Lots of math. And a firm understanding of the game's vector-space. Oh and lots of patience. One more thing, Unity is left-handed, so you have to accommodate for that in your math. If you can make a program to calculate your orbital parameters in vizzy, then you've already got the math and understanding needed for what you ask
I'll give you a hint. If you post things people are interested in, especially if you upload things you make in the game, you'll get more than enough upvotes without having to ask
The bank angle is literally the angle between the span of the wings and the ground, regardless of direction. This will always be a number between 0(horizontal) and 90(vertical). The game uses the angle between the craft pitch axis and it's position vector(which is always pointed up) to determine the bank angle. You can do this yourself in vizzy:
{"abs" of {(90) - {(craft pitch axis) "angle" (nav position)}}}
Since the angle between craft pitch axis and nav position can only be 0-180, by subtracting it from 90, then you're left with a value between -90 and 90 depending on whether the craft is banking to the left or right.
@Toinkove but there is a point already established in the game, just not fully panned out as it should be.
IRL hypergolic engines are the ONLY kind guaranteed to restart as long as there's nothing broken and fuel remaining. Keralox, hydrolox, and methalox engines can only be started a handful of times at best without extensive maintanence and require an ignition source, typically hypergolic in nature.
In game, there is a check for all engine types to determine if the engine is restartable. Currently it's a binary system, solid engines can't restart, liquid engines can. But it could be made into a scale of 0-1 with differing values for different engine types. Values closet to 1 would have a better chance of relight, values closer to 0 would have a better chance of failing. Solid propellant and hypergolics would occupy the extreme ends of the spectrum with all other engine types somewhere between.
The system is already in place, it just needs to be adjusted slightly to get the desired effect
What I'm suggesting would look something like:
{round of({((position 1) - (position 2)) length}}
The "round of" block also has sqrt and some other options like floor and ceiling which specifically round down or up respectively. With the exception of the variables, all these block are on the operators tab in vizzy. Hope this helps
It would help if I knew a bit more about what you're trying to do, but I have a decent idea based off the context.
You can store your current and previous position as variables in vizzy and update them with each timestep. Since both positions are a vector, you can subtract one from the other to get the vector that connects both points. If you place that vector into a {length()} block it will give you the exact distance from point to point in meters. This will have the same decimal problem as before, but you can use the {round()} block to get whole numbers only.
It sounds like whatever you did works in a way, but it might not be the most efficient use of vizzy
You have to run a while loop that checks the targets position at least once a second(but probably more like every .1 seconds or faster) in order to update your target position variable in real time. If you set the position once and never update the variable, it won't change, even if the actual position changes over time. This is why your target seems to drift, as well as the fact that a specific ground position does not always occupy the same PCI coordinates because of the planet's rotation. If you sit motionless on the ground with your PCI coordinates displayed you'll see that everything moves even if it hasn't moved relative to the ground surface itself. The only way to remedy this is to rapidly update the current position like above
A quick Google search can give you plenty of sources for the equations and explanations of where the terms come from and why the math works out how it does. The info on Wikipedia isn't bad, but it's not easy to understand, so I suggest the NASA.gov pages with the relevant information since it's easier to follow along with.
