I'm hoping we get "scientific parts” when career mode comes out. As much as I’ve enjoyed this game, once you get your craft into orbit (or landed on the surface) there’s not a lot to do whereas in reality that’s often just the start of a “mission”.
The game doesn't require ANY resources at present, it’s a sandbox game. Presumably it will when career mode is implemented but how do we need resource collection and detection methods before the game requires it? Really I’m not trying to dump all over your ideas, I agree with your overall premise that once we launch a craft (or get it into to orbit around said planet) we need some things to do. But many of your ideas a literally things we need AS career mode comes out, not before.
@Zenithspeed You might consider using some of the NEW planets as well. For example the OLD Cylero had a creator partially hidden underneath the Mons Olympus analog that I always thought looked kinda bad. The NEW Clyero doesn’t have this now and I think it looks a lot better. All I did was revert the terrain colors on the NEW 2.3 version back to the OLD 2.2 version so it didn’t have the bluish tint from the New Juno.
Just remember that in planet studio radius is given in meters (not kilometers)
And density can vary quite a bit depending on what the planet/moon is comprised of. Earth and Venus have density’s over 5 grams per cubic cm whereas the moon and mars have densities around 3.5 g/cm3. Ice moons mostly comprised of water (like Callisto or Triton) have even smaller densities of less then 2 g/cm3
@brianc31525 prolly not cause i wasn't and it doesn't work for me. I think it's just a simple matter of overlooking something that enables it and they seem pretty buisy with this mobile issue at the moment
yeah the gyros on my craft are behaving strangely now too. they're able to lock to whatever orientation i choose but instead of one smooth motion now they swing about 30 degrees, stop and jitter a bit, then move further and repeat until arriving at the target point.
NO .... making pains and frames is just a time conuming process but, I've been pleased with results just using transparent fuel tanks then adding some struts to look like framework around it.
it's like it's on a hot plate, right? as soon as one leg hits the ground it bounces back. that puts more pressure on the other legs so they bounce back but with more vigor. Then pretty soon it gets so violent it tips the whole lander over! I finally just retracted the legs and let it rest on its engine nozzle and it settled down.
Yeah I had similar issue with the new piston legs. 100% length, auto suspension, 25% target compression & 100% damper. they never settled down just jittered around increasing in intensity until eventually flipping the probe over. I figured I just need to play around with the settings a bit but it's a bit disappointing since I never had an issue with the old legs and now with the "improved" ones I'm going to have to spend extra time an energy to find the right settings.
yeah this is exactly what happened when they tried implementing power usage by electric pump fed engines in the 0.9.000 updates. I even get the exact same results: 26 kN thrust electric engine requires a 1.1 GJ battery to run for 57 seconds!
the only thing different now is that older 'pre-update' engines don't use power so older craft (including those in the tutorials) will function.
Try a standard Ion engine (no editing or resizing) you should find is uses around 247 KW of power (far more then a 20-26 kN electric engine) but it doesn't eat up a battery nearly as fast as the electric pump engines do!
I'm gonna assume you mean "allow astronauts to move from one command pod to another via the docking ports" rather then having to conduct a rather silly EVA to do so.
prolly the easiest way to get multiple structures (like green house, solar array, comm dish, ect.) that aren't connected but located close to one another would be to load them all into the same design blueprint then spawn the whole set up to the location at once. if connected then just spawn it in as one big structure obviously.
Yeah I'd say you have to 'cheat' a little here! Realistically you could send the pieces up and then have astronauts put it together on the surface like a prefabricated bookshelf from Walmart. but with that not possible in the game just spawn it in!
the upper stages of the tutorial spacecraft no longer function adequately (due to the electric pump engines draining the batteries). someone reported this on the steam page and I also encountered the issue on the 'flight tutorial' and 'parachute landing' challenge
yes one of the few complaints I have is you don't see any lights or anything while orbiting the night side! It's almost as if all droods go to be bed on-time and sleep perfectly for 14 hours!
@AnsarNevrekar1 they said they were gonna shoot for 2 weeks in experimental then 2 in beta and if everything went well, release in late March or early April.
The parachute landing challenge is also broken now!
Go to perform a de-orbit burn and the engine fires up, then after a second it cuts out and just starts sputtering (I assume cause the solar panels can't keep up with the excessive battery drain). had no idea what went wrong or if maybe that was part of the 'challenge'. But then I saw the exact same behavior on one of my designs using an electric pump fed engine.
The electric pump fed engines seem to use a lot of energy with the 0.9.905 update! is that the intended outcome? I need a 1.1 GJ battery just to keep a 20.1 kN pixie engine runing for 57 seconds.
I'm hoping we get "scientific parts” when career mode comes out. As much as I’ve enjoyed this game, once you get your craft into orbit (or landed on the surface) there’s not a lot to do whereas in reality that’s often just the start of a “mission”.
+2 2.1 years agoThe game doesn't require ANY resources at present, it’s a sandbox game. Presumably it will when career mode is implemented but how do we need resource collection and detection methods before the game requires it? Really I’m not trying to dump all over your ideas, I agree with your overall premise that once we launch a craft (or get it into to orbit around said planet) we need some things to do. But many of your ideas a literally things we need AS career mode comes out, not before.
