@HarlockG
ok my previous suggestion does not work but I found something that does. You'll have to do this in sandbox mode but, go into the tinker panel and click on "edit hidden properties". On one of the screens that appear you will see something labeled "version number" at the very bottom of the list. The part will say Version: 1 then Version: 2 bellow that. Make sure both are set to Version: 2 then "apply" that change at the top. This should convert the part to current modifiers without having to get a new part and go through all that! just know the vehicle may not perform the same as originally designed with the new changes.
I notice now that any data that contains a decimal doesn't display if there's 0 after the decimal. So for example: you'll be at 32.3 then 32.2 .... 32.1 and it'll go to 32 before hitting 31.9. The fact it doesn't display that 0 when its integer causes the data read out to jump left and right in a distracting way if the data is changing fast enough. I dunno maybe this is just me but it feels kinda odd and hard to read sometimes, having the 0 displayed would fix that instantly! I hate to always be critical in my comments but, maybe it's something to consider changing.
Noticed the delta V readout changed in the designer info screen from m/s to km/s. Although 10-15 m/s difference isn't a big deal, but I can't tell if I'm at 1705 m/s now or 1792 m/s and I'm not liking the lack of specific detail.
I'm gonna assume you mean "allow astronauts to move from one command pod to another via the docking ports" rather then having to conduct a rather silly EVA to do so.
Unless someone else chimes in with exact coordinates (might happen but this forum can have a lot of unanswered posts), you’ll prolly need to send a rover to do some exploring near some equatorial spots. You’re unlikely to find a perfectly flat area but there are surly some with very gentle sloping somewhere on the ridge tops (the lighter color areas next to the darker colored ridges on that moon). I’ve found a few areas like this but do not know the exact coordinates.
In case you haven't noticed: there are currently a number issues (particularly with career game contracts) that are not even being addressed at this time (bug reports etc going unanswered).
……….
I suspect the team is full into the development of Simple Planes 2 right now and that is why. But if they can’t even address small glitches in career contracts that are causing them to fail for a number of player, I wouldn’t expect any big new updates or development progress for some time!
………..
I won’t go so far as to project they are “done” with Juno or will not have anymore updates in the future, but I really do not see anything big coming for a matter of months while they focus on their new game.
You accepted a new orbit contract and are wanting to do that contract with a craft already in flight/orbit? Am I understanding correctly?
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I haven't played career in a while but when I did almost all contracts accepted required you launch a new craft to do the contract (you couldn’t do it with one already in-flight). It should even state this in the contract parameters as “launch a new craft” or something like that!
In the designer there is an “additional” tab you can open. You can add fuel lines, protective heat coating and there’s a place where you cycle through where to place parts for staging. Just select “none” for any part you do not want to appear in the staging editor.
There's a slider in game .... in the options tab for heat damage among other things.
.....
You can use the tinker panel to raise the thermal tolerance of solar panels if in sandbox game. Otherwise you're stuck with what's available
Well I'm not sure when you last played career, and I don't play it myself. However they did have 3 "Rescue" missions in a Beta (many months ago) followed by 2 or 3 space station missions. The missions were only available in a "Hybrid" career game and they were immediately offered upon game start (basically they wanted players to test them out for bugs). I've not played since then so I don't know for sure but, looks like those contracts are still only in a hybrid game with no conditions on them. I'm honestly not real sure what, if anything, they're doing with the game anymore.
So it’s clear to me now that career mode is nowhere near complete! The reason droods are useless and we have repetitive satellite missions is they are still working on adding more contracts (you can actually see in the game files where they have unfinished manned missions, Station Resupply missions, etc) I dunno when these missions will finally be implemented but when they are I think they will Adresse your first two points!
Oh actually there is a way to change configuration without it rotating your craft. Just click on “reorientate on configuration change” it’ll change the chips configuration without rotating the craft!
Sadly there's not a lot good tutorials out there for the game, at least not any I have found. There's a good number of videos but they're often a few years old and the maneuvers/tasks are clumsily performed (nothing I would teach). But I would think if you know KSP you would know what you're doing in this game. I've used a lot of KSP info to help me do things here!
yeah there aren't a lot of good SR2 (now juno) videos around to be honest. But there are a ton for Kerbel Space Program and with something like this those videos should be as relevant for this game as for that one!