@SamTheFox There's another way to do that too, but I can't remember off the top of my head. Either way though, it's as simple as copying the files into the proper folder or just saving them there in the first place lol
@plane918273645 yeah, that's a good point too. You agree to those terms when you sign up lol. If someone wants to use the site, they have to follow the rules or risk losing access. However, if they get banned from the site, there's nothing to stop them from continuing to play the game itself, especially if they legitimately purchased it. But without access to the site, you can't save backups, easily transfer crafts,etc between devices, or use anything made by other players. Some of this is basic functionality for the game which shouldn't be dependent on a seperate website. IDK, it's not really a big deal anyway because most people will go out of their way NOT to get banned, and even if they do, it's not hard to set up a new email address and use a VPN to change your ISP, etc and just make a new account
If you check the pinned comments in the #Vizzy channel of the discord, you'll find a couple resources for this that include other ways to format text or numbers as well
Interesting suggestion there. I feel like if you get banned, then any crafts/systems/etc you've uploaded should remain on the site but not be upvoteable. If you get banned, there's probably a good reason for it, but that doesn't mean you should also lose all your progress with the game, especially if other players also use your creations. Something for the devs/mods to figure out lol
I know basically nothing about Mac or iOS, so I can't give you a definite answer. I would assume that much like Windows you'd have to download the mod(s) and remember where they got saved to(preferably you'd make a new folder just for that). Then, depending on where the game itself is stored on your os (for example the C: folder on windows), you'd want to copy an paste the mod files into it. I'm not sure cause I haven't bothered with mods yet, but the game might have a built in mod menu somewhere in the settings, idk. I'm sure other players know alot more about it than me lol
I don't exactly have that issue, but I can agree that the designer tool in mobile is very difficult to use. It's always in the wrong place at the wrong time, too small for your fingers, and doesn't respond to input sometimes. I wish they could find a better way to give us the functionality, but I don't know how that would work with mobile. If you can afford a Bluetooth keyboard, you can use the same hotkeys as PC and eliminate the need for the button system, but that's not something many players would do
I'll be surprised if your PC doesn't spontaneously combust by the time you finish this project! Great progress and dedication, I'd have given up long ago with a cartoony looking mess
@Toinkove that's a great analogy, pretty close to what I would've used myself. It's basically how a high school physics teacher would introduce the topic of Newtonian physics to class(along with some kind of visual demonstration involving a toy car rolling down sloped track).
To add a bit for clarity, acceleration(and deceleration) is always positive because it requires some type of force effecting the body. An object falls toward the ground because of gravitational force(downward acceleration), the air in it's path imparts drag force(upward acceleration), and when the two balance each other then acceleration is 0(terminal velocity). In the absence of these forces(or any others), then an object would never have any acceleration. This is all regardless of velocity or direction of motion/force applied.
Acceleration is a vector quantity
A=F•m
since F is a directional force(vector), m is mass(scalar), and a scalar times a vector is always a vector in the same direction but of a different length.
Velocity is also a vector and typically represents the path of motion of an object(assuming some outside force doesn't change that), so it's common to accept any acceleration that increases velocity length as positive "acceleration" and any acceleration that decreases velocity length as negative "deceleration". Acceleration can be in any direction though, so it doesn't necessarily mean the velocity vector's length(the actual "speed" of the object) will change with a given acceleration vector, the direction of velocity is instead effected.
If the angle measures between the two vectors
[Angle(v)(a)]
Is less than 90°, then it's likely acceleration, and if the angle is greater than 90°, then it's likely deceleration, but only if the length of v changes respectively.
PS, I realize there's a lot more to it than that, especially since I'm leaving out angular moment and rotational acceleration, but that's waaaaaay beyond anything I'm capable of explaining in a reasonable manner
Also, yes, I am dumb and respond to random posts with entire essay sized comments XP
What is your payload made of? Is it a crew cabin with docking ports? A fuel tank? Something else? How big is it and the launch vehicle? How fast does it go? TWR? What altitude does it usually fail at? What are your physics settings like? Tinker panel? Am I ever gonna run out of questions? No? O.o
@Toinkove true, but the mobile version always has its own set of bugs and stuff to deal with, so we'll see how that goes. I play a bit on PC too, but don't have a lot of time to do so(unlike mobile, which is pretty much always with me). I have messed around with the most recent PC updates a bit(beta and normal) and I'm excited to see where the devs end up taking it as time goes on.
PS, My previous comment was just a failed attempt at a joke lol
So, it sounds like you should probably look up stuff like orbital mechanics and the Kepler Orbital Elements(trust me, the basic idea is easy even if the math behind it isn't). Most new players aren't gonna have much knowledge on the subject, but that's part of the point of the game: learning about the physics and stuff involved in spaceflight. You just have to keep trying and look up stuff that you have problems with(also, continue to ask questions here and/or the discord server).
Now, to answer your question:
Inclination is the angle of your orbit relative to the planet's equator. If inclination is 0° then your orbit is perfectly around the equator(from west to east), if inclination is 90° then your orbit goes from pole to pole(south to north). The thing is, inclination can be anywhere from 0° to 180° depending on the direction of orbit over the planet. 180° is the same as 0° except in the opposite direction(east to west instead of west to east).
