the planet paint tab requires a compatible noise element in the terrain generation
the planet cubemap requires a cube element or something and images that are precisely distorted in the way a sphere is shaped. it’s hard because a cube and a sphere are two completely different shapes
simplerockets 2 doesn’t let you convert an equirectangular map into a sphere
what even is a celestial map?
if you want a real-life answer, the wikipedia states that "Potential disadvantages of the full-flow staged combustion cycle include increased engineering complexity of two preburners, relative to a single-shaft staged combustion cycle, as well as an increased parts count."
but i'm not sure why this would be a problem in simplerockets 2, i haven't even observed what type of combustion the community uses
make sure the craft you’re broadcasting to is also compatible with the information you’re transporting, in other words, make sure both crafts have a receive broadcast event and a broadcast event so they know what you’re doing
make the rotators bigger and the part scale smaller so they balance out
or put the entire idea in a time capsule and lock it there until someone helps you
i haven't tried an adaptive program, but you can add a wait (0) seconds block and set the wait to the time to the periapsis divided by the mass of the craft, minus the thrust of the engine(s) in the stage, but i have no idea so you'll have to experiment with it by yourself
at this point, you don't really need an equation for this, you just need wait blocks
on start wait until (orbit Apoapsis > planet (name of Planet) Atmosphere height) lock heading on Prograde set throttle to 1 wait until (orbit Periapsis > planet (name of Planet) Atmosphere height) set throttle to 0
but if you want more complex mechanics, then you will need equations and wait blocks
there is a simple block that allows you to switch to a craft by use of it’s name, but the name of the craft will change when it docks or undocks with some other craft on start wait until (activation group ( <insert the activation group of detacher> ) switch to craft (craft ID of (name of Craft])
under the tinker panel, there’s a blue button that says “Edit Hidden Properties”
once you’ve opened the panel, you can slide over to the engine configuration and look for fuelConsumption
however, you are possibly able to set the mass of the droneship to a reasonable amount above zero, but i'm not sure if it will remain floating above the water
blender is CGI software
2.7 years agoi'm feeling better
2.7 years agothe planet paint tab requires a compatible noise element in the terrain generation
2.7 years agothe planet cubemap requires a cube element or something and images that are precisely distorted in the way a sphere is shaped. it’s hard because a cube and a sphere are two completely different shapes
simplerockets 2 doesn’t let you convert an equirectangular map into a sphere
what even is a celestial map?
a joke?
2.7 years agorestart your computer, redownload simplerockets 2, or delete the plane file (recommended)
2.7 years ago@TronicOrbital
2.7 years agowhere is the input block?!!!
basically yeah
it's like trying to make a PC from scratch, and it has to have wifi
2.7 years agoif you want a real-life answer, the wikipedia states that "Potential disadvantages of the full-flow staged combustion cycle include increased engineering complexity of two preburners, relative to a single-shaft staged combustion cycle, as well as an increased parts count."
but i'm not sure why this would be a problem in simplerockets 2, i haven't even observed what type of combustion the community uses
2.7 years agoi’m not sure, but it’s probably in xml, you just need to find it
if you want to turn it off, go to settings>game>skybox brightness or smth
2.7 years agoi've never experienced this before
2.7 years agoyou should do droo because it makes it more sense
2.7 years agoi tend to use all the fuel i have ._.
2.7 years agoit has become one
2.7 years agolast time i posted memes it got deleted ._.
2.7 years agogive it a few more days, and if it still gets no attention, then delete them
2.7 years ago@TronicOrbital
2.7 years agodefinitely
@TronicOrbital
2.7 years agosilly joke
@TronicOrbital
2.7 years agoor you can press alt+f4 >:D
in the tinker panel, there is a blue button that says "Edit Hidden Properties"
in the parachute configuration, turn up the deployment density AND inflation density
2.7 years agois that a failure or a victory?
2.7 years agomake sure the craft you’re broadcasting to is also compatible with the information you’re transporting, in other words, make sure both crafts have a receive broadcast event and a broadcast event so they know what you’re doing
if not then i’ll need more context
2.7 years agounder the tinker panel, set the collision response and collisions to none and never
2.7 years agoinstructions unclear.
2.7 years agoweather satellite
2.7 years agothe candle will be recycled, then the process will start anew
2.7 years agoput the entire idea in a drawer and lock it there
2.7 years agodid you analyze the landing gear from the simpleairways and try to make your own?
2.7 years agomake the rotators bigger and the part scale smaller so they balance out
2.7 years agoor put the entire idea in a time capsule and lock it there until someone helps you
i haven't tried an adaptive program, but you can add a
2.7 years agowait (0) seconds
block and set the wait to the time to the periapsis divided by the mass of the craft, minus the thrust of the engine(s) in the stage, but i have no idea so you'll have to experiment with it by yourselfyou will meet the same requirements i said earlier
2.7 years agoat this point, you don't really need an equation for this, you just need wait blocks
on start
wait until (orbit Apoapsis > planet (name of Planet) Atmosphere height)
lock heading on Prograde
set throttle to 1
wait until (orbit Periapsis > planet (name of Planet) Atmosphere height)
set throttle to 0
but if you want more complex mechanics, then you will need equations and wait blocks
2.7 years agono
2.7 years agothere is a simple block that allows you to switch to a craft by use of it’s name, but the name of the craft will change when it docks or undocks with some other craft
2.7 years agoon start
wait until (activation group (
<insert the activation group of detacher>)
switch to craft (craft ID of (name of Craft])
for me, it's the opposite
2.7 years agoit's hard to build plane-like structures ._.
this requires you to turn on the re-entry vapor trails, it will likely crash if you're on mobile
2.7 years agoxml or vizzy that i have not experimented with, maybe try editing the hidden properties of the primary command pod?
2.7 years agoi thought that part didn't matter
2.7 years agothis may suit your needs
2.7 years agoit's on engine config
2.7 years agounder the tinker panel, there’s a blue button that says “Edit Hidden Properties”
2.7 years agoonce you’ve opened the panel, you can slide over to the engine configuration and look for
fuelConsumption
you can also access xml by using an app called Koder
2.7 years agoremember to re-open simplerockets 2 for the changes to work
t is the motion value used in bezier curves
2.8 years ago@TronicOrbital @plane918273645
2.8 years agoand then put it into
display ()
in simplerockets 2, you need another source of fuel to feed a main fuel tank, such as a space station
2.8 years agoit's usually part count, scroll down just above the comments
2.8 years agoyou will have to calculate the requirements yourself based off the part count
@YaMomzBox420
2.8 years agothat's how the mechanics in this system works
in planet studio
2.8 years agowith the structures tab
@Zenithspeed
2.8 years agofascinating
however, you are possibly able to set the mass of the droneship to a reasonable amount above zero, but i'm not sure if it will remain floating above the water
2.8 years agothe droneship is static, meaning that it cannot move or be moved
2.8 years ago