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"
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?
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!
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.
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.
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.
@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!
@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.
Yes use an engine! Just attach to the "surface" of a fuel tank!
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 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 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 ago“Spool up time” … should be listed in the performance window of the designer now I think.
1.7 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!
1.7 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.
1.7 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 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 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 ago@Toinkove <—— aka toinkertoy on steam
1.8 years ago@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 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 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@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 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 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 agoThere is a way, but not in the game.
1.8 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.
1.8 years ago