For a 100° inclination, you'd want to launch your rocket at either 100° or 280° on the nav sphere(both will give you the same inclination) and hope you don't need to adjust it much(depending on where you launch from, you might have a bit of difficulty getting to the correct inclination). If you do need to adjust things, you can use the burn planner to make things easier, but you'll probably want a tutorial on that as well if you're not familiar with how it works
Hmmm. Not sure what's going on there, but it must be an error of some sort. I can still download crafts and stuff on mobile no problem(I literally just checked), so it's probably not the site itself, but I don't know for sure. Sorry that's happening to you, it must suck. Hopefully it gets fixed soon if possible
That's not possible with the game as it is. While the mobile version is generally optimized for phones/tablets, it's still basically the same as the PC version just with a slightly modified UI to make up for the lack of keyboard and mouse. Tilt controls(accelerometer) are common on mobile devices and nearly nonexistent on PC, so the devs probably decided it wasn't worth the extra time and effort.
As a side note, I prefer that this game doesn't have tilt controls because I tend to play while I'm in a car/bus that's moving and the game would pick up the vehicle's acceleration as me tilting the controller. I used to play a racing game with tilt controls until I realized that it was impossible to steer like that in a moving vehicle
You can't really target it which is probably a big part of why it seems to not be there anymore. For a while there, the only way to target it was to target the general position at a few meters ASL which could be tricky. Then there's the fact that it wouldn't function like a real droneship because it's a structure, and players figured out ways to make functional droneships anyway
Lol my Inspiron legit has touchscreen but the game won't give me the analog sticks on the screen(however my Bluetooth controller works better anyway lol)
Keep in mind that some sites/apps don't support filesharing for whatever reason and the image/link still won't work, so if that's the case, upload the image to a different service and try again
You also have to remember to upload the picture to a website/app like discord, imgur, reddit, etc, etc in order to then copy the link into the formatting as stated below
Someone who knows more about this than me will probably correct me if I'm wrong, but I believe it has to do with floating point accuracy just like the limit on physics distance. You can't time warp in atmosphere with engines active because of the lift/drag calculations, and you can't change time warp speed with engines active because the orbital equations are calculated based off time. Ion engines are the exception because the thrust is so low that it doesn't really matter
I mean, that's already technically a thing, you just have to upload everything to this site manually and then redownload it on the other device(s). That can be time intensive and relies on the user uploading things immediately after making them to minimize the chance of losing them, however it also gives the user control over how much data is being transferred or stored on a device which is much more desirable.
@Toinkove I haven't dug into it that far. I literally played the first contract just to check out the new setup for career mode. I'll have to check it out some more and see if I missed anything else
Honestly I'm not sure if that would work or not (I'm probably wrong though, idk). Vizzy is already an interpreted language running off another interpreted language which comes with its own set of limitations and issues. Hopefully someone who knows more about it than me can help you if that's possible
As great of an idea as that is, I could see some people taking advantage of it to troll or harass others. Still, much like YouTube, there is a good use for it since downvotes would indicate if something is good/useful or not a lot better than upvotes alone(a craft with 50 upvotes alone must be good, but a craft with 50 upvotes and 100 downvotes must be bad). YouTube removed the ability to downvotes videos, and now terrible videos are receiving huge praise because they can't be marked with downvotes, and I can see how that's probably happening here too
@Zenithspeed That's actually not a bad idea. I love how much educational use the game and this site can have, especially since it's mostly the users(us) that make it that way. I'm interested to see what you can come up with.
As far as organization of the forum posts goes, maybe try a "master" forum post that has a list of links to individual posts. That way, you still get the benefits of a new post each time while also having an easy way to find all the posts in one spot(that and it doesn't fill your bio page with links lol). All you gotta do is edit the new link in for each new post, or just comment and pin the links
To add to the previous comments, once you get to the main menu(blue screen with a star and whatever recent craft displayed on top of a play button) if you press the play button it opens a menu with a list of options to play with. The first 2 are the tutorials, one for the craft designer, one for flight view, the next two are the same, but the standard "sandbox" mode, and the rest are challenge missions(still mostly "sandbox" but with specific goals/rules to follow).
