Scam bots lolol. Naw welcome to the world of widespread legalized gambling!
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Not that it’s for me to make any moral judgments over gambling but. I just saw a few months ago you can place bets on which jerseys the teams will be wearing! Surly it’s gone a bit too far no?
Yeah cause as far as the games concerned, it’s not two craft but one! I’m not aware of anyway to override this condition unless you wanna launch them separately and dock them in orbit.
Well the measurable atmosphere (where the gauge in the info panel begins to register at 0.01 m/g) is around 78,200 meters! You can verify this by observing a craft on reentry
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But there is definitely still atmosphere above that point (observable through orbital decay that happens to objects around Droo). Ive observed orbital decay on satellites up to at least 730 km as well as what seem to be slight changes in an orbit once a craft gets 1200-1000 km from Droo. Once a craft is above 2000 km it seems all atmospheric effects cease.
Yeah …. No. In my experience “validating game files” ALWAYS screws up custom planetary systems!
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So now you have to find all the planets that were in that system and redownload them from the site.
Some of the planet files are missing. Was it a custom system? Did you try “validating game files.
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Try re-downloading the exact planets and associated files that were part of the planetary system. If they’re no longer available … well you basically screwed.
I'll assume you mean how do you get it so there's a different number of panels in the different rows!
.........
it's done in the tinker panel. "edit hidden properties" "solarPanelAray" then the line "RowSizeOverride". By default it will be -1 -1 -1 -1. just enter the dimensions (number of panels) you want for each row.
https://www.nasa.gov/image-article/habitable-zones-of-different-stars/
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Changing mass, volume, surface heat… all have the potential of putting it into a different stellar class. B-type stars are just hot!!!! They do have potential “habitable zones” (basically where water exists in liquid form) they are just much further out then in a system like our own.
Or increase the planets distance from the star. However there would be no indigenous life on the planet as B class stars have life spans far too short (only a few million years) for life to develop on planets around them. But you could at least make it habitable for outsiders.
Well most solar panels would not stand up to the heat of visiting the inner planets. They had to engineer some very particular parts for the Mariner probes that were sent to Venus and Mercury to stand up to the thermal conditions.
https://www.simplerockets.com/c/N2S0SV/Interplanetary-Transfer-Window-Calculator-Version-2
………
If you put that chip onto a satellite you keep in orbit all you have to do is target the planet you’re interested in and press “1” I believe. It’ll tell you how far ahead the window is and even time warp you there if you want (or you can just check it occasionally while you do other missions)
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I have a degree in mathematics but I still use this all the time lol
There's a slider in game .... in the options tab for heat damage among other things.
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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
I remember this happening (spotlights shining through objects) many times in the past but have not noticed it recently. However I also had different settings back then, like shadows were disabled. Not sure if it is shadows or some other setting or just a change in the game but ....
I'd heard about this "name change" but too date I had not even found where this new name was even posted at (prolly on some mobile download site where I'd never see it). Sounds like basically a free demo version of the game which isn't a bad idea.
They posted a topic (that's now been removed) calling for PLZ (whatever the screen name is) be banned for some reason. I dunno I don't really pay that much attention to what those two do (if they even are separate persons which I kinda doubt) but when I saw that topic I sort of suspected this would be the result.
oh man I did that once lololol. Except I knocked the whole drivers side view mirror off. To this day I still think maybe it was already broken long before I walked by cause it just seemed to pop right off man! I mean I felt when I bumped into it but it didn't hurt or anything (would think anything solidly attached to a car would cause a good deal of pain running into it and breaking it off).
I thought maybe you just wanted it as a starting reference point (like 80 MPH = 179 KPH). I had to do the same to make sure my parachutes were landing my droods at a decent speed (cause I really wasn't sure if 10 m/s was fast or slow!) But once you start working in metric you will start thinking in metric for the game.
I took the 100 MT reference as a "nuclear" joke! I mean that would be 100,000,000 tons when even a big rocket might lift 100-200 tons so, in other words so cartoonishly big it must of been a joke! I have made some rockets that lift 30 tons others that can lift 50-60 tons if needed but no expectations of going higher then that.
@PZLAgencies yeah you have to place a command unit of some kind on the stage to do that. I'm guessing most players prolly don't do that and/or just delete any spent stages in "resume flight" menu. I just play it with a bit more realism.
