It means “NO WORKIE”. Possible the files are curupted in some way. Was this a sandbox downloaded from the site here? If so could be verified by another that it’s broke.
Posted 4 days ago
“Yes, I mean that, 1.3.109 is finally coming to beta on all platforms! If no serious bug is found in the coming week, 1.3 will be rolling out of beta soon :)”
…..
So I guess as long as no real problematic bugs are found they’ll release the full update after this week. That’s how I read it.
Makes total sense! And no there is not! I know it is a tad annoying but unfortunately the way the coloring system is set up you'd have to do a major overhaul to the files to implement color scheme saving like that
Scam bots lolol. Naw welcome to the world of widespread legalized gambling!
……
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?
https://www.nasa.gov/image-article/habitable-zones-of-different-stars/
……
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.
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 ....
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.
“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!
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).
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!
@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!
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!
@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.
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.
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.
@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.
@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.
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!
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
Upon further investigation: You also have a faulty "Command Disc". When you click on the command unit in the designer, there is a sub-menu titled "pitch control". This is NOT a standard property listed when I pull a generic "Command Disc" from the parts menu.
........
I replaced the command unit from your build with a NEW one from parts list and the erratic behavior ceased.
........
The command Disc seems to have been tinkered with, On the "Parts" section (in tinker panel advanced properties) there is extra line labeled "RootPart". There also seems to be an extra page of properties for the disc called "Input Controller" (this is likely why there is an extra sub-menu mentioned above). Whatever has been tinkered with regarding this part, it has obviously broken it's ability to function (hence why the tinker panel warns "use at your own risk")
Ok so …… there’s a few things terribly wrong with that craft.
……..
1. The engine is WAYYY too powerful. Its starting thrust-to-weight ratio (TWR) is 744! I throttle up to just 1-2% throttle and still get a TWR near 5 to 7 (that quickly increases to 10, 16, 20). You only really need a starting TWR around 1.4 to 1.6. I can’t even get the craft to orbit, it accelerates to Mach 8 in 30 seconds, then begins to take heat damage because it’s going to fast through the atmosphere then explodes!
……..
2. You need to enable a gimbaling range on the engine. You need to do this in order to steer the rocket. If you’re attempting to use a gyroscope to steer the rocket during liftoff it’s just not gonna work (this is not what gyroscopes in the game were designed for)
It means “NO WORKIE”. Possible the files are curupted in some way. Was this a sandbox downloaded from the site here? If so could be verified by another that it’s broke.
+1 11 months agoPosted 4 days ago
+1 11 months ago“Yes, I mean that, 1.3.109 is finally coming to beta on all platforms! If no serious bug is found in the coming week, 1.3 will be rolling out of beta soon :)”
…..
So I guess as long as no real problematic bugs are found they’ll release the full update after this week. That’s how I read it.
https://www.simplerockets.com/Forums/View/272043/Patch-1-3-109
+1 11 months agoMakes total sense! And no there is not! I know it is a tad annoying but unfortunately the way the coloring system is set up you'd have to do a major overhaul to the files to implement color scheme saving like that
+1 11 months ago“Additional settings” tab. “Stage activation” cycler. So yeah if just set that to “none” it should disappear from the staging editor
+1 11 months agoScam bots lolol. Naw welcome to the world of widespread legalized gambling!
+1 1.1 years 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?
https://www.nasa.gov/image-article/habitable-zones-of-different-stars/
+1 1.2 years 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 1.2 years 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….
+1 1.2 years agoI 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 agoR.I.P. that fuselage ... to pieces ....
+1 1.2 years agoHow big a payload! 30 tons … 50 tons
+1 1.2 years 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 1.3 years 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 1.3 years agoJust keep clear of the Ionizing sort ... Well not Dr. Manhattan but ... the rest of us
+1 1.3 years agoI’m right on your heals with 3100 hours in 22 months!!!
+1 1.3 years 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 1.3 years 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 1.3 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 2.0 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 2.0 years agoThe Scrunky rocket is a good example of the technique I described bellow.
https://www.simplerockets.com/c/Ry6Od5/Scrunkly
+1 2.0 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 2.0 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 2.1 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 2.1 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 2.1 years agoYeah I hate the new locations but it's only cause I got so used to where they were!
+1 2.1 years agoSometimes 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 2.1 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 2.1 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 2.1 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 2.1 years agoYuri: My god it's full of stars.
+1 2.1 years agoLol you tried to take them into space in a 747 cabin!!!!
+1 2.1 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 2.1 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 2.1 years agohttps://imgur.com/a/5Z0mYRJ
This player just landed along the mountain side!
+1 2.1 years agoThere will be custom careers that can be played with other systems eventually, but they’re not quite there yet!
+1 2.2 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 2.2 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 2.2 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 2.2 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 2.2 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 2.2 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 2.2 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 2.4 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 2.4 years agoThat little blue plume shooting out the back is trying to tell you how much he sucks!
+1 2.4 years agoI got 4/3 times Pi times radius cubed ...... but they actually have spherical volume calculators online if you serch for em!
+1 2.4 years agoJust remember that in planet studio radius is given in meters (not kilometers)
+1 2.4 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
from 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 3.0 years agoUpon further investigation: You also have a faulty "Command Disc". When you click on the command unit in the designer, there is a sub-menu titled "pitch control". This is NOT a standard property listed when I pull a generic "Command Disc" from the parts menu.
one month ago........
I replaced the command unit from your build with a NEW one from parts list and the erratic behavior ceased.
........
The command Disc seems to have been tinkered with, On the "Parts" section (in tinker panel advanced properties) there is extra line labeled "RootPart". There also seems to be an extra page of properties for the disc called "Input Controller" (this is likely why there is an extra sub-menu mentioned above). Whatever has been tinkered with regarding this part, it has obviously broken it's ability to function (hence why the tinker panel warns "use at your own risk")
Ok so …… there’s a few things terribly wrong with that craft.
one month ago……..
1. The engine is WAYYY too powerful. Its starting thrust-to-weight ratio (TWR) is 744! I throttle up to just 1-2% throttle and still get a TWR near 5 to 7 (that quickly increases to 10, 16, 20). You only really need a starting TWR around 1.4 to 1.6. I can’t even get the craft to orbit, it accelerates to Mach 8 in 30 seconds, then begins to take heat damage because it’s going to fast through the atmosphere then explodes!
……..
2. You need to enable a gimbaling range on the engine. You need to do this in order to steer the rocket. If you’re attempting to use a gyroscope to steer the rocket during liftoff it’s just not gonna work (this is not what gyroscopes in the game were designed for)