Well i don’t make weapons but …. Also I’m having a difficult time visualizing the “two guns” concept
………..
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”.
I read your first post now too
......
the reason none of the mods say "steam workshop" is because there is NO Steam workshop! Instead they have this website, which has a mods page ("content" tab then select "Mods"). Have you tried downloading any mods here? Should be able to just fine on PC or Mac. Or am I misunderstanding the entire question?
As @LeMagicBaguette stated ....There's probably a way to do so in the game files! The trick is finding out where exactly. Much like before we had a way to change craft names (which were saved in multiple locations) you had to go into the right file to do so. It was a bit of a trick finding exactly which one to edit...
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.
Well there’s prolly no updates period! So when they try an open the game, it sees it’s an older version, it’s a pretty good indication that it’s a pirited copy??? Just my best guess since I don’t really know how apps work as well as pc software.
Correct! Time warping will auto point you to whatever orientation you set using the Nav spheres (maybe using WASD too but I’ve never tried that).
……
But you absolutely need power for engine gimble, command chips/discs and gyros to operate! At least in normal time speed.
That's very odd because engines should NOT gimble without any power (this is a relatively recent change in the last year). So everything you are describing sounds normal except for the observation that the engine does gimbal when not firing, because it shouldn’t (maybe it’s a graphics bug though)
Semantics ….
I wouldn’t expect any such feature because
.
1. It’s not terribly difficult to build/fuel your stage with the proper amount of propellant you need (just a tiny bit extra as reserve).
.
2. If you do wish to discard excess propellant you can simply burn it during the return phase.
You accepted a new orbit contract and are wanting to do that contract with a craft already in flight/orbit? Am I understanding correctly?
…….
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!
It’s just like uploading crafts: it uploads to this site under your username and can be set to private if you just want it for yourself. All you would have to do is log in, go to your posts, and it would be right there (might have to select “unlisted” if you selected that when uploading).
……
I don’t know if you can upload career games however, I would certainly hope so. Either way it’s worth a try! I dunno how/where to find saved games on mobile but figure I’d at least suggest this since it would actually be easier if it works!
Or might even be easier to just upload the game to this site, then you can download it
……..
But I dunno if the files will transfer correctly between PC and mobile devices.
Well there’s a difference between tower and erector! Do you want it erect the rocket or just at beside it?
………
Either way you basically have to build it in the same designer as your rocket and load them in together. You can go simple with just a parts that look like a building or a more complex scaffolding design using struts or strut shaped fuel tanks which will take a bit more time.
Well no…. I don’t really do planes in this game that’s why I bought Microsoft FlightSim a few years ago! I stick to rocketry and space here.
……….
But I have played around with planes a bit when I tested out career mode and I can say flying planes was definitely a lot different then what I was used too in flight sims! So it’s not just you! But with so many players flying planes there’s either a way to do them better then I did or you just get used to the odd characteristics. Not sure which is though.
@ForgottenGuy14 they have many times! (In the last for excessively pinging devs) however they keep setting up new accounts so! Unfortunately it’ll just be a game of Wack-a-mole for the foreseeable future.
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.
Well you mean cause the combustion chamber is smaller? Given its nozzle throat size is a whopping 5 times that of the engine next to it, and that increasing troat size increases thrust by allowing more of the exhaust to escape out of the nozzle (or at a faster rate). It makes sense. My guess is that it is allowing those gasses to escape so fast (again 5 times as fast) that it doesn’t need a very large combustion chamber like the others have. This is my initial intuition….
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!
Well back when I played career (been almost a year now) after completing some contracts they were almost immediately replaced with “duplicates”. I think I got quite a few for “Lunar Orbit” the only difference was the payout kept decreasing. So it may just keep giving you these contracts to accept as long as you want.
Interesting design for sure!
………
1. Make sure fuel in tanks are same as what the engine is set to use.
2. Check connections and insure the engine is connected to the “surface” of the fuel tank or nose cone
3. I once saw someone unknowingly set the engine to an activation group so it wasn’t starting in staging (they had to use the AG to start engine). See if that’s the case
…….
Beyond that I’d have to take a look at the craft myself and see what was going on.
Ok somehow I didn’t compute the part about "engines on rotators" ….. I’ve ALWAYS had to attach engines to “fuel tanks”. You can run fuel through a “strut” and a "rotator" (I have done it myself) but there needs to be fuel tank (and it can be a relatively small tank) on the other side to hold some fuel. Then connect the engine to that small tank. I think that should work.
@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)
Surly I don’t have to rebuild every craft part by part! I do appreciate the updates but it does get annoying how they keep changing parts after you’ve spent all the time on these crafts.
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.
....
New contract offers have requirements before being offered, most of the prerequisite requirements are unlocking technology nodes. If you keep unlocking them it'll eventually be offered.
