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.
Actually it's still in the game! just not available on the parts lists! I have some older craft that still have them (used for adding detail on satellites)
Where's the confusion exactly? The fact that all fairings must start with a "fairing" base"? There is no real difference between a '"fairing base" and a "fairing" it's just that fairing base is the only fairing part that can actually attach to other rocket parts (the other two "fairing" and "faring nose cone" can only attach to other fairing parts).
Probably not as there's not very many videos out there! I posted an example part of what I was describing titled "LM Housing Example". It won't be the size you need but will give you an idea how to configure it sort of by dissecting it!
If you want to get more detailed you can make the lower part of the LM housing from inlets (that will remain intact) and only the upper part from a fairing so they'll break away allowing clear removal of the LM. Might give more of a pleasing image to have part of the housing remain intact as you undergo LM docking and extraction.
You'll want an interstage on your upper most rocket stage! Attach the service module to that then disconnect the interstage from the SM so you can move it way above the rocket but keep it centered! Then attach a smaller diameter interstage inside the first interstage. That one you will attach the lunar module to and keep connected! after that you can move your SM & CM back down so it is just slightly above the LM then use parts connection tool to reattach it to the first wider interstage. Then all that's left is to carefully place and center a fairing base so that it covers up the space between the top of the wider interstage and the bottom of the SM structure! Of course there are other ways to go about it like using cargo bay doors like the Simple beast does but the process will be similar!
Look at the games stock Simple Beast for how to do it, it just takes some creative use of the parts attachment points and carful placement of some fairings.
Some were speculating that it could be going super nova 2 years ago as well. I suspect those rumors will persist every year from now till it does (assuming we are still around when it does)
@t4zcomz C:\ .... users ....."user named folder".....AppData....LocalLow ..... Jundroo.... SimpleRockets2...... this will get you too where your saved game data is stored. The contract files are the located in the "career" then "default" then "Contracts" folder.
I had never flown a plane in this game until Carrier Mode came out so the whole flying experience to me was just a disaster! However I suspect the last two checkpoints (7 & 8) are/were intended to encourage the player to slow down to be able to hit them and then subsequently land on the runway. Does seem however Most Players do not do this and instead just weave an bob through them to a cartoonish landing!
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!
Well I don't know anything about the planes really but, I can tell ya it'll prolly go a lot smoother if you upload the craft so anyone jumping in to help can see it and see whats not working right, See the design issues.
Yeah! it's gonna be marginally better than having to rebuild all the parts. But still better I guess. You could operate under the assumption that ANY "version" number that's not equal to "VersionLast" will cause issues, then check all parts! But prolly worth noting this is not a better work around then having the ability to just "update all parts to current version" (if that were an option available). Just the best option available at this time!
Sorry it's "Version" then "VersionLast" ..... and it's on multiple pages but most are all same except on one page. Basically just want to make sure "Version" is the same as "versionLast"
@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.
Sometimes if you change a parameter (like on interstages, changing to Soyuz style then back to normal) this might trigger it's modifiers to the newer parts. At least that used to work for some parts they changed in the past!
It means they changed a lot of stuff on the parts (mass, price, etc). One example is: I noticed the interstages got quite a bit heavier! (the struts seem to be a bit lighter though) Anyhow career mode doesn't allow for these older parts I guess for balancing issues. It will also mess up a lot of stuff. I managed to get one of these craft launched somehow and the amount of fuel I needed to orbit Luna almost doubled throwing off my whole mission so. Beware!
Yeah I'm trying to figure out why you would want it to NOT gimble. I assume the example bellow makes use of the tinker panel and probably still has the added weight of gimbles even when not gimbling. So what would be the advantage?
@CloakPin DAMN IT THAT WORKED!!! I'm assuming you had DSC pad unlocked first. I had considered doing the same with my plane (didn't have DSC anything yet) after it couldn't set down gently enough but decided there was no way that was gonna pass. Wish I had now!