You can go through the tutorials as much as you want, and the challenges are always replayable too. I suggest doing the tutorials a couple more times, then giving it a go at the challenges to learn more and practice different techniques. There's also technically a couple tutorial challenges, one for docking and another for landing a shuttle that are worth checking out.
Controls are the same across all devices, except for a few optimizations for touch controls/keyboard depending on the device. You can easily and reliably use the nav-sphere and other UI buttons to control any craft without the joysticks, etc. However, the joysticks are easier to use for airplane flight and good in a pinch with rockets.
Most inputs can be remapped to "sliders" that you can pop up next to the throttle slider and they work the same except in both directions(-1 to 1 instead of 0 to 1). These can be used to control parts of a craft that aren't easily controlled another way such as cargo bay doors, rotators, motors, etc. You can also use them to control individual control surfaces(ie, an airbrake) seperately from pitch, yaw, and roll.
The power button in the bottom corner is only for activating the next stage, it does not turn things off, only on. If you want to be able to turn things on and off with a toggle, use "Activation Groups". In flight, you can open the AG panel with button on the right side of the screen above the joystick toggle. The AG panel will pop up next to the power button and give you a list of toggleable buttons linked to various parts/systems on the rocket. By default, there 3 AGs set(Landing Gear, RCS, and Solar Panels) but there's a max of 10 AGs per craft(you can get more if you use additional command chips, etc).
An engine linked to an AG can be toggled on and off without even having to activate the stage it's in(best for aircraft since the engines can't be shut down after the stage is activated).
My advice is to look up tutorials on YouTube and download so
@PianoZystersAerospace my settings are custom too. But I have everything set to max except for water, shadows, and reflections which are all set to low. Start with everything on a low setting(except physics leave that high) and slowly increase things until you can't play again so you know what settings you can actually use
@PianoZystersAerospace as are mine. What I mean is, have you set most of your sliders to high and turned on all effects/options? Or is everything set to low and all the extra stuff turned off? Or somewhere in between
I should also mention that the settings that tax your system the most are water, shadows, and reflections. Just set them all to low or medium and see if that works. My 8gb ram phone runs this game with no problems as long as those particular settings are all low/off even if everything else is maxed out
What are your settings like? I can run the game at nearly maxed everything on my PC, but if I actually max out all the settings, it crashes immediately after the first stage activates on any craft. That's with 32GB ram and an average graphics card, so you probably just need to drop your graphics settings to medium or low
Anyone heard about this 217km Su-57 kill in Ukraine? Seems like a record long range
No, but that doesn't sound unrealistic for modern long range Air-to-air missiles. Radar guided missiles can use ground based radar and AWACS radar signals for guidance well beyond the range of the radar on the jet that fired it. "Fire and forget" "over the horizon" AMRAAM missiles assisted in such a way are basically standard these days, and can have a range in excess of 400km.
A little late for that, but I feel the sentiment there. The new name is good, but it doesn't tell you anything about the game like the old one did.
RIP
+1 one month ago@CloakPin thanks 😊
one month ago@PeriodicAerospace That's what they said 10 years ago 🤦
+1 one month agoNow I'm interested in what you're trying to do. Making a gun or something that's not exactly straightforward to build in this game?
one month agoLots of math. And a firm understanding of the game's vector-space. Oh and lots of patience. One more thing, Unity is left-handed, so you have to accommodate for that in your math. If you can make a program to calculate your orbital parameters in vizzy, then you've already got the math and understanding needed for what you ask
one month agoI'll give you a hint. If you post things people are interested in, especially if you upload things you make in the game, you'll get more than enough upvotes without having to ask
one month agoThe bank angle is literally the angle between the span of the wings and the ground, regardless of direction. This will always be a number between 0(horizontal) and 90(vertical). The game uses the angle between the craft pitch axis and it's position vector(which is always pointed up) to determine the bank angle. You can do this yourself in vizzy:
{"abs" of {(90) - {(craft pitch axis) "angle" (nav position)}}}
Since the angle between craft pitch axis and nav position can only be 0-180, by subtracting it from 90, then you're left with a value between -90 and 90 depending on whether the craft is banking to the left or right.
one month ago@Toinkove but there is a point already established in the game, just not fully panned out as it should be.