I'm hoping we get "scientific parts” when career mode comes out. As much as I’ve enjoyed this game, once you get your craft into orbit (or landed on the surface) there’s not a lot to do whereas in reality that’s often just the start of a “mission”.
The electric pump fed engines seem to use a lot of energy with the 0.9.905 update! is that the intended outcome? I need a 1.1 GJ battery just to keep a 20.1 kN pixie engine runing for 57 seconds.
Then again when you say SLS is “done” (assuming you are correct) you don’t specify exactly when she is done! This does leave open the possibility to use SLS as a sort of crutch until a better launch platform is developed/completed.
……………….
That would likely be best option to keep the current program on track. Use that platform for the first 2 or 3 missions then transition over to a more sensible launch platform!
“Just use a normal crew starship” … you do understand no such craft exists! It’ll have to be designed, approved by NASA, tested, in short that would push the first crewed flight back to 2029-2030 (assuming they even let a crew launch in a craft without a launch abort system).
………..
There might be other launch systems for Orion but with them recently pushing back the Artemis 2 mission into 2027 it’s looking more and more like we’re prolly not going back to the moon. There’s no real appetite among the public to do so (I mean among the real people outside of us handful of nerds) and no outside force pushing us to do so like there was in the 60’s.
Unfortunately that’s the new mechanism how they get people to make accounts! You can sometimes get lucky and find a direct address to a video (or if someone posts the direct address to said video) but often times you’ll just get a onsite “search result” and then if you want to select + view the video, you need the account!
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Twitter/X has done the same with viewing posts (only see top rated posts on someone’s account but if you want to see “most recent” you need an account to select that option) likewise Facebook allows you to usualy see a handful of someone’s posts, but scroll down too far (or try viewing comments) and you’ll find you need an account!
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Sadly this is just how these cooperations attain new members and I don’t see this changing prolly ever!
I got this when “validating” system files a few times! Turned out in doing that many of the planets I downloaded (that other players uploaded to this site) had been deleted! I had to re-download this planets to get the custom system to work again.
……….
So somehow you’ve lost files associated with the planetary system you made! Hopefully you made or can find backups of them!
How hot are the panels getting? They added in a dynamic that if the panels get too hot now they will no longer charge a battery. This can easily happen close to Juno. Try angling the panels so they are not pointing directly at Juno
Yeah the physics of the game isn’t really set up to accommodate guns and such! I’m not even sure how you would propel the projectiles out of the gun barrel, we only have high velocity explosives not slower burning chemicals like guns would use…..
So yeah they kinda slant outwards from the centerline and are square! You’ll need to use the slant shape tool to try an emulate that look. That should give em a bottom side that juts out further in front than the top. Then of course you’ll wanna rotate it on its side.
I would think that is just fine. So long as you
Don’t use them to manipulate up votes or spam or planing on doing something to get banned by one account etc.
Well I took a look at the craft on your post (didn’t download) you have a lot of side interstages on that tank really close together it looks like.
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What you’re describing sounds like it’s possible all those side interstages are colliding with one another causing it to break apart. Even if they’re not touching visually (or actually) they may be a bit to close for the physics driver.
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Try giving the interstage a little more room between them and see if that helps any.
—————
ADD: I don’t actually know what’s causing this, just assessing possibilities based on previous behaviors I’ve seen in the game.
Actually there are decaying orbits! Sort of
……..
Atmospheric effects can occur as far out as at least 600 km from Droo that I know of (never seen any beyond 2000 km of Droo but exactly where that line is I dunno). If you actually stick with a craft in a low orbit (100 to 200 kilometers around Droo) for 3 or 4 orbits (and DO NOT time warp) you will notice your perigee/apogee decrease a kilometer or 2! And it is the atmosphere that causes this phenomena (because it doesn’t happen around Luna or Brigo that don’t have an atmosphere).
……..
However you won’t see atmospheric decay (or any atmospheric effects) if you are not actively with that craft. There’s a very good reason for this: if you have 30 or 40 craft orbiting Droo as I often do, having to “station keep” all them would become a tedious and time consuming task! Especially when you don’t have a staff of 20 people and its just you doing all the work.
@BuilditProx Show what exactly? That's what I'm saying, there would be nothing to show! It's all SimplePlanes 2 devlopment right now probably.
........
Developers are very unlikely to come out and say: "were not doing anything at this time with (game title)". It's not exactly a statement that would go over very well.