2.1 years ago@Zenithspeed You might consider using some of the NEW planets as well. For example the OLD Cylero had a creator partially hidden underneath the Mons Olympus analog that I always thought looked kinda bad. The NEW Clyero doesn’t have this now and I think it looks a lot better. All I did was revert the terrain colors on the NEW 2.3 version back to the OLD 2.2 version so it didn’t have the bluish tint from the New Juno.
2.1 years agoI got 4/3 times Pi times radius cubed ...... but they actually have spherical volume calculators online if you serch for em!
+1 2.1 years agoJust remember that in planet studio radius is given in meters (not kilometers)
+1 2.1 years agoAnd density can vary quite a bit depending on what the planet/moon is comprised of. Earth and Venus have density’s over 5 grams per cubic cm whereas the moon and mars have densities around 3.5 g/cm3. Ice moons mostly comprised of water (like Callisto or Triton) have even smaller densities of less then 2 g/cm3
Ok so density = mass divided by its volume
+2 2.1 years agoSo … mass is density multiplied by volume right?
You can easily get volume using the radius
@brianc31525 prolly not cause i wasn't and it doesn't work for me. I think it's just a simple matter of overlooking something that enables it and they seem pretty buisy with this mobile issue at the moment
2.2 years agoyeah the gyros on my craft are behaving strangely now too. they're able to lock to whatever orientation i choose but instead of one smooth motion now they swing about 30 degrees, stop and jitter a bit, then move further and repeat until arriving at the target point.
2.5 years agoNO .... making pains and frames is just a time conuming process but, I've been pleased with results just using transparent fuel tanks then adding some struts to look like framework around it.
2.5 years agoit's like it's on a hot plate, right? as soon as one leg hits the ground it bounces back. that puts more pressure on the other legs so they bounce back but with more vigor. Then pretty soon it gets so violent it tips the whole lander over! I finally just retracted the legs and let it rest on its engine nozzle and it settled down.
2.6 years agoYeah I had similar issue with the new piston legs. 100% length, auto suspension, 25% target compression & 100% damper. they never settled down just jittered around increasing in intensity until eventually flipping the probe over. I figured I just need to play around with the settings a bit but it's a bit disappointing since I never had an issue with the old legs and now with the "improved" ones I'm going to have to spend extra time an energy to find the right settings.
2.6 years agoAlways looked more like the Korean peninsula to me
2.6 years agoyeah this is exactly what happened when they tried implementing power usage by electric pump fed engines in the 0.9.000 updates. I even get the exact same results: 26 kN thrust electric engine requires a 1.1 GJ battery to run for 57 seconds!
the only thing different now is that older 'pre-update' engines don't use power so older craft (including those in the tutorials) will function.
Try a standard Ion engine (no editing or resizing) you should find is uses around 247 KW of power (far more then a 20-26 kN electric engine) but it doesn't eat up a battery nearly as fast as the electric pump engines do!
2.6 years agoI'm gonna assume you mean "allow astronauts to move from one command pod to another via the docking ports" rather then having to conduct a rather silly EVA to do so.
+3 2.7 years agoprolly the easiest way to get multiple structures (like green house, solar array, comm dish, ect.) that aren't connected but located close to one another would be to load them all into the same design blueprint then spawn the whole set up to the location at once. if connected then just spawn it in as one big structure obviously.
2.7 years agoYeah I'd say you have to 'cheat' a little here! Realistically you could send the pieces up and then have astronauts put it together on the surface like a prefabricated bookshelf from Walmart. but with that not possible in the game just spawn it in!
2.7 years agofrom everything I've see that just simply isn't modeled in the game. They used some visual tricky to make Urados look as though it's tilted.
+1 2.7 years ago@Dereric where are you seeing a 0.9.906 update? I'm not finding anything
2.7 years agothe upper stages of the tutorial spacecraft no longer function adequately (due to the electric pump engines draining the batteries). someone reported this on the steam page and I also encountered the issue on the 'flight tutorial' and 'parachute landing' challenge
2.7 years agoyes one of the few complaints I have is you don't see any lights or anything while orbiting the night side! It's almost as if all droods go to be bed on-time and sleep perfectly for 14 hours!
2.7 years ago@AnsarNevrekar1 they said they were gonna shoot for 2 weeks in experimental then 2 in beta and if everything went well, release in late March or early April.
so maybe sometime next week or the week after.
2.7 years agoThe parachute landing challenge is also broken now!
Go to perform a de-orbit burn and the engine fires up, then after a second it cuts out and just starts sputtering (I assume cause the solar panels can't keep up with the excessive battery drain). had no idea what went wrong or if maybe that was part of the 'challenge'. But then I saw the exact same behavior on one of my designs using an electric pump fed engine.
2.7 years agoThe electric pump fed engines seem to use a lot of energy with the 0.9.905 update! is that the intended outcome? I need a 1.1 GJ battery just to keep a 20.1 kN pixie engine runing for 57 seconds.
+2 2.7 years ago