Yeah Career mode feels very very basic to me right now. I could easily list off another 30 or 40 additional contract ideas to insert into a career game (in fact some of them like "station resupply" are written in game files as placeholders). I sometimes wonder if they bit off a bit more then they could chew, or perhaps they're working on a metric crap ton of new content right now and will unveil it all in a giant big update later (rather then piece by piece as the did earlier this year).
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.
Any crafts with tinkerd parts won't be allowed in a career game! Also it's possible a craft may contain parts or settings you have not yet unlocked. Either one will prevent some craft from being used in a career game.
To be honest I dunno how viable submarines are for this game since to make a real submergible vehicle you need ballast tanks (an ability to allow in varying amounts of sea water into the craft to stay neutrally buoyant at a certain depth). but I would suggest using a wing placed near the crafts center of mass, but configure them more like horizontal stabilizers on a plane. so as you are under propulsion you can essentially force large amounts of water up to keep the sub submerged.
It is always best to post the craft so other can examine it (like showing the mechanic your car rather then phoning them). However, are you making the canard from a fin? found out recently that does not work when making an aircraft rudder (based on a report). Try a wing with a control surface placed vertically or a structure panel.
I deorbit or dispose of all my stages manually (just to make it feel more real). I'm sure speed is a factor cause all of my stages disposed of by slamming them into Luna catastrophically explode (except the one time a command chip survived and 'bounced' back into orbit). But the stages I deorbit into Droo's atmosphere ... most of em burn up but ever so often one survives reentry (at least partially) with varying results. Either broken into multiple pieces or mostly intact with only the part that impacted first exploding. The stages that survive atmospheric reentry are definitely moving a lot slower (and even continue slowing down after maximum heating).
Unfortunately that's just not true! Plenty of examples of rocket debris surviving reentry and ground impact. It's usually crumpled all to hell (which the game can't display) but it's not always obliterated into a billion pieces.
Actually you just have end up with the command unit within the landing circle! You can bounce the craft a few time and have parts break off just so long as your command disc/chip survives and eventually comes to rest within the target. I know because that’s about how my landing went!
“Press it 100 times for one unit!” Is this some kinda part resizing issue???? I dunno man I play on a PC and have these really nice part sizing sliders. If that’s even what above statement means.
What fuselage? You referring to the "Crew Compartment" and "Space Habitat"? Before these parts existed you'd have to use, most likely fuel tanks to make the main structure of a habitable structure. But fuel tanks can not accommodate Droonauts, but these can now!
Juno is actually a theoretical class of stars that has not yet been observed because the universe is not old enough for them to exist yet (similar to a black dwarf).
Wikipedia at least suggest that simulations predicting this star class ended up with surface temps. around 8600 Kelvin.
Well "disabling" the port will skip the "docking" status but .... since you are using the port for a function it wasn't designed for (a canon) this might not work! Maybe if you reduce the magnetic strength but who knows!
yep checked it out! You can "disable" the docking port to undock (without that annoying tendency to re-dock) then just reenable the port and dock with another port!
Ok I think what you are referring to is when you select a docking port and click "undock". The craft will separate (the status will read "undocking") and often separate a bit but then be drawn back in and re-dock. This was so annoying to me I stopped "undocking" quite some time ago. Instead try selecting one of the ports connected and just disable one of those ports by clicking the on/off switch in the window that pops up. The craft will separate and not be drawn back together. I assume if you wanna redock another craft or to another port all you have to do is then turn the disabled port back on.
Scam bots lolol. Naw welcome to the world of widespread legalized gambling!
+1 9 months ago……
Not that it’s for me to make any moral judgments over gambling but. I just saw a few months ago you can place bets on which jerseys the teams will be wearing! Surly it’s gone a bit too far no?
Yeah cause as far as the games concerned, it’s not two craft but one! I’m not aware of anyway to override this condition unless you wanna launch them separately and dock them in orbit.
9 months agoWell the measurable atmosphere (where the gauge in the info panel begins to register at 0.01 m/g) is around 78,200 meters! You can verify this by observing a craft on reentry
9 months ago……
But there is definitely still atmosphere above that point (observable through orbital decay that happens to objects around Droo). Ive observed orbital decay on satellites up to at least 730 km as well as what seem to be slight changes in an orbit once a craft gets 1200-1000 km from Droo. Once a craft is above 2000 km it seems all atmospheric effects cease.
Yeah …. No. In my experience “validating game files” ALWAYS screws up custom planetary systems!
9 months ago……
So now you have to find all the planets that were in that system and redownload them from the site.