Well i don’t make weapons but …. Also I’m having a difficult time visualizing the “two guns” concept
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Am I correct in assuming the issue is parts are being destroyed due to heat damage? (Would be my first guess since we’re talking about engines). If so you might have to increase the temperature threshold for those parts or add some ablative coating.
……….
The other culprit could be over expansion damage to the engines. In that case you just need to widen the engine throat nozzle so the engines don’t blow themselves apart.
………..
But I’m prolly missing some important detail because those two issues would exists weather you had one or two “engine guns”.
Interesting I have had rotators wobble a bit after coming to a stop but never break off! In fact more often then not I’ve thought they seemed a bit too strong for what they can do!
…….
Makes me think you’re trying to rotate and unreasonable amount of mass on them and likely need to use more in tandem!
Well apart from them being too small (I tinker the ports up to 205% using part scale) I just can’t see a Drood fitting through the standard size! They are heavy and I’m not sure they shouldn’t be!
…….
Given that, most modular space stations are not connected together with “docking ports” like you’d find on a spacecraft! They connecting using simpler ports that weigh less but cant be docked/undocked as easily as a spacecraft would (and they don’t need to be).
…..
But honestly even when using those heavy docking ports to make a modular space station I still find my modules much less heavy then what they’d prolly be in reality. The game doesn’t really take into account all the mass of equipment a crew compartment actually needs, things like life support systems, sewage, water, etc.
The building shakes and falls off….
…..
Are you saying that when you began to move one it begins to rotate a craft increasingly faster and sometimes breaks the rotator off? Because that is an issue I’ve had occasionally and have never figured out why it occurred, although in one incidence the behavior ceased if I used a henge rotator w/out a base.
I guess the way I’m looking at it is: with the throat size that large, are you approaching the point at which there is essentially no “throat” and no division between combustion chamber and the nozzle itself (they essentially become the same chamber!
……..
Of course you may have reached the nonsensical point by making the throat size 500% (like opening a door 500° expecting it will more open then at 180°) such that game can no longer accurately represent the engine in the designer. Such is the issues using the tinker panel sometimes.
I dunno but with all these obvious duplicate accounts (like PLZsomething and Bmnkwhatever) I can't keep stright whose who!
........
Basically know CloakPin is CloakPin, That Canuck Duck and Zenith speed are all who they are!
@Zenithspeed ok thanks a ton, I will look for that “auto fix” button! Yeah I assume since the parts are a different ‘version’ w/ possible changes in parameters that could affect flight performance. It’s about time for me to back-up my saved craft files anyhow.
Try placing the camera on the docking port. You will have to rotate it then so the camera is facing forward and prolly use the directional movement tool to set it back into the port a bit so it is not an obstruction during docking. Also detach it from the docking port and reattach it to the surface of another part using the parts connection tool (you want the docking ports front attachment point free and available to connect to another port)
It means “NO WORKIE”. Possible the files are curupted in some way. Was this a sandbox downloaded from the site here? If so could be verified by another that it’s broke.
Posted 4 days ago
“Yes, I mean that, 1.3.109 is finally coming to beta on all platforms! If no serious bug is found in the coming week, 1.3 will be rolling out of beta soon :)”
…..
So I guess as long as no real problematic bugs are found they’ll release the full update after this week. That’s how I read it.
Mimas Crater, at least that's what they're calling it in the career beta
+4 2.0 years agoThey also charged for the “old version” lololol. Given they haven’t charged extra for all the updates make that argument invalid.
+3 7 months ago@HarlockG
+3 1.8 years agook my previous suggestion does not work but I found something that does. You'll have to do this in sandbox mode but, go into the tinker panel and click on "edit hidden properties". On one of the screens that appear you will see something labeled "version number" at the very bottom of the list. The part will say Version: 1 then Version: 2 bellow that. Make sure both are set to Version: 2 then "apply" that change at the top. This should convert the part to current modifiers without having to get a new part and go through all that! just know the vehicle may not perform the same as originally designed with the new changes.
I notice now that any data that contains a decimal doesn't display if there's 0 after the decimal. So for example: you'll be at 32.3 then 32.2 .... 32.1 and it'll go to 32 before hitting 31.9. The fact it doesn't display that 0 when its integer causes the data read out to jump left and right in a distracting way if the data is changing fast enough. I dunno maybe this is just me but it feels kinda odd and hard to read sometimes, having the 0 displayed would fix that instantly! I hate to always be critical in my comments but, maybe it's something to consider changing.