@LenatezSpaceAgencys Well you can still clone em and use them! Save it as a Sub-assembly. They won't work for transferring fuel but don't need em for that if you're just using them to connect something.
Sounds like it's not possible in this roblox studio. Same size (i assume you mean radius) same mass, same density but different surface gravities? that's basically 2 + 2 = 4 = 5 = 6 = ....
Removed from the parts list, but they still exist if you had them on an older craft. They apparently do not function now but they are unnecessary anyhow.
I think the game intended you to get accesses to a second control surface for wings, then build a plane with alerions & flaps so you can gently set it down on the surface under 20 m/s. Without flaps I managed 34 m/s at best! so with flaps I think it would be very doable. But I wasn't into the planes stuff so I built the tiny rocket and lander bellow that works for this as well.
I think it's craft orbit lines cause it sure goes away when I turn em off. In particular it's when I have a craft doing a "flyby" and that orbit line (when not controlling that craft) is displayed as infinitely long. Anyhow they finally figured out what causes this after years of looking into it so a fix should be on the way!
yes! they must be unlocked (it's the tech "system engineers). Once unlocked you must turn on "display planet orbits" in the options tab in map view. by default they are off.
ohhhh! you shouldn't have to do that! (delete other craft) should work without doing that! But if you just had spent stages you wanted to get rid of well. You can also delete (or recover) them in the "resume flight" window.
I can define it for you! "must accept the contract" before launching the craft used to complete the contract. i.e. can't be done with a craft already in flight! You also must make sure required components are on that craft (camera, cubesats, etc) but it will show you if those. conditions aren't met. Lastly, if you have multiple crafts in flight and/or contracts accepted it sometimes gets confused which craft to pair with what contracts. for this there is refresh icon "target this craft" that sometimes shows up to the left of the contract description. Hit that icon and it should assign the contract to that craft and the "wrong craft" will go away!
I'm not sure I know what exactly you mean? you mean go back an change the craft after you have launched it? The only way I know to do that is .... in flight "save location" you will then have to delete that craft but with the location saved you can then upload any craft you choose and in a sense replace the old one!
You should be able to just disconnect the fuel adapter (from ALL connection points in the parts connection window) then remove them using the move tool The engines they were connected too will remain in the same spot this way. Then just simply reconnect those engines to the "surface" of the fuel tank the adapter was connected too. You should fine the engines will operate normally and that the fuel adapter was never really needed.
There is a refresh or "update" sometimes off to the side that might fix that. Sometimes the game gets confused as to which craft or contract you want paired up especially if you have multiples of both going.
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!
Is it a configuration issue? I assume it’s a spaceplane that takes off from a runway a goes into orbit? Is the configures set to “plane” not “rocket”. I’m not sure how you’d sort that mess out for a space plane but maybe you need 2 chips/discs on the craft one set to plane when flying and another set to rocket for when in orbit.
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.
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 agoYou jump off of something and hope it's not to high.
1.1 years agoActually it's still in the game! just not available on the parts lists! I have some older craft that still have them (used for adding detail on satellites)
1.3 years agoDude we paid like 12 bucks! I've paid more cold quarter pounders with cheese for god's sake!
1.4 years agoWhere's the confusion exactly? The fact that all fairings must start with a "fairing" base"? There is no real difference between a '"fairing base" and a "fairing" it's just that fairing base is the only fairing part that can actually attach to other rocket parts (the other two "fairing" and "faring nose cone" can only attach to other fairing parts).
+1 1.7 years agoProbably not as there's not very many videos out there! I posted an example part of what I was describing titled "LM Housing Example". It won't be the size you need but will give you an idea how to configure it sort of by dissecting it!
1.7 years agoIf you want to get more detailed you can make the lower part of the LM housing from inlets (that will remain intact) and only the upper part from a fairing so they'll break away allowing clear removal of the LM. Might give more of a pleasing image to have part of the housing remain intact as you undergo LM docking and extraction.
