@yopo it's just that @AnotherFireFox wants to explore the possibility of making a mod about this, but we have to wait until the devs release the mod tools
And I answered @Kell because he said ComplexRockets, and that's the name of our modding group
They've answered this a lot of times and it's getting frustrating. You have a FAQ button where they clearly say it's going to be made.
I think it's clear that they're working hard on the game and they have to make a solid game before going through the process of adapting the UI for mobiles and porting everything.
We don't have mod tools or the planet builder yet and those are main features of the game, so keep calm and stop the speculations, the mobile version is going to be released sooner or later and the PC version too (because you have to remember this is a early access in Steam right now, not a full game)
@KraZIvan :)
There is a 4th method but it's almost the same than 2. Going to the steam browser and searching it there, then pressing the download buttom
@AndrewGarrison hm, after testing it I think I can confirm that the auto-burn tends to overshoot and I think it's due to the spooling time.
Also, after testing this I've realised how much we need the planed burn window in the Flight View but I don't think you have to rush this for 0.7.0, so I'm going to wait until release to report it
@AnotherFireFox but engine response time. They were fast with that feature, I'm more than happy. The de-nerf option may imply changing the whole engine code
@AnotherFireFox because it's not an easy one. It has 6 SRBs with different thrusts that detatch in different times, you have to change throttle in the MaxQ and then you separate the fairing, that represents a big portion of the mass
@Bmcclory the thing is with automation the game doesn't let you know the dV from the designer easily and I don't have time to test it myself, so this is why the challenge exists and why there's a reward
@KraZIvan I would love to make more videos and not just the BFR one, but my laptop sucks, and since I work on long projects the game evolves and I start from scratch every time
The new exhaust looks amazing, the possibilities that the nozzle opens are huge, thanks for everything @NathanMikeska @AndrewGarrison and all the team :)
@AndrewGarrison I love the idea of the gimballed rcs, I think multi-nozzle rcs fit better the diy part of the game or at least the subassembly part of it.
About the subassembly parts packs we're making can you make it so the subassembly folder can read from folders inside? Now we have to put the parts directly into the subassemblies folder and it gets messy, being able to place, imagine, SpaceX Engines in a folder called that can be very helpful for us :)
@AndrewGarrison and about RCS presets, what do you think about adding RCS blocks that are really multiple parts and not a dedicated one. Like the part packs we're making
@AndrewGarrison I was going to make my own ones (adding a rcs nozzle with 1e-3 thrust and taking the output as the controller for an engine) but if you add rcs option to any engine that won't be necessary.
If you add that option you may be able to get rid of current RCS and just make it a preset, but for easy use thay may mean that engine attachments should work like rcs ones, being able to attach to any surface and I don't know if you want that.
@AnotherFireFox I will love to see you reaching Mach 25 on the StratoSphere, I'm sure you have to hit escape velocity of Earth or something like that because of how thin the atmosphere is
What was 8? What do you mean with 17?
For 14 I would say 30MPa and for 15 add that higher max values too.
If I remember it right 12 is already a thing.
I like this post more than the other hahahaha no more nerfing :P
@AnotherFireFox In this game Mach is Mach, not like in other games :). In Earth's orbit you have Mach 0. Mach 25 is a vertical reentry at really huge speeds.
@Kell hm, that's actually a good idea but how do you would implement that? This way we will have to add 100% efficiency engines for RSS, that won't change automatically
@AndrewGarrison I think this is not important enough to be a suggestion or a bug so I'll say it here.
The crew cabin is too small, I've never cared about it but now that you can see the size of the pilot it's weird to see the head and the feet stick out.