+3 2.0 years agoNoticed the delta V readout changed in the designer info screen from m/s to km/s. Although 10-15 m/s difference isn't a big deal, but I can't tell if I'm at 1705 m/s now or 1792 m/s and I'm not liking the lack of specific detail.
+3 2.0 years agoI'm gonna assume you mean "allow astronauts to move from one command pod to another via the docking ports" rather then having to conduct a rather silly EVA to do so.
+3 2.7 years agoUnless someone else chimes in with exact coordinates (might happen but this forum can have a lot of unanswered posts), you’ll prolly need to send a rover to do some exploring near some equatorial spots. You’re unlikely to find a perfectly flat area but there are surly some with very gentle sloping somewhere on the ridge tops (the lighter color areas next to the darker colored ridges on that moon). I’ve found a few areas like this but do not know the exact coordinates.
+2 one month agoIn case you haven't noticed: there are currently a number issues (particularly with career game contracts) that are not even being addressed at this time (bug reports etc going unanswered).
+2 2 months ago……….
I suspect the team is full into the development of Simple Planes 2 right now and that is why. But if they can’t even address small glitches in career contracts that are causing them to fail for a number of player, I wouldn’t expect any big new updates or development progress for some time!
………..
I won’t go so far as to project they are “done” with Juno or will not have anymore updates in the future, but I really do not see anything big coming for a matter of months while they focus on their new game.
You accepted a new orbit contract and are wanting to do that contract with a craft already in flight/orbit? Am I understanding correctly?
+2 7 months ago…….
I haven't played career in a while but when I did almost all contracts accepted required you launch a new craft to do the contract (you couldn’t do it with one already in-flight). It should even state this in the contract parameters as “launch a new craft” or something like that!
In the designer there is an “additional” tab you can open. You can add fuel lines, protective heat coating and there’s a place where you cycle through where to place parts for staging. Just select “none” for any part you do not want to appear in the staging editor.
+2 8 months agoThere's a slider in game .... in the options tab for heat damage among other things.
+2 11 months ago.....
You can use the tinker panel to raise the thermal tolerance of solar panels if in sandbox game. Otherwise you're stuck with what's available
Have a feeling PZL and Bmnk are prolly one in the same. Behavior is the same, even the fact both seem very interested in Mostly’s profile picture.
+2 11 months agoFor spamming pings in a previous posting maybe? But I suspect you already know that…
+2 11 months agoWell I'm not sure when you last played career, and I don't play it myself. However they did have 3 "Rescue" missions in a Beta (many months ago) followed by 2 or 3 space station missions. The missions were only available in a "Hybrid" career game and they were immediately offered upon game start (basically they wanted players to test them out for bugs). I've not played since then so I don't know for sure but, looks like those contracts are still only in a hybrid game with no conditions on them. I'm honestly not real sure what, if anything, they're doing with the game anymore.
+2 11 months agoSo it’s clear to me now that career mode is nowhere near complete! The reason droods are useless and we have repetitive satellite missions is they are still working on adding more contracts (you can actually see in the game files where they have unfinished manned missions, Station Resupply missions, etc) I dunno when these missions will finally be implemented but when they are I think they will Adresse your first two points!
+2 1.8 years agoOh actually there is a way to change configuration without it rotating your craft. Just click on “reorientate on configuration change” it’ll change the chips configuration without rotating the craft!
+2 1.8 years agoSadly there's not a lot good tutorials out there for the game, at least not any I have found. There's a good number of videos but they're often a few years old and the maneuvers/tasks are clumsily performed (nothing I would teach). But I would think if you know KSP you would know what you're doing in this game. I've used a lot of KSP info to help me do things here!
+2 1.9 years agoyeah there aren't a lot of good SR2 (now juno) videos around to be honest. But there are a ton for Kerbel Space Program and with something like this those videos should be as relevant for this game as for that one!
+2 1.9 years agoYet it’s still a saved location, just nothing there so maybe they are redoing it and it will return in a future update
+2 2.1 years agoI'm hoping we get "scientific parts” when career mode comes out. As much as I’ve enjoyed this game, once you get your craft into orbit (or landed on the surface) there’s not a lot to do whereas in reality that’s often just the start of a “mission”.
+2 2.2 years agoOk so density = mass divided by its volume
+2 2.2 years agoSo … mass is density multiplied by volume right?