IRL hypergolic engines are the ONLY kind guaranteed to restart as long as there's nothing broken and fuel remaining. Keralox, hydrolox, and methalox engines can only be started a handful of times at best without extensive maintanence and require an ignition source, typically hypergolic in nature.
In game, there is a check for all engine types to determine if the engine is restartable. Currently it's a binary system, solid engines can't restart, liquid engines can. But it could be made into a scale of 0-1 with differing values for different engine types. Values closet to 1 would have a better chance of relight, values closer to 0 would have a better chance of failing. Solid propellant and hypergolics would occupy the extreme ends of the spectrum with all other engine types somewhere between.
The system is already in place, it just needs to be adjusted slightly to get the desired effect
2 months ago@deepfriedfrenchtoast that would help on PC, but not on mobile which is what I'm stuck with for now unfortunately
2 months agoWhat I'm suggesting would look something like:
{round of({((position 1) - (position 2)) length}}
The "round of" block also has sqrt and some other options like floor and ceiling which specifically round down or up respectively. With the exception of the variables, all these block are on the operators tab in vizzy. Hope this helps
2 months agoIt would help if I knew a bit more about what you're trying to do, but I have a decent idea based off the context.
You can store your current and previous position as variables in vizzy and update them with each timestep. Since both positions are a vector, you can subtract one from the other to get the vector that connects both points. If you place that vector into a {length()} block it will give you the exact distance from point to point in meters. This will have the same decimal problem as before, but you can use the {round()} block to get whole numbers only.
It sounds like whatever you did works in a way, but it might not be the most efficient use of vizzy
2 months agoYou have to run a while loop that checks the targets position at least once a second(but probably more like every .1 seconds or faster) in order to update your target position variable in real time. If you set the position once and never update the variable, it won't change, even if the actual position changes over time. This is why your target seems to drift, as well as the fact that a specific ground position does not always occupy the same PCI coordinates because of the planet's rotation. If you sit motionless on the ground with your PCI coordinates displayed you'll see that everything moves even if it hasn't moved relative to the ground surface itself. The only way to remedy this is to rapidly update the current position like above
one year agoA quick Google search can give you plenty of sources for the equations and explanations of where the terms come from and why the math works out how it does. The info on Wikipedia isn't bad, but it's not easy to understand, so I suggest the NASA.gov pages with the relevant information since it's easier to follow along with.
1.7 years ago@SamTheFox There's another way to do that too, but I can't remember off the top of my head. Either way though, it's as simple as copying the files into the proper folder or just saving them there in the first place lol
1.7 years ago@plane918273645 yeah, that's a good point too. You agree to those terms when you sign up lol. If someone wants to use the site, they have to follow the rules or risk losing access. However, if they get banned from the site, there's nothing to stop them from continuing to play the game itself, especially if they legitimately purchased it. But without access to the site, you can't save backups, easily transfer crafts,etc between devices, or use anything made by other players. Some of this is basic functionality for the game which shouldn't be dependent on a seperate website. IDK, it's not really a big deal anyway because most people will go out of their way NOT to get banned, and even if they do, it's not hard to set up a new email address and use a VPN to change your ISP, etc and just make a new account
+1 1.7 years ago@YaMomzBox420 also, instead of the hex code, you can just type the name of the color(ie, <color=blue>)
1.7 years agoIf you check the pinned comments in the #Vizzy channel of the discord, you'll find a couple resources for this that include other ways to format text or numbers as well
1.7 years agoInteresting suggestion there. I feel like if you get banned, then any crafts/systems/etc you've uploaded should remain on the site but not be upvoteable. If you get banned, there's probably a good reason for it, but that doesn't mean you should also lose all your progress with the game, especially if other players also use your creations. Something for the devs/mods to figure out lol
+6 1.7 years agoI know basically nothing about Mac or iOS, so I can't give you a definite answer. I would assume that much like Windows you'd have to download the mod(s) and remember where they got saved to(preferably you'd make a new folder just for that). Then, depending on where the game itself is stored on your os (for example the C: folder on windows), you'd want to copy an paste the mod files into it. I'm not sure cause I haven't bothered with mods yet, but the game might have a built in mod menu somewhere in the settings, idk. I'm sure other players know alot more about it than me lol
1.7 years agoI don't exactly have that issue, but I can agree that the designer tool in mobile is very difficult to use. It's always in the wrong place at the wrong time, too small for your fingers, and doesn't respond to input sometimes. I wish they could find a better way to give us the functionality, but I don't know how that would work with mobile. If you can afford a Bluetooth keyboard, you can use the same hotkeys as PC and eliminate the need for the button system, but that's not something many players would do
1.7 years agoI'll be surprised if your PC doesn't spontaneously combust by the time you finish this project! Great progress and dedication, I'd have given up long ago with a cartoony looking mess
1.8 years agoLol I could only imagine the part count and in game cost of such a behemoth! Great detailing and good luck! Your device probably needs it XP
1.8 years ago@Toinkove that's a great analogy, pretty close to what I would've used myself. It's basically how a high school physics teacher would introduce the topic of Newtonian physics to class(along with some kind of visual demonstration involving a toy car rolling down sloped track).