Why not making the default radius 2m instead of 1.6? Or even a bit bigger to fit the dummy
@AndrewGarrison I'm glad to read this. Personally I think 0.7 needs a long beta testing period (I'm happy you released now) because it's too important. I think this will be one of the most important updates for the game ever (with the planet builder one). Keep this great work, and ask for anything you need :)
@AndrewGarrison that's another good solution, yes. The warp can end up with the same problem I had with the warp drive having too much acceleration for the game ticks
@yopo it's just that @AnotherFireFox wants to explore the possibility of making a mod about this, but we have to wait until the devs release the mod tools
+1 5.6 years agoAnd I answered @Kell because he said ComplexRockets, and that's the name of our modding group
@PlanesofJundroo nah np, Solid Rocket Booster. So you can only control direction with rcs or reaction wheels and you can't throttle
+1 5.6 years ago@Shoot2kill I've seen people uploading crafts but no sandboxes
+1 5.6 years ago@NathanMikeska I got it to work without a command pod but just with part modifier attributes
+1 5.6 years ago@AnotherFireFox Now I know the tech, Making it in Droo and stock system was the first step, next is Cylero, and then RSS
+1 5.6 years ago@KraZIvan I don't know the details, you should ask @AndrewGarrison
+1 5.6 years ago@RogueSteward if you want me to notice your answer you should tag me in the message, it's clear enough in FAQ as @SupremeDorian pointed
+1 5.6 years ago@Kell AFF wants to make a mod about this, but we have to wait until mod tools are released
+1 5.6 years ago
+1 5.6 years ago[text](link)
for clickable links![text](image link)
for images (doesn't work in comments)I think that this has been suggested before, both fuel generators, ground bases and science experiments
+1 5.6 years agoThey've answered this a lot of times and it's getting frustrating. You have a FAQ button where they clearly say it's going to be made.
I think it's clear that they're working hard on the game and they have to make a solid game before going through the process of adapting the UI for mobiles and porting everything.
We don't have mod tools or the planet builder yet and those are main features of the game, so keep calm and stop the speculations, the mobile version is going to be released sooner or later and the PC version too (because you have to remember this is a early access in Steam right now, not a full game)
+1 5.6 years ago@Ehelium2 hahahaha "release"
+1 5.6 years agoWith an average of 4 hours of sleep time
@Chancey21 sometimes you want to post 5 crafts in the same day and then none in a month because they're part of the same project
+1 5.6 years ago@AndrewGarrison sorry, the hype 🙈
+1 5.6 years ago@PhilipTarpley you've made my live much easier now, I didn't notice that the pin worked even if you change views
+1 5.6 years ago@nico412 don't think so, he has almost 2 times my points hahahaha
+1 5.6 years ago@KraZIvan :)
+1 5.6 years agoThere is a 4th method but it's almost the same than 2. Going to the steam browser and searching it there, then pressing the download buttom
@PorkyClown3 don't come easy
+1 5.6 years ago:( Hope to see you back soon, I'm going to miss your crafts
+1 5.6 years ago@AndrewGarrison hm, after testing it I think I can confirm that the auto-burn tends to overshoot and I think it's due to the spooling time.
