think they said it took them 30 tries or something. Yeah i dunno if you're supposed to air drop it or land elsewhere and have a vehicle ready to go. Perhaps some kind of VTOL craft might work. Seems daunting though!
@SamTheFox yeah something like that! Also be sure to disable that mode after docking. It can cause a wild spin to develop when docked to a station. Not sure exactly what the culprit is but.
yeah to use them forward/backward/up/down you gotta enable transition mode, a little icon on the side with arrows pointing in 4 directions. Click that, it'll highlight blue then you should be able to use them that way.
That's strange it shouldn't have, unless the fairing ejection damaged the payload. It can happen sometimes if the fairing is to cramped. Best solution would be to upload the craft so someone can take a look at it see what's going on, otherwise it's just gonna be a very long guessing game!
Sorry I can't help with the actual problem at hand, I just don't use Vizzy. But I'm not surprised it always reads Acceleration as positive because this is actually how it works.
@DMNK99 think of it this way .... if you're driving forward, foot on the gas peddle, you're accelerating forward. take foot off the gas, your acceleration forward starts to decrease (what most call deceleration). eventually the car will just be coasting along at a constant speed (or velocity) that would be zero acceleration. But when the car begins to start sowing down (in forward velocity), That's now acceleration to the rear (still have a forward velocity that is decreasing, but rearward acceleration). Acceleration (and velocity) is a vector, always has a numeric unit, like 10 KPH, and a direction, forward/backward/up/down. And is never negative. At least that's the physics aspect of it.
The orange tents camp is not one of them, that's used later for a "delivery contract" The landmarks you get tech points for visiting are identified in the map view on each planet with white flag icons!
Maybe cause Acceleration is Always positive! That's what my physics teacher was always scolding us about! It's the vector (or direction) that changes! Ok well not always positive, it can be 0. instead of positive or negative, maybe increasing or decreasing is what's necessary here?
yeah I was referring mostly to the flight aspect of the game, my understanding is it's not drastically different the KSP. The building part, well that's a different story! It took me some time just getting used to how the building interface worked (all the little screens like "parts connection" tool and "symmetry mode"). Only after I got a firm grasp on that was able to start making relatively detailed builds that looked good as well as functioned good. It also held me a lot to download crafts other had made so I could really look at them and see how they did this or that and then apply that to my builds.
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!
@YaMomzBox420 Been playing the PC version and even after "Release" I can tell ya it's still kinda buggy and there's a lot of details (with contracts an stuff) that they're working on cleaning up so, maybe look at it his way. You'll hopefully get a much cleaner version when you do get it later this month!
Where exactly are you! I’ve only had this happen around Sergeea. Solar panels have lower tolerance than most parts, I think only like 500° C (maybe it’s 1000 and other parts are 1500). The only work around to really fix this is change the heat tolerance in the tinker panel. To some extent parts will just eventually get destroyed if you fly too close to a star but there should be a way to make panels resistant for inner planet missions as we’ve actually done it so.
Quick Deployment mission from general chuck unlocks Ali Base Pad. you'll have to complete the first orbit tutorial and then a couple of cubesat mission from ... is it' Prof. Pricklesprick (close enough). Then the quick deployment mission should pop up!
it's still a part, just not in the parts list! The fuel adapter has been obsolete for some time now so that's prolly why they removed it, but if you have some old craft that used it for decorative/detailing purposes you should fine they're still there!
@GEED it's still a part. just not in the parts list. I still have some old craft with em (just decretive detail) find an old craft with em and make a sub-assembly
Just lots of practice! My builds looked very simple and basic at first. only later after getting used to all the tools did I start to get more complex detailed designs! Might also help to download a look at other players builds for how to do stuff.
it's also my understanding that in the real world most of the reasons designers choose one fuel over another is logistical. The fact that you need more cryogenic facilities if you're using both LH2 and LOX. And then there's always those pesky hydrogen leaks that can take months to find and fix. And none of that is in the game so it's not applicable.
We'll the LH2 tanks are MASSIVE! That's what I have noticed when using it for a booster. But of course they're a lot lighter than RP-1 tanks even though the tanks nearly twice as big so. I think most of the difference between the fuels will be more noticeable when price is thing because without that who cares if your rocket is 40% bigger with LH2 then with RP-1. I use mostly RP-1 in my booster and almost exclusively LH2 in my upper stages.