You can easily get volume using the radius
The electric pump fed engines seem to use a lot of energy with the 0.9.905 update! is that the intended outcome? I need a 1.1 GJ battery just to keep a 20.1 kN pixie engine runing for 57 seconds.
+2 2.7 years agoThen again when you say SLS is “done” (assuming you are correct) you don’t specify exactly when she is done! This does leave open the possibility to use SLS as a sort of crutch until a better launch platform is developed/completed.
+1 11 days ago……………….
That would likely be best option to keep the current program on track. Use that platform for the first 2 or 3 missions then transition over to a more sensible launch platform!
“Just use a normal crew starship” … you do understand no such craft exists! It’ll have to be designed, approved by NASA, tested, in short that would push the first crewed flight back to 2029-2030 (assuming they even let a crew launch in a craft without a launch abort system).
+1 12 days ago………..
There might be other launch systems for Orion but with them recently pushing back the Artemis 2 mission into 2027 it’s looking more and more like we’re prolly not going back to the moon. There’s no real appetite among the public to do so (I mean among the real people outside of us handful of nerds) and no outside force pushing us to do so like there was in the 60’s.
Unfortunately that’s the new mechanism how they get people to make accounts! You can sometimes get lucky and find a direct address to a video (or if someone posts the direct address to said video) but often times you’ll just get a onsite “search result” and then if you want to select + view the video, you need the account!
+1 17 days ago————
Twitter/X has done the same with viewing posts (only see top rated posts on someone’s account but if you want to see “most recent” you need an account to select that option) likewise Facebook allows you to usualy see a handful of someone’s posts, but scroll down too far (or try viewing comments) and you’ll find you need an account!
————
Sadly this is just how these cooperations attain new members and I don’t see this changing prolly ever!
I got this when “validating” system files a few times! Turned out in doing that many of the planets I downloaded (that other players uploaded to this site) had been deleted! I had to re-download this planets to get the custom system to work again.
+1 one month ago……….
So somehow you’ve lost files associated with the planetary system you made! Hopefully you made or can find backups of them!
How hot are the panels getting? They added in a dynamic that if the panels get too hot now they will no longer charge a battery. This can easily happen close to Juno. Try angling the panels so they are not pointing directly at Juno
+1 one month agoI dunno man! Coulda sworn I saw a bird flying backwards in that video!
+1 2 months agoSo how long till we get an HLS fueled up, en route to the moon and ready for a landing?
+1 2 months agoYeah the physics of the game isn’t really set up to accommodate guns and such! I’m not even sure how you would propel the projectiles out of the gun barrel, we only have high velocity explosives not slower burning chemicals like guns would use…..
+1 2 months agoSo yeah they kinda slant outwards from the centerline and are square! You’ll need to use the slant shape tool to try an emulate that look. That should give em a bottom side that juts out further in front than the top. Then of course you’ll wanna rotate it on its side.
+1 2 months agoI would think that is just fine. So long as you
+1 2 months agoDon’t use them to manipulate up votes or spam or planing on doing something to get banned by one account etc.
@Edithiddenproperties31415 no you don’t have too. Only if you want too
+1 2 months agoWell I took a look at the craft on your post (didn’t download) you have a lot of side interstages on that tank really close together it looks like.
+1 2 months ago——————
What you’re describing sounds like it’s possible all those side interstages are colliding with one another causing it to break apart. Even if they’re not touching visually (or actually) they may be a bit to close for the physics driver.
——————
Try giving the interstage a little more room between them and see if that helps any.
—————
ADD: I don’t actually know what’s causing this, just assessing possibilities based on previous behaviors I’ve seen in the game.
Actually there are decaying orbits! Sort of
+1 2 months ago……..
Atmospheric effects can occur as far out as at least 600 km from Droo that I know of (never seen any beyond 2000 km of Droo but exactly where that line is I dunno). If you actually stick with a craft in a low orbit (100 to 200 kilometers around Droo) for 3 or 4 orbits (and DO NOT time warp) you will notice your perigee/apogee decrease a kilometer or 2! And it is the atmosphere that causes this phenomena (because it doesn’t happen around Luna or Brigo that don’t have an atmosphere).
……..
However you won’t see atmospheric decay (or any atmospheric effects) if you are not actively with that craft. There’s a very good reason for this: if you have 30 or 40 craft orbiting Droo as I often do, having to “station keep” all them would become a tedious and time consuming task! Especially when you don’t have a staff of 20 people and its just you doing all the work.
