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    @TopSecret2 I'm sure @NathanMikeska can give you a better answer
    About getting access to the iOS jundroo I would know how to get there to add it to the ReadMe file if possible, both Jastro and me are Android users so we have no experience in iOS

    +1 5.0 years ago
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    Don't blame @Mrmaraunet, it's on hold because of me, with ESS and life I've been too busy but I plan to finish the thing holding the mod soon
    To be clear, my job is just time consuming but @Mrmaraunet job is both time consuming and amazing, he's the best modder in this community so far

    +1 5.0 years ago
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    @PositivePlanes wobly shapes earthers fandom

    +1 5.1 years ago
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    @PositivePlanes what are your sources?

    +1 5.1 years ago
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    You can make clickable links like this using the format [text] (link) and even show images with the format ![](image link)

    You should report the bug (in the game itself you should see an option to report it in the left menu that opens when pressing escape)

    +1 5.1 years ago
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    Nah, the price is recalculated when loading a craft. For some parts you can find workarounds to make it cheaper, but not 0$

    +1 5.1 years ago
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    @AstronautPlanes that's not true, it's not due to "Google things" and it's not a mod. Ive made a tool that only works in devices that support .jar files because that's what I know, but it would be possible to make something similar for Android. It's just that I don't know how to do it.
    And the mod limitation it's not due to "Google things". It's due to a security policy
    .
    That said, @AxesInMotion send me a link to the craft unlisted and I'll scale it if you want

    +1 5.1 years ago
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    @AndrewGarrison go to 1x, if you disable Vizzy under time warp and you let Vizzy increase it then it won't be able to exit it.
    Another benefit of going 1x is that you can automatically exit time warp under certain events

    +1 5.1 years ago
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    Closest approach to target would be epic too and an option to change target to a planet, a craft or a launch location, that could make self landing rockets aiming for a landing pad a thing, and even programs to make automatic transfers and approaches

    +1 5.1 years ago
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    @AndrewGarrison and about the trial and error for automatic launch and target approach with orbital parameters for active craft and target it may be possible to make a general code

    +1 5.1 years ago
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    This looks amazing

    +1 5.1 years ago
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    @weebabyseamus great! I was working on a "what the community wants for career mode" joining a lot of forum posts and suggestions into one document, I'll have to make some changes now that we have this public but goes more or less in the same line
    The main difference is that in the document I was talking about the benefits of having robots both in developing, gameplay and lore based in some discussions in discord and a couple of suggestions, I can pass you some of the ideas I gathered, those may work for the humanoid characters too (or even combine humanoids and robots)

    +1 5.1 years ago
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    @NathanMikeska

    +1 5.1 years ago
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    @plane918273645 you can't cover any topic then muahahaha

    +1 5.1 years ago
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    How to land in Urados

    +1 5.1 years ago
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    @Shukhar This works in android because is a mod based in xml code, so yes

    Problems though, the installation isn't very obvious and the engines are the old engines

    +1 5.2 years ago
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    I've been invoked, tell me 3 wishes

    +1 5.2 years ago
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    1GB ram? Wow you're pushing your terminal xd

    +1 5.2 years ago
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    @SupremeDorian I don't think so, now Android requires the apps to compile the code on installation so you can't add any scripting or model, only xml modding is possible and it isn't easy to install

    +1 5.2 years ago
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    @PositivePlanes Diego`s 737

    +1 5.3 years ago
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    The tutorials have to be updated to prompt people to use unity 2019.2

    +1 5.3 years ago
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    @PositivePlanes np

    +1 5.3 years ago
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    Can you share an unlisted craft to see if I can replicate the issue? I've never had any problem with the propellers

    +1 5.3 years ago
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    Now you add n-body physics in the mobile version and all casual players die hahahahaha

    +1 5.3 years ago
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    @Bmcclory and very small too, so they can go to 5cm diameter for real scale models

    +1 5.3 years ago
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    @TurboSnail I'll try to research all common model rocket propellants, if you know some can you list them here? Keep in mind I need to later find some stats in order to add it to the game

    +1 5.3 years ago
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    Hang on exit is 100% fixed. I've closed the game more than 30 times and every time it was smooth as butter. I think you can remove the "Probably" (finally)

    +1 5.4 years ago
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    @PhilipTarpley I won't be able to try this until later today (eastern europe)

    +1 5.4 years ago
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    I would love to see a simple fix for this update. Please remove texture offset limit of 0.95, for large parts it's too low, I can't think of any reason to keep it limited

    +1 5.5 years ago
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    @AnotherFireFox sure, but for mass precision I would like to make a code that changes fuselage dimensions and part sizes (the legit sizes)

    +1 5.5 years ago
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    @Jaime731 It's a text editor that takes a xml file and exports another

    +1 5.5 years ago
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    @MarioG @PurpleSeba888 it's not a torus, it's a quesadilla

    +1 5.5 years ago
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    @Omega it's just to prevent people from voting multiple times, I can remove that if you don't like it

    +1 5.5 years ago
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    @KraZIvan Description?

    +1 5.5 years ago
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    Are staging and AGs saved in the command unit like the sliders?

    Edit: after testing it... they are! :D

    +1 5.5 years ago
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    @reCarn you can make it playing with tinkered size and radius

    +1 5.5 years ago
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    @AtlantikWall45 not claiming something is yours doesn't imply people won't assume it is if you post it. A link in 1 word at the bottom of a long article is not crediting

    +1 5.5 years ago
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    It may be possible to print them right now using the photogrammetry approach

    +1 5.5 years ago
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    @AtlantikWall45 I think that's a bad idea, because then you're introducing patriotism (and posibly politics) into the game. And if you add soviet and american you'll have to add chinese, indian, japanese, irani, corean...

    +1 5.6 years ago
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    @Bmcclory And sci-fi?

    +1 5.6 years ago
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    @DerekSP @AtlantikWall45 there's a link to the suggestion on top, the only thing that I would change is that I would make the forum post asking people to check the suggestion instead of repeating the content of the suggestion here. There's a lot of info and it's easy to go over the link without noticing

    +1 5.6 years ago
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    @Gabepasc go to the keyboard configuration and link a key to it, by default it has no key

    +1 5.6 years ago
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    It has no N-body, water buoyancy is a bit weird and aerodynamics have some problems, but it's far more realistic than other games.
    With moving parts you can make cables that behave like cables, the collisions work amazingly well, so you can replicate mechanic systems. New rockets add a lot of realism with exhaust expansions

    +1 5.6 years ago
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    @yopo ok :) I hope I can find a fix

    +1 5.6 years ago
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    @yopo can you share the craft (unlisted if you don't want to publish it yet) and then send me the link?

    +1 5.6 years ago
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    @AndrewGarrison @Mod :D

    +1 5.6 years ago
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    You can't auto-dock but you can teleport next to a targeted craft

    +1 5.6 years ago
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    @yopo Hm, you should be able to prevent your rocket from collapse if you add a interstage at the bottom. Now attachment points have rigidity and parts hold a certain amount of force (that's because heavier crafts tend to break easier if you don't have any support)
    The integrity idea is based on degradation with use (more if you force the parts over their limits) and randomization

    +1 5.6 years ago
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    There're multiple bugs related to this

    +1 5.6 years ago
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    @Bmcclory I don't know any way to detect instant acceleration, I think it's impossible to automate a car airbag
    About the automatic docking, @PlanesofJundroo, it may be possible but very hard. And I mean very very hard. Like 80 hours of work or more to get any decent result, and it may not be pretty.

    +1 5.6 years ago