@Herdingcats you mean use the burn nodes to tweak the inclination? The most efficient location to burn to adjust inclination is where your orbit crosses the equator. If you're only a few degrees off, it shouldn't take too much fuel to do so. It can be a little difficult to find exactly where the equator is so eyeball it at first and use the red burn draggers until the inclination starts increasing or decreasing as desired. you can get more precise by then dragging the node just a bit and observing if you're getting closer or further away from the desired inc.
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 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.
@YaMomzBox420 yes in the career mode there are several landmarks with flags now on various planets/moons. The crater is clearly marked now as "Mimas Crater"
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.
So apparently you can unlock 'packing it tight' which gives accesses to the fairing parts. but because fairings use heat shielding (and the sliders for heat shielding won't actually slide all the way back to 0 on fairings) results in you unlocking the fairings without actually being able to use them. You might want to reconsider how this tech is unlocked, or at least give some warning about the ability to use the fairings until another tech is unlocked.
Probably a heavily modified tinkered with engine that’s almost unrecognizable from anything in the game at this point? But if you want more specifics it might be worth downloading some of the SSTO craft already out there and examining what they use.
Craft mass will also make huge difference. Put one on a 500 kg. craft and you’ll see the apogee or perigee slowly ticking up a tenth of a kilometer. A significantly heavy craft you won’t notice anything for a while!
I was just pointing out the various nuances in different systems.
The Saturn V ‘launch tower’ was fixed to the mobile launch platform (MLP) but the MLP itself moved (via the crawler-transporter) so in a sense so did the tower every time the MLP was moved to and from the Vehicle Assembly Building.
The Saturn V Mobile Service Structure on the other hand was more like what you described as a ‘gantry’ and was stored about 7000 feet away from the pad and then moved into place (via the same crawler-transport) next to the Saturn V, MLP & launch tower after they were in place on the pad.
The Space Shuttle ‘launch tower’ however was built into to the pad and never moved from that location. The Mobile Service structure was also built into the pad but had one end on rails I believe allowing it to swing around next to the orbiter for servicing.
The Delta IV has a launch tower that is built into to the pad and a mobile service structure that rolls back about 300 feet before launch.
You’re absolutely correct that gantry is a movable structure that supports rocket launches which moves out of the way before launch. I was just pondering how movable does it have to be to be a gantry. Would the space shuttles mobile service structure be considered that? Truth is I’ve not really heard the term gantry used since the 60’s. instead I’m more accustomed to the terms “fixed service structure” and “mobile service structure”.
I seem to recall the Saturn V having a mobile service structure that rolled away to a storage pad near the junction of the crawlerway leading to both pads. And the space shuttle also had a mobile service structure but I don’t know if either one were ever referred to as a “gantry”
@Mindflow my god damn hero!
1.8 years agothink they said it took them 30 tries or something. Yeah i dunno if you're supposed to air drop it or land elsewhere and have a vehicle ready to go. Perhaps some kind of VTOL craft might work. Seems daunting though!
1.8 years agohttps://imgur.com/a/5Z0mYRJ
This player just landed along the mountain side!
+1 1.8 years agoI was wondering what that did but too afraid to try it ….
1.8 years ago@SamTheFox yeah something like that! Also be sure to disable that mode after docking. It can cause a wild spin to develop when docked to a station. Not sure exactly what the culprit is but.
1.8 years agoyeah to use them forward/backward/up/down you gotta enable transition mode, a little icon on the side with arrows pointing in 4 directions. Click that, it'll highlight blue then you should be able to use them that way.
1.8 years ago@ChaoticGraviton BINGO! I too have no experience with the whole Linux stuff but that's more or less what the Steam discussion is saying.
1.8 years agohttps://steamcommunity.com/app/870200/discussions/0/3759977946662336876/
1.8 years agoNo problem!
1.8 years agoThat's strange it shouldn't have, unless the fairing ejection damaged the payload. It can happen sometimes if the fairing is to cramped. Best solution would be to upload the craft so someone can take a look at it see what's going on, otherwise it's just gonna be a very long guessing game!
