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    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 1.2 years ago
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    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.

    1.2 years ago
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    @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….

    +1 1.2 years ago
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    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)
    ……….
    I have a degree in mathematics but I still use this all the time lol

    1.2 years ago
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    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

    +3 1.2 years ago
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    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 1.2 years ago
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    What's this all about ....

    1.2 years ago
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    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.

    1.2 years ago
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    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.

    1.2 years ago
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    Start 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!

    1.2 years ago
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    They said they’ll tell us about that, maybe as soon as this week

    1.2 years ago
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    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 1.2 years ago
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    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).

    1.2 years ago
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    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.

    1.2 years ago
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    @RudimentaryCheezit EXACTLY! Lol

    1.2 years ago
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    R.I.P. that fuselage ... to pieces ....

    +1 1.3 years ago
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    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.

    1.3 years ago
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    How big a payload! 30 tons … 50 tons

    +1 1.3 years ago
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    For spamming pings in a previous posting maybe? But I suspect you already know that…

    +2 1.3 years ago
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    @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.

    1.3 years ago
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    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).

    1.3 years ago
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    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.

    +2 1.3 years ago
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    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.

    1.3 years ago
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    There’s prolly a way to do so in the game files. Certainly you can change astronaut names and craft names in there so…

    1.3 years ago
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    Good thing my birthday’s NYE! I’m used to getting late Xmas presents as birthday presents!

    1.3 years ago
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    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.

    +1 1.3 years ago
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    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.

    +1 1.3 years ago
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    Just keep clear of the Ionizing sort ... Well not Dr. Manhattan but ... the rest of us

    +1 1.3 years ago
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    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).

    1.3 years ago
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    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.

    1.3 years ago
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    Why 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!

    1.3 years ago
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    I’m right on your heals with 3100 hours in 22 months!!!

    +1 1.3 years ago
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    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!

    1.3 years ago
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    “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 1.3 years ago
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    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!

    +1 1.3 years ago
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    Because they sucked!

    1.4 years ago
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    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.

    1.4 years ago
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    I 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)

    1.4 years ago
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    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!

    1.4 years ago
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    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!

    1.4 years ago
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    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.

    1.4 years ago
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    This is confusing, not even sure I know what you are talking about. Might just be me but please describe what "undocking status" is

    1.4 years ago
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    You jump off of something and hope it's not to high.

    1.4 years ago
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    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)

    1.6 years ago
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    Dude we paid like 12 bucks! I've paid more cold quarter pounders with cheese for god's sake!

    1.8 years ago
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    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).

    +1 2.0 years ago
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    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!

    2.1 years ago
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    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.

    +1 2.1 years ago
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    The Scrunky rocket is a good example of the technique I described bellow.

    https://www.simplerockets.com/c/Ry6Od5/Scrunkly

    +1 2.1 years ago
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    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!

    +1 2.1 years ago