Some of the planet files are missing. Was it a custom system? Did you try “validating game files.
9 months ago…….
Try re-downloading the exact planets and associated files that were part of the planetary system. If they’re no longer available … well you basically screwed.
I'll assume you mean how do you get it so there's a different number of panels in the different rows!
9 months ago.........
it's done in the tinker panel. "edit hidden properties" "solarPanelAray" then the line "RowSizeOverride". By default it will be -1 -1 -1 -1. just enter the dimensions (number of panels) you want for each row.
https://www.reddit.com/r/EliteDangerous/comments/6g0khb/lazymansgoldilockszonechartnowwith100less/
9 months ago………
Also maybe worth a look
https://www.nasa.gov/image-article/habitable-zones-of-different-stars/
+1 9 months ago……
Changing mass, volume, surface heat… all have the potential of putting it into a different stellar class. B-type stars are just hot!!!! They do have potential “habitable zones” (basically where water exists in liquid form) they are just much further out then in a system like our own.
Or increase the planets distance from the star. However there would be no indigenous life on the planet as B class stars have life spans far too short (only a few million years) for life to develop on planets around them. But you could at least make it habitable for outsiders.
+1 9 months agoWell most solar panels would not stand up to the heat of visiting the inner planets. They had to engineer some very particular parts for the Mariner probes that were sent to Venus and Mercury to stand up to the thermal conditions.
10 months ago@CloakPin WHAAAAAAAAA! Never even occurred to me to try “hiding” them inside a part and they’d still work! Seems like such an obvious cheat but….
10 months agohttps://www.simplerockets.com/c/N2S0SV/Interplanetary-Transfer-Window-Calculator-Version-2
10 months ago………
If you put that chip onto a satellite you keep in orbit all you have to do is target the planet you’re interested in and press “1” I believe. It’ll tell you how far ahead the window is and even time warp you there if you want (or you can just check it occasionally while you do other missions)
……….
I have a degree in mathematics but I still use this all the time lol
There's a slider in game .... in the options tab for heat damage among other things.
+2 10 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
I remember this happening (spotlights shining through objects) many times in the past but have not noticed it recently. However I also had different settings back then, like shadows were disabled. Not sure if it is shadows or some other setting or just a change in the game but ....
+1 10 months agoWhat's this all about ....
10 months agoI'd heard about this "name change" but too date I had not even found where this new name was even posted at (prolly on some mobile download site where I'd never see it). Sounds like basically a free demo version of the game which isn't a bad idea.
10 months agoThey posted a topic (that's now been removed) calling for PLZ (whatever the screen name is) be banned for some reason. I dunno I don't really pay that much attention to what those two do (if they even are separate persons which I kinda doubt) but when I saw that topic I sort of suspected this would be the result.
10 months agoStart with a round root then uses the parts shape tool an set all corners to 0
Sorry, someone put a gun to my head and made me type this!
10 months agoThey said they’ll tell us about that, maybe as soon as this week
10 months agoHave 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 10 months agooh man I did that once lololol. Except I knocked the whole drivers side view mirror off. To this day I still think maybe it was already broken long before I walked by cause it just seemed to pop right off man! I mean I felt when I bumped into it but it didn't hurt or anything (would think anything solidly attached to a car would cause a good deal of pain running into it and breaking it off).
10 months agoI thought maybe you just wanted it as a starting reference point (like 80 MPH = 179 KPH). I had to do the same to make sure my parachutes were landing my droods at a decent speed (cause I really wasn't sure if 10 m/s was fast or slow!) But once you start working in metric you will start thinking in metric for the game.
10 months ago@RudimentaryCheezit EXACTLY! Lol
10 months agoR.I.P. that fuselage ... to pieces ....
+1 10 months agoI took the 100 MT reference as a "nuclear" joke! I mean that would be 100,000,000 tons when even a big rocket might lift 100-200 tons so, in other words so cartoonishly big it must of been a joke! I have made some rockets that lift 30 tons others that can lift 50-60 tons if needed but no expectations of going higher then that.
10 months agoHow big a payload! 30 tons … 50 tons
+1 10 months agoFor spamming pings in a previous posting maybe? But I suspect you already know that…
+2 10 months ago@PZLAgencies yeah you have to place a command unit of some kind on the stage to do that. I'm guessing most players prolly don't do that and/or just delete any spent stages in "resume flight" menu. I just play it with a bit more realism.