1.8 years agoProtect it with a fairing?
1.8 years ago@Numberyellow I was wondering if it was I that broke a rule but I don’t think so!
1.8 years agoThere will be custom careers that can be played with other systems eventually, but they’re not quite there yet!
+1 1.8 years agoSorry I can't help with the actual problem at hand, I just don't use Vizzy. But I'm not surprised it always reads Acceleration as positive because this is actually how it works.
1.8 years ago@DMNK99 think of it this way .... if you're driving forward, foot on the gas peddle, you're accelerating forward. take foot off the gas, your acceleration forward starts to decrease (what most call deceleration). eventually the car will just be coasting along at a constant speed (or velocity) that would be zero acceleration. But when the car begins to start sowing down (in forward velocity), That's now acceleration to the rear (still have a forward velocity that is decreasing, but rearward acceleration). Acceleration (and velocity) is a vector, always has a numeric unit, like 10 KPH, and a direction, forward/backward/up/down. And is never negative. At least that's the physics aspect of it.
+1 1.8 years ago@Renofox No problem! As you can see they're all over the place (clearly marked) the only trick is getting to em!
1.8 years agoThe orange tents camp is not one of them, that's used later for a "delivery contract" The landmarks you get tech points for visiting are identified in the map view on each planet with white flag icons!
1.8 years agoMaybe cause Acceleration is Always positive! That's what my physics teacher was always scolding us about! It's the vector (or direction) that changes! Ok well not always positive, it can be 0. instead of positive or negative, maybe increasing or decreasing is what's necessary here?
1.8 years agoyeah I was referring mostly to the flight aspect of the game, my understanding is it's not drastically different the KSP. The building part, well that's a different story! It took me some time just getting used to how the building interface worked (all the little screens like "parts connection" tool and "symmetry mode"). Only after I got a firm grasp on that was able to start making relatively detailed builds that looked good as well as functioned good. It also held me a lot to download crafts other had made so I could really look at them and see how they did this or that and then apply that to my builds.
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 1.8 years ago@YaMomzBox420 Been playing the PC version and even after "Release" I can tell ya it's still kinda buggy and there's a lot of details (with contracts an stuff) that they're working on cleaning up so, maybe look at it his way. You'll hopefully get a much cleaner version when you do get it later this month!
1.8 years agoLearned it from a hell of a lot of hours in-game experience!
1.8 years agoOh the F-18 plane! Yeah I don’t think think that has a radar!
1.8 years agoOk nvm you said WASP mod! Need to get someone who knows that mod to answer that.
1.8 years agoYou’re right there needs to be more out there for new players to explain the game (KSP tutorials often work Despite the differences on the game)
As for actual radar, that sounds like mod! Never seen a radar for the stock game.
1.8 years agolololol 2 comments in the past 5 years and both on this topic. Prolly not gonna happen.
1.8 years agoSo it's a custom system! Maybe the recent 1.0.40 update broke the system.
1.8 years agoWhere exactly are you! I’ve only had this happen around Sergeea. Solar panels have lower tolerance than most parts, I think only like 500° C (maybe it’s 1000 and other parts are 1500). The only work around to really fix this is change the heat tolerance in the tinker panel. To some extent parts will just eventually get destroyed if you fly too close to a star but there should be a way to make panels resistant for inner planet missions as we’ve actually done it so.
Your other alternative I guess would be an RTG
1.8 years agoQuick Deployment mission from general chuck unlocks Ali Base Pad. you'll have to complete the first orbit tutorial and then a couple of cubesat mission from ... is it' Prof. Pricklesprick (close enough). Then the quick deployment mission should pop up!
1.8 years agois this the heliosyncronous orbit mission? launch from Ali Pad at a heading of about 192 degrees. that should get close enough to 100 degrees.
+1 1.8 years agoit's still a part, just not in the parts list! The fuel adapter has been obsolete for some time now so that's prolly why they removed it, but if you have some old craft that used it for decorative/detailing purposes you should fine they're still there!
1.8 years ago@GEED it's still a part. just not in the parts list. I still have some old craft with em (just decretive detail) find an old craft with em and make a sub-assembly
+1 1.8 years agoJust lots of practice! My builds looked very simple and basic at first. only later after getting used to all the tools did I start to get more complex detailed designs! Might also help to download a look at other players builds for how to do stuff.