@BuilditProx Show what exactly? That's what I'm saying, there would be nothing to show! It's all SimplePlanes 2 devlopment right now probably.
+1 2 months ago........
Developers are very unlikely to come out and say: "were not doing anything at this time with (game title)". It's not exactly a statement that would go over very well.
Well i don’t make weapons but …. Also I’m having a difficult time visualizing the “two guns” concept
+1 6 months ago………..
Am I correct in assuming the issue is parts are being destroyed due to heat damage? (Would be my first guess since we’re talking about engines). If so you might have to increase the temperature threshold for those parts or add some ablative coating.
……….
The other culprit could be over expansion damage to the engines. In that case you just need to widen the engine throat nozzle so the engines don’t blow themselves apart.
………..
But I’m prolly missing some important detail because those two issues would exists weather you had one or two “engine guns”.
Interesting I have had rotators wobble a bit after coming to a stop but never break off! In fact more often then not I’ve thought they seemed a bit too strong for what they can do!
+1 6 months ago…….
Makes me think you’re trying to rotate and unreasonable amount of mass on them and likely need to use more in tandem!
Well apart from them being too small (I tinker the ports up to 205% using part scale) I just can’t see a Drood fitting through the standard size! They are heavy and I’m not sure they shouldn’t be!
+1 6 months ago…….
Given that, most modular space stations are not connected together with “docking ports” like you’d find on a spacecraft! They connecting using simpler ports that weigh less but cant be docked/undocked as easily as a spacecraft would (and they don’t need to be).
…..
But honestly even when using those heavy docking ports to make a modular space station I still find my modules much less heavy then what they’d prolly be in reality. The game doesn’t really take into account all the mass of equipment a crew compartment actually needs, things like life support systems, sewage, water, etc.
The building shakes and falls off….
+1 6 months ago…..
Are you saying that when you began to move one it begins to rotate a craft increasingly faster and sometimes breaks the rotator off? Because that is an issue I’ve had occasionally and have never figured out why it occurred, although in one incidence the behavior ceased if I used a henge rotator w/out a base.
@TheMouse sorry bout that, I'll put Cloak back in his kennel
+1 7 months agoI guess the way I’m looking at it is: with the throat size that large, are you approaching the point at which there is essentially no “throat” and no division between combustion chamber and the nozzle itself (they essentially become the same chamber!
+1 7 months ago……..
Of course you may have reached the nonsensical point by making the throat size 500% (like opening a door 500° expecting it will more open then at 180°) such that game can no longer accurately represent the engine in the designer. Such is the issues using the tinker panel sometimes.
I dunno but with all these obvious duplicate accounts (like PLZsomething and Bmnkwhatever) I can't keep stright whose who!
+1 7 months ago........
Basically know CloakPin is CloakPin, That Canuck Duck and Zenith speed are all who they are!
Do you mean to make the mouse more like a joystick? That would be the H key (but can be changed in settings where it reads "toggle mouse as joystick")
+1 7 months ago@Zenithspeed ok thanks a ton, I will look for that “auto fix” button! Yeah I assume since the parts are a different ‘version’ w/ possible changes in parameters that could affect flight performance. It’s about time for me to back-up my saved craft files anyhow.
+1 7 months agoTry placing the camera on the docking port. You will have to rotate it then so the camera is facing forward and prolly use the directional movement tool to set it back into the port a bit so it is not an obstruction during docking. Also detach it from the docking port and reattach it to the surface of another part using the parts connection tool (you want the docking ports front attachment point free and available to connect to another port)
+1 7 months agoIt means “NO WORKIE”. Possible the files are curupted in some way. Was this a sandbox downloaded from the site here? If so could be verified by another that it’s broke.
+1 8 months agoPosted 4 days ago
+1 8 months ago“Yes, I mean that, 1.3.109 is finally coming to beta on all platforms! If no serious bug is found in the coming week, 1.3 will be rolling out of beta soon :)”
…..
So I guess as long as no real problematic bugs are found they’ll release the full update after this week. That’s how I read it.
https://www.simplerockets.com/Forums/View/272043/Patch-1-3-109
+1 8 months ago“Additional settings” tab. “Stage activation” cycler. So yeah if just set that to “none” it should disappear from the staging editor
+1 8 months ago