11 months agoYeah Career mode feels very very basic to me right now. I could easily list off another 30 or 40 additional contract ideas to insert into a career game (in fact some of them like "station resupply" are written in game files as placeholders). I sometimes wonder if they bit off a bit more then they could chew, or perhaps they're working on a metric crap ton of new content right now and will unveil it all in a giant big update later (rather then piece by piece as the did earlier this year).
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 agoAny crafts with tinkerd parts won't be allowed in a career game! Also it's possible a craft may contain parts or settings you have not yet unlocked. Either one will prevent some craft from being used in a career game.
11 months agoThere’s prolly a way to do so in the game files. Certainly you can change astronaut names and craft names in there so…
11 months agoGood thing my birthday’s NYE! I’m used to getting late Xmas presents as birthday presents!
11 months agoTo be honest I dunno how viable submarines are for this game since to make a real submergible vehicle you need ballast tanks (an ability to allow in varying amounts of sea water into the craft to stay neutrally buoyant at a certain depth). but I would suggest using a wing placed near the crafts center of mass, but configure them more like horizontal stabilizers on a plane. so as you are under propulsion you can essentially force large amounts of water up to keep the sub submerged.
+1 11 months agoIt is always best to post the craft so other can examine it (like showing the mechanic your car rather then phoning them). However, are you making the canard from a fin? found out recently that does not work when making an aircraft rudder (based on a report). Try a wing with a control surface placed vertically or a structure panel.
+1 11 months agoJust keep clear of the Ionizing sort ... Well not Dr. Manhattan but ... the rest of us
+1 11 months agoI deorbit or dispose of all my stages manually (just to make it feel more real). I'm sure speed is a factor cause all of my stages disposed of by slamming them into Luna catastrophically explode (except the one time a command chip survived and 'bounced' back into orbit). But the stages I deorbit into Droo's atmosphere ... most of em burn up but ever so often one survives reentry (at least partially) with varying results. Either broken into multiple pieces or mostly intact with only the part that impacted first exploding. The stages that survive atmospheric reentry are definitely moving a lot slower (and even continue slowing down after maximum heating).
11 months agoUnfortunately that's just not true! Plenty of examples of rocket debris surviving reentry and ground impact. It's usually crumpled all to hell (which the game can't display) but it's not always obliterated into a billion pieces.
11 months agoWhy would need a program for that? All you have to do is click on that single engine and view it's thrust in the pop-up part window!
11 months agoI’m right on your heals with 3100 hours in 22 months!!!
+1 11 months agoActually you just have end up with the command unit within the landing circle! You can bounce the craft a few time and have parts break off just so long as your command disc/chip survives and eventually comes to rest within the target. I know because that’s about how my landing went!
11 months ago“Press it 100 times for one unit!” Is this some kinda part resizing issue???? I dunno man I play on a PC and have these really nice part sizing sliders. If that’s even what above statement means.
+1 11 months agoWhat fuselage? You referring to the "Crew Compartment" and "Space Habitat"? Before these parts existed you'd have to use, most likely fuel tanks to make the main structure of a habitable structure. But fuel tanks can not accommodate Droonauts, but these can now!
+1 11 months agoBecause they sucked!
one year agoJuno is actually a theoretical class of stars that has not yet been observed because the universe is not old enough for them to exist yet (similar to a black dwarf).
Wikipedia at least suggest that simulations predicting this star class ended up with surface temps. around 8600 Kelvin.
one year agoI think you mean "Million Meters" .... as I'm not sure how much a mega meter is (other then it is smaller then a gigantic meter)
one year agoWell "disabling" the port will skip the "docking" status but .... since you are using the port for a function it wasn't designed for (a canon) this might not work! Maybe if you reduce the magnetic strength but who knows!
one year agoyep checked it out! You can "disable" the docking port to undock (without that annoying tendency to re-dock) then just reenable the port and dock with another port!
one year agoOk I think what you are referring to is when you select a docking port and click "undock". The craft will separate (the status will read "undocking") and often separate a bit but then be drawn back in and re-dock. This was so annoying to me I stopped "undocking" quite some time ago. Instead try selecting one of the ports connected and just disable one of those ports by clicking the on/off switch in the window that pops up. The craft will separate and not be drawn back together. I assume if you wanna redock another craft or to another port all you have to do is then turn the disabled port back on.
one year agoThis is confusing, not even sure I know what you are talking about. Might just be me but please describe what "undocking status" is
one year ago