+1 1.8 years agoit's also my understanding that in the real world most of the reasons designers choose one fuel over another is logistical. The fact that you need more cryogenic facilities if you're using both LH2 and LOX. And then there's always those pesky hydrogen leaks that can take months to find and fix. And none of that is in the game so it's not applicable.
+1 1.9 years agoWe'll the LH2 tanks are MASSIVE! That's what I have noticed when using it for a booster. But of course they're a lot lighter than RP-1 tanks even though the tanks nearly twice as big so. I think most of the difference between the fuels will be more noticeable when price is thing because without that who cares if your rocket is 40% bigger with LH2 then with RP-1. I use mostly RP-1 in my booster and almost exclusively LH2 in my upper stages.
+1 1.9 years agoThere is a way, but not in the game.
1.9 years ago@Herdingcats you mean use the burn nodes to tweak the inclination? The most efficient location to burn to adjust inclination is where your orbit crosses the equator. If you're only a few degrees off, it shouldn't take too much fuel to do so. It can be a little difficult to find exactly where the equator is so eyeball it at first and use the red burn draggers until the inclination starts increasing or decreasing as desired. you can get more precise by then dragging the node just a bit and observing if you're getting closer or further away from the desired inc.
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 agoI 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 1.9 years ago@YaMomzBox420 yes in the career mode there are several landmarks with flags now on various planets/moons. The crater is clearly marked now as "Mimas Crater"
1.9 years agoMimas Crater, at least that's what they're calling it in the career beta
+4 1.9 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 1.9 years agoSo apparently you can unlock 'packing it tight' which gives accesses to the fairing parts. but because fairings use heat shielding (and the sliders for heat shielding won't actually slide all the way back to 0 on fairings) results in you unlocking the fairings without actually being able to use them. You might want to reconsider how this tech is unlocked, or at least give some warning about the ability to use the fairings until another tech is unlocked.
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 agoProbably a heavily modified tinkered with engine that’s almost unrecognizable from anything in the game at this point? But if you want more specifics it might be worth downloading some of the SSTO craft already out there and examining what they use.
+1 2.1 years agoCraft mass will also make huge difference. Put one on a 500 kg. craft and you’ll see the apogee or perigee slowly ticking up a tenth of a kilometer. A significantly heavy craft you won’t notice anything for a while!
+1 2.1 years agoThat little blue plume shooting out the back is trying to tell you how much he sucks!
+1 2.1 years agohttp://apollolaunchcontrol.com/v20test/http_www.apollolaunchcontrol.com/MobileService_Structure.html
in case you havn't seen this! it's not well featured structure of the Apollo program but it was used for every moon mission
2.1 years agoI was just pointing out the various nuances in different systems.
The Saturn V ‘launch tower’ was fixed to the mobile launch platform (MLP) but the MLP itself moved (via the crawler-transporter) so in a sense so did the tower every time the MLP was moved to and from the Vehicle Assembly Building.
The Saturn V Mobile Service Structure on the other hand was more like what you described as a ‘gantry’ and was stored about 7000 feet away from the pad and then moved into place (via the same crawler-transport) next to the Saturn V, MLP & launch tower after they were in place on the pad.
The Space Shuttle ‘launch tower’ however was built into to the pad and never moved from that location. The Mobile Service structure was also built into the pad but had one end on rails I believe allowing it to swing around next to the orbiter for servicing.
The Delta IV has a launch tower that is built into to the pad and a mobile service structure that rolls back about 300 feet before launch.
You’re absolutely correct that gantry is a movable structure that supports rocket launches which moves out of the way before launch. I was just pondering how movable does it have to be to be a gantry. Would the space shuttles mobile service structure be considered that? Truth is I’ve not really heard the term gantry used since the 60’s. instead I’m more accustomed to the terms “fixed service structure” and “mobile service structure”.
2.1 years agoI seem to recall the Saturn V having a mobile service structure that rolled away to a storage pad near the junction of the crawlerway leading to both pads. And the space shuttle also had a mobile service structure but I don’t know if either one were ever referred to as a “gantry”
2.1 years ago