Makes total sense! And no there is not! I know it is a tad annoying but unfortunately the way the coloring system is set up you'd have to do a major overhaul to the files to implement color scheme saving like that
@leozp111 lololol naw don’t take it personally! I swear CloakPin is just a joker, not trying to irritate you. That just their wacky way of saying “no” (which is the correct answer to your inquiry). Even if you had both mobile and PC versions I do t think there’s an easy way to sync your files (might not be an issue for you but would drive me insane!)
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.
As far as the fuel concerns, it’ll take an advanced knowledge of orbits and maneuvers to orbit efficiently!
……
Getting to Tydos is easy part. While in route adjust your approach so you flyby at the same inclination as Nebra and so your perigee to Tydos is very close to that at which Nebra orbits at. Then orbit Tydos! You can either use a lot of fuel to get an orbit around Tydos that’s just bit larger or smaller then that of Nebra (and eventually Nebra/your craft will catch up and enter Nebras sphere of influence to orbit) or you can enter a highly eccentric orbit around Tydos and use gravity assists of the moons to decrease your orbit little by little until you get close to the same orbit as Nebra
Or what? What specifically is the issue? Orbiting should be very straightforward! Just get going towards Tydos, in transit adjust your approach so that you flyby at the same inclination that Nebra orbits, get into orbit around Tydos then get an encounter the same way you would with Luna!
…….
It’s gonna take a metric crap ton of fuel cause Tydos and it’s gravity is so massive!
They happen ALL the time! Now there isn't any Corona visible but I see Luna and Brigo occlude Juno all the time. Even seen Droo occlude Juno from a lunar orbit.
You mean one that’s more realistic to where we actually live?
5 months agoWell i don’t make weapons but …. Also I’m having a difficult time visualizing the “two guns” concept
+1 5 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”.
I've never used mods so ..... yeah that is a tad odd how they download. perhaps this will help.
5 months ago.......
https://www.simplerockets.com/Mods/Learn
I read your first post now too
5 months ago......
the reason none of the mods say "steam workshop" is because there is NO Steam workshop! Instead they have this website, which has a mods page ("content" tab then select "Mods"). Have you tried downloading any mods here? Should be able to just fine on PC or Mac. Or am I misunderstanding the entire question?
As @LeMagicBaguette stated ....There's probably a way to do so in the game files! The trick is finding out where exactly. Much like before we had a way to change craft names (which were saved in multiple locations) you had to go into the right file to do so. It was a bit of a trick finding exactly which one to edit...
5 months agoInteresting 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 5 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 5 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 5 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.
Isn’t PETN some kinda explosive! Prolly not a great fuel in reality unless you want a giant boom!
5 months agoWell there’s prolly no updates period! So when they try an open the game, it sees it’s an older version, it’s a pretty good indication that it’s a pirited copy??? Just my best guess since I don’t really know how apps work as well as pc software.
6 months agoCorrect! Time warping will auto point you to whatever orientation you set using the Nav spheres (maybe using WASD too but I’ve never tried that).
6 months ago……
But you absolutely need power for engine gimble, command chips/discs and gyros to operate! At least in normal time speed.
That's very odd because engines should NOT gimble without any power (this is a relatively recent change in the last year). So everything you are describing sounds normal except for the observation that the engine does gimbal when not firing, because it shouldn’t (maybe it’s a graphics bug though)
6 months agoSemantics ….
6 months agoI wouldn’t expect any such feature because
.
1. It’s not terribly difficult to build/fuel your stage with the proper amount of propellant you need (just a tiny bit extra as reserve).
.
2. If you do wish to discard excess propellant you can simply burn it during the return phase.
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 6 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!
They do. It’s called an engine!
6 months agoIt’s just like uploading crafts: it uploads to this site under your username and can be set to private if you just want it for yourself. All you would have to do is log in, go to your posts, and it would be right there (might have to select “unlisted” if you selected that when uploading).
6 months ago……
I don’t know if you can upload career games however, I would certainly hope so. Either way it’s worth a try! I dunno how/where to find saved games on mobile but figure I’d at least suggest this since it would actually be easier if it works!
Or might even be easier to just upload the game to this site, then you can download it
6 months ago……..
But I dunno if the files will transfer correctly between PC and mobile devices.
Well there’s a difference between tower and erector! Do you want it erect the rocket or just at beside it?
6 months ago………
Either way you basically have to build it in the same designer as your rocket and load them in together. You can go simple with just a parts that look like a building or a more complex scaffolding design using struts or strut shaped fuel tanks which will take a bit more time.
@TheMouse sorry bout that, I'll put Cloak back in his kennel
+1 6 months agook I think I found it. In the "RocketEngine" tab where it reads "IgnitionOverride"
6 months agoI looked for it but didn’t see it! I’ll have to look agian, do you know what the property is called in the tinker panel, which page
6 months agoWell no…. I don’t really do planes in this game that’s why I bought Microsoft FlightSim a few years ago! I stick to rocketry and space here.
6 months ago……….