+1 1.7 years agoThe Scrunky rocket is a good example of the technique I described bellow.
https://www.simplerockets.com/c/Ry6Od5/Scrunkly
+1 1.7 years agoYou'll want an interstage on your upper most rocket stage! Attach the service module to that then disconnect the interstage from the SM so you can move it way above the rocket but keep it centered! Then attach a smaller diameter interstage inside the first interstage. That one you will attach the lunar module to and keep connected! after that you can move your SM & CM back down so it is just slightly above the LM then use parts connection tool to reattach it to the first wider interstage. Then all that's left is to carefully place and center a fairing base so that it covers up the space between the top of the wider interstage and the bottom of the SM structure! Of course there are other ways to go about it like using cargo bay doors like the Simple beast does but the process will be similar!
+1 1.7 years agoLook at the games stock Simple Beast for how to do it, it just takes some creative use of the parts attachment points and carful placement of some fairings.
1.7 years agoSome were speculating that it could be going super nova 2 years ago as well. I suspect those rumors will persist every year from now till it does (assuming we are still around when it does)
1.7 years agoI can say I've heard of a few players that had this occur so you're not alone there!
1.7 years agoYes use an engine! Just attach to the "surface" of a fuel tank!
1.7 years ago@t4zcomz C:\ .... users ....."user named folder".....AppData....LocalLow ..... Jundroo.... SimpleRockets2...... this will get you too where your saved game data is stored. The contract files are the located in the "career" then "default" then "Contracts" folder.
+1 1.7 years agoI had never flown a plane in this game until Carrier Mode came out so the whole flying experience to me was just a disaster! However I suspect the last two checkpoints (7 & 8) are/were intended to encourage the player to slow down to be able to hit them and then subsequently land on the runway. Does seem however Most Players do not do this and instead just weave an bob through them to a cartoonish landing!
+1 1.7 years 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 1.7 years agoyes it's a common issue. the "collision boxes" for those containers is very funky! Thicker parts can help ensure that this does not occur.
+1 1.7 years agoYeah I hate the new locations but it's only cause I got so used to where they were!
+1 1.7 years agoWell I don't know anything about the planes really but, I can tell ya it'll prolly go a lot smoother if you upload the craft so anyone jumping in to help can see it and see whats not working right, See the design issues.
1.7 years agoquestion would be what data you want to get rid of? Some data will stick around if using Steam! (Steam cloud data)
1.7 years agoYeah! it's gonna be marginally better than having to rebuild all the parts. But still better I guess. You could operate under the assumption that ANY "version" number that's not equal to "VersionLast" will cause issues, then check all parts! But prolly worth noting this is not a better work around then having the ability to just "update all parts to current version" (if that were an option available). Just the best option available at this time!
1.7 years agoSorry it's "Version" then "VersionLast" ..... and it's on multiple pages but most are all same except on one page. Basically just want to make sure "Version" is the same as "versionLast"
1.7 years ago@HarlockG
+3 1.7 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.
Sometimes if you change a parameter (like on interstages, changing to Soyuz style then back to normal) this might trigger it's modifiers to the newer parts. At least that used to work for some parts they changed in the past!
+1 1.7 years agoIt means they changed a lot of stuff on the parts (mass, price, etc). One example is: I noticed the interstages got quite a bit heavier! (the struts seem to be a bit lighter though) Anyhow career mode doesn't allow for these older parts I guess for balancing issues. It will also mess up a lot of stuff. I managed to get one of these craft launched somehow and the amount of fuel I needed to orbit Luna almost doubled throwing off my whole mission so. Beware!
+1 1.7 years agoYeah I'm trying to figure out why you would want it to NOT gimble. I assume the example bellow makes use of the tinker panel and probably still has the added weight of gimbles even when not gimbling. So what would be the advantage?
1.7 years ago@CloakPin DAMN IT THAT WORKED!!! I'm assuming you had DSC pad unlocked first. I had considered doing the same with my plane (didn't have DSC anything yet) after it couldn't set down gently enough but decided there was no way that was gonna pass. Wish I had now!
