilla gameplay though
+2 5.2 years agoYou aren't increasing the throat size, you're reducing it or keeping it open, that doesn't have to affect the bell necessarily
+2 5.2 years ago@AstronautPlanes yeah right?
+2 5.2 years agoIf you have some experience in ksp it should be relatively easy to get to Luna or the planets that are in the game now (Cylero should be the easiest one if you don't count Luna)
+2 5.3 years agoThe UI looks spot on now
+2 5.3 years agoThis tutorial posts are a confirmation of the necessity of moving the upvote button to the top hahahaha
+2 5.3 years agobtw, it's kind of funny to have the titanic crashing
+2 5.4 years agoIn the workshop section the ? is a mistake or intended?
+2 5.4 years agoAnd I'm in the middle of the mountain without a reliable internet connection and exams in two weeks damn it hahahaha
+2 5.4 years agoYou need to modify the xml, you can find some information here or wait for me to end the tutorial in Graal Users Guide
+2 5.4 years ago@SuperCracket Thanks :)
+2 5.5 years agoNever say never
+2 5.5 years agoThe door idea may be similar to a suggestion I did some months ago (without multiple shapes but with multiple types like slicing door, 1 or 2 doors...). I think this suggestion fits much better SR2 and may be easy to implement (just a part like the air intake but with capped top and bottom and the door)
+2 5.5 years agoSomething to add to this would be an option to make the top and bottom caps disappear if you attach two habitation modules together
You should check this great job by @WNP78. Some things may have changed in last beta (FuelSource doesn't exist now, there are some new parts and minor changes to xml)
+2 5.5 years agoI'm sure modder mod Mod mother is proud of him
+2 5.6 years ago@swope multiple things
+2 5.6 years agoImages can only be linked in the main post and not in comments, that's why the ! didn't work
The precision is because they're taken from the xml file
We have a code to transform map projections, so if you want maybe @AnotherFireFox can export it in equirectangular
The layers are just normals for the shades in the map view, but don't add any interesting information
@AnotherFireFox But with telemetry and a crappy landing
+2 5.6 years ago