But I have played around with planes a bit when I tested out career mode and I can say flying planes was definitely a lot different then what I was used too in flight sims! So it’s not just you! But with so many players flying planes there’s either a way to do them better then I did or you just get used to the odd characteristics. Not sure which is though.
@ForgottenGuy14 they have many times! (In the last for excessively pinging devs) however they keep setting up new accounts so! Unfortunately it’ll just be a game of Wack-a-mole for the foreseeable future.
6 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 6 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.
Well you mean cause the combustion chamber is smaller? Given its nozzle throat size is a whopping 5 times that of the engine next to it, and that increasing troat size increases thrust by allowing more of the exhaust to escape out of the nozzle (or at a faster rate). It makes sense. My guess is that it is allowing those gasses to escape so fast (again 5 times as fast) that it doesn’t need a very large combustion chamber like the others have. This is my initial intuition….
6 months agoI dunno but with all these obvious duplicate accounts (like PLZsomething and Bmnkwhatever) I can't keep stright whose who!
+1 6 months ago........
Basically know CloakPin is CloakPin, That Canuck Duck and Zenith speed are all who they are!
Just keep unlocking tech tiles many contract types are dependent on them being unlocked.
6 months ago"Attempt to auto-fix" works but absolutely changes flight performance (many parts have gotten much lighter).
6 months agoDo 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 6 months agoWell back when I played career (been almost a year now) after completing some contracts they were almost immediately replaced with “duplicates”. I think I got quite a few for “Lunar Orbit” the only difference was the payout kept decreasing. So it may just keep giving you these contracts to accept as long as you want.
6 months agoThey also charged for the “old version” lololol. Given they haven’t charged extra for all the updates make that argument invalid.
+3 6 months agoInteresting design for sure!
6 months ago………
1. Make sure fuel in tanks are same as what the engine is set to use.
2. Check connections and insure the engine is connected to the “surface” of the fuel tank or nose cone
3. I once saw someone unknowingly set the engine to an activation group so it wasn’t starting in staging (they had to use the AG to start engine). See if that’s the case
…….
Beyond that I’d have to take a look at the craft myself and see what was going on.
Ok somehow I didn’t compute the part about "engines on rotators" ….. I’ve ALWAYS had to attach engines to “fuel tanks”. You can run fuel through a “strut” and a "rotator" (I have done it myself) but there needs to be fuel tank (and it can be a relatively small tank) on the other side to hold some fuel. Then connect the engine to that small tank. I think that should work.
6 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 6 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 6 months agoAt the front!!!
6 months ago…….
Surly I don’t have to rebuild every craft part by part! I do appreciate the updates but it does get annoying how they keep changing parts after you’ve spent all the time on these crafts.
6 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 7 months agoPosted 4 days ago
+1 7 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 7 months agoof contracts is irrelevant
....
7 months agoNew contract offers have requirements before being offered, most of the prerequisite requirements are unlocking technology nodes. If you keep unlocking them it'll eventually be offered.
Makes total sense! And no there is not! I know it is a tad annoying but unfortunately the way the coloring system is set up you'd have to do a major overhaul to the files to implement color scheme saving like that
7 months ago@leozp111 lololol naw don’t take it personally! I swear CloakPin is just a joker, not trying to irritate you. That just their wacky way of saying “no” (which is the correct answer to your inquiry). Even if you had both mobile and PC versions I do t think there’s an easy way to sync your files (might not be an issue for you but would drive me insane!)
7 months ago“Additional settings” tab. “Stage activation” cycler. So yeah if just set that to “none” it should disappear from the staging editor
+1 7 months agoIn 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 7 months agoAs far as the fuel concerns, it’ll take an advanced knowledge of orbits and maneuvers to orbit efficiently!
7 months ago……
Getting to Tydos is easy part. While in route adjust your approach so you flyby at the same inclination as Nebra and so your perigee to Tydos is very close to that at which Nebra orbits at. Then orbit Tydos! You can either use a lot of fuel to get an orbit around Tydos that’s just bit larger or smaller then that of Nebra (and eventually Nebra/your craft will catch up and enter Nebras sphere of influence to orbit) or you can enter a highly eccentric orbit around Tydos and use gravity assists of the moons to decrease your orbit little by little until you get close to the same orbit as Nebra
Or what? What specifically is the issue? Orbiting should be very straightforward! Just get going towards Tydos, in transit adjust your approach so that you flyby at the same inclination that Nebra orbits, get into orbit around Tydos then get an encounter the same way you would with Luna!
7 months ago…….
It’s gonna take a metric crap ton of fuel cause Tydos and it’s gravity is so massive!
They happen ALL the time! Now there isn't any Corona visible but I see Luna and Brigo occlude Juno all the time. Even seen Droo occlude Juno from a lunar orbit.
7 months agoDo they even use battery?
8 months agoThat’s prolly the best/easiest option! Or go with an Apollo command/lunar module configuration where you dock after orbit. Thays also very doable!
9 months ago