+1 5.6 years agoAlso, after testing this I've realised how much we need the planed burn window in the Flight View but I don't think you have to rush this for 0.7.0, so I'm going to wait until release to report it
I dont have time to test it right now, but does the auto-burn feature take the spooling time into account? @AndrewGarrison
+1 5.6 years ago@AnotherFireFox but engine response time. They were fast with that feature, I'm more than happy. The de-nerf option may imply changing the whole engine code
+1 5.6 years ago@AnotherFireFox And also I want to make collaborations to spread the use of xml and I like the idea od challenging players
+1 5.6 years ago@AnotherFireFox because it's not an easy one. It has 6 SRBs with different thrusts that detatch in different times, you have to change throttle in the MaxQ and then you separate the fairing, that represents a big portion of the mass
+1 5.6 years ago@Bmcclory the thing is with automation the game doesn't let you know the dV from the designer easily and I don't have time to test it myself, so this is why the challenge exists and why there's a reward
+1 5.6 years ago@MarioG I can make you an engine to land Droo on Luna
+1 5.6 years ago@tars13 HAHSHSHSHAHAHAHAHAHAHAHA
+1 5.6 years ago@KraZIvan I would love to make more videos and not just the BFR one, but my laptop sucks, and since I work on long projects the game evolves and I start from scratch every time
+1 5.6 years ago@AnotherFireFox oh, de-nerf, i thought you were asking for even more nerf
+1 5.6 years ago@KraZIvan nice to hear that :)
+1 5.6 years agoIf the example is hard to replicate you can make it easier through xml
+1 5.6 years ago@tars13 what I mean is that it's going to be even more amazing
+1 5.6 years agoThe new exhaust looks amazing, the possibilities that the nozzle opens are huge, thanks for everything @NathanMikeska @AndrewGarrison and all the team :)
+1 5.6 years ago@QuickNils just read the last message
+1 5.6 years ago@AnotherFireFox that's the same thing @Mod said hahaha
+1 5.7 years ago@Kell Sadly :(
+1 5.7 years ago@AndrewGarrison I love the idea of the gimballed rcs, I think multi-nozzle rcs fit better the diy part of the game or at least the subassembly part of it.
+1 5.7 years agoAbout the subassembly parts packs we're making can you make it so the subassembly folder can read from folders inside? Now we have to put the parts directly into the subassemblies folder and it gets messy, being able to place, imagine, SpaceX Engines in a folder called that can be very helpful for us :)
@AndrewGarrison and about RCS presets, what do you think about adding RCS blocks that are really multiple parts and not a dedicated one. Like the part packs we're making
+1 5.7 years ago@AndrewGarrison I was going to make my own ones (adding a rcs nozzle with 1e-3 thrust and taking the output as the controller for an engine) but if you add rcs option to any engine that won't be necessary.
+1 5.7 years agoIf you add that option you may be able to get rid of current RCS and just make it a preset, but for easy use thay may mean that engine attachments should work like rcs ones, being able to attach to any surface and I don't know if you want that.
@AnotherFireFox I will love to see you reaching Mach 25 on the StratoSphere, I'm sure you have to hit escape velocity of Earth or something like that because of how thin the atmosphere is
+1 5.7 years agoWhat was 8? What do you mean with 17?
+1 5.7 years agoFor 14 I would say 30MPa and for 15 add that higher max values too.
If I remember it right 12 is already a thing.
I like this post more than the other hahahaha no more nerfing :P
@AnotherFireFox In this game Mach is Mach, not like in other games :). In Earth's orbit you have Mach 0. Mach 25 is a vertical reentry at really huge speeds.
+1 5.7 years ago@Pejayous just the beta version, you have to go and validate beta testing
+1 5.7 years ago@Kell hm, that's actually a good idea but how do you would implement that? This way we will have to add 100% efficiency engines for RSS, that won't change automatically
+1 5.7 years ago@Kell I think this is a duplicated message
+1 5.7 years ago@Kell YESSSS PLEASE! i don't want to see Kell suffering from notstockache. Como to the dark side of the xml muahahaha
+1 5.7 years ago@AndrewGarrison I think this is not important enough to be a suggestion or a bug so I'll say it here.
+1 5.7 years agoThe crew cabin is too small, I've never cared about it but now that you can see the size of the pilot it's weird to see the head and the feet stick out.
Why not making the default radius 2m instead of 1.6? Or even a bit bigger to fit the dummy
@AndrewGarrison I'm glad to read this. Personally I think 0.7 needs a long beta testing period (I'm happy you released now) because it's too important. I think this will be one of the most important updates for the game ever (with the planet builder one). Keep this great work, and ask for anything you need :)
+1 5.7 years ago@AnotherFireFox @Mostly @PorkyClown3 @Bmcclory I've updated the challenge to make it more clear
+1 5.7 years ago@AndrewGarrison that's another good solution, yes. The warp can end up with the same problem I had with the warp drive having too much acceleration for the game ticks
+1 5.7 years ago