+1 1.7 years ago@LenatezSpaceAgencys Well you can still clone em and use them! Save it as a Sub-assembly. They won't work for transferring fuel but don't need em for that if you're just using them to connect something.
+1 1.7 years agoHelp with what!
1.7 years agoJust fly it like tutorial orbital craft but keep burning till you reach orbit. Should come in just under 5 minutes.
1.7 years agohttps://www.simplerockets.com/c/Vyn26s/Droo-Orbit-CubeSat-Deployer-for-Career
1.7 years agoSounds like it's not possible in this roblox studio. Same size (i assume you mean radius) same mass, same density but different surface gravities? that's basically 2 + 2 = 4 = 5 = 6 = ....
1.7 years agoRemoved from the parts list, but they still exist if you had them on an older craft. They apparently do not function now but they are unnecessary anyhow.
1.7 years agoI think the game intended you to get accesses to a second control surface for wings, then build a plane with alerions & flaps so you can gently set it down on the surface under 20 m/s. Without flaps I managed 34 m/s at best! so with flaps I think it would be very doable. But I wasn't into the planes stuff so I built the tiny rocket and lander bellow that works for this as well.
1.7 years agohttps://www.simplerockets.com/c/P4P8a9/Bebop-Lander
1.7 years agoYuri: My god it's full of stars.
+1 1.7 years ago“Spool up time” … should be listed in the performance window of the designer now I think.
1.8 years agoI think it's craft orbit lines cause it sure goes away when I turn em off. In particular it's when I have a craft doing a "flyby" and that orbit line (when not controlling that craft) is displayed as infinitely long. Anyhow they finally figured out what causes this after years of looking into it so a fix should be on the way!
1.8 years agoyes! they must be unlocked (it's the tech "system engineers). Once unlocked you must turn on "display planet orbits" in the options tab in map view. by default they are off.
1.8 years agoohhhh! you shouldn't have to do that! (delete other craft) should work without doing that! But if you just had spent stages you wanted to get rid of well. You can also delete (or recover) them in the "resume flight" window.
1.8 years agoI can define it for you! "must accept the contract" before launching the craft used to complete the contract. i.e. can't be done with a craft already in flight! You also must make sure required components are on that craft (camera, cubesats, etc) but it will show you if those. conditions aren't met. Lastly, if you have multiple crafts in flight and/or contracts accepted it sometimes gets confused which craft to pair with what contracts. for this there is refresh icon "target this craft" that sometimes shows up to the left of the contract description. Hit that icon and it should assign the contract to that craft and the "wrong craft" will go away!
1.8 years agoLol you tried to take them into space in a 747 cabin!!!!
+1 1.8 years agoI'm not sure I know what exactly you mean? you mean go back an change the craft after you have launched it? The only way I know to do that is .... in flight "save location" you will then have to delete that craft but with the location saved you can then upload any craft you choose and in a sense replace the old one!
1.8 years agoYou should be able to just disconnect the fuel adapter (from ALL connection points in the parts connection window) then remove them using the move tool The engines they were connected too will remain in the same spot this way. Then just simply reconnect those engines to the "surface" of the fuel tank the adapter was connected too. You should fine the engines will operate normally and that the fuel adapter was never really needed.
+1 1.8 years agoThere is a refresh or "update" sometimes off to the side that might fix that. Sometimes the game gets confused as to which craft or contract you want paired up especially if you have multiples of both going.
1.8 years ago“Control Setting” then “ reorientate on configuration change”…. But default it’s on a blue maker on the right of slider! Click that and it’ll turn off
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 agoIs it a configuration issue? I assume it’s a spaceplane that takes off from a runway a goes into orbit? Is the configures set to “plane” not “rocket”. I’m not sure how you’d sort that mess out for a space plane but maybe you need 2 chips/discs on the craft one set to plane when flying and another set to rocket for when in orbit.
+1 1.8 years ago@Toinkove <—— aka toinkertoy on steam
1.8 years ago