To add a bit for clarity, acceleration(and deceleration) is always positive because it requires some type of force effecting the body. An object falls toward the ground because of gravitational force(downward acceleration), the air in it's path imparts drag force(upward acceleration), and when the two balance each other then acceleration is 0(terminal velocity). In the absence of these forces(or any others), then an object would never have any acceleration. This is all regardless of velocity or direction of motion/force applied.
Acceleration is a vector quantity
A=F•m
since F is a directional force(vector), m is mass(scalar), and a scalar times a vector is always a vector in the same direction but of a different length.
Velocity is also a vector and typically represents the path of motion of an object(assuming some outside force doesn't change that), so it's common to accept any acceleration that increases velocity length as positive "acceleration" and any acceleration that decreases velocity length as negative "deceleration". Acceleration can be in any direction though, so it doesn't necessarily mean the velocity vector's length(the actual "speed" of the object) will change with a given acceleration vector, the direction of velocity is instead effected.
If the angle measures between the two vectors
[Angle(v)(a)]
Is less than 90°, then it's likely acceleration, and if the angle is greater than 90°, then it's likely deceleration, but only if the length of v changes respectively.
PS, I realize there's a lot more to it than that, especially since I'm leaving out angular moment and rotational acceleration, but that's waaaaaay beyond anything I'm capable of explaining in a reasonable manner
Also, yes, I am dumb and respond to random posts with entire essay sized comments XP
1.8 years agoThat's because the devs decided to troll all us mobies XP
1.8 years agoWhat is your payload made of? Is it a crew cabin with docking ports? A fuel tank? Something else? How big is it and the launch vehicle? How fast does it go? TWR? What altitude does it usually fail at? What are your physics settings like? Tinker panel? Am I ever gonna run out of questions? No? O.o
1.8 years ago@Toinkove true, but the mobile version always has its own set of bugs and stuff to deal with, so we'll see how that goes. I play a bit on PC too, but don't have a lot of time to do so(unlike mobile, which is pretty much always with me). I have messed around with the most recent PC updates a bit(beta and normal) and I'm excited to see where the devs end up taking it as time goes on.
PS, My previous comment was just a failed attempt at a joke lol
1.8 years agoNEVER!!! (There is no update for mobile ;)
Jk lol but it feels like it at this point XP
1.8 years agoSo, it sounds like you should probably look up stuff like orbital mechanics and the Kepler Orbital Elements(trust me, the basic idea is easy even if the math behind it isn't). Most new players aren't gonna have much knowledge on the subject, but that's part of the point of the game: learning about the physics and stuff involved in spaceflight. You just have to keep trying and look up stuff that you have problems with(also, continue to ask questions here and/or the discord server).
Now, to answer your question:
Inclination is the angle of your orbit relative to the planet's equator. If inclination is 0° then your orbit is perfectly around the equator(from west to east), if inclination is 90° then your orbit goes from pole to pole(south to north). The thing is, inclination can be anywhere from 0° to 180° depending on the direction of orbit over the planet. 180° is the same as 0° except in the opposite direction(east to west instead of west to east).
For a 100° inclination, you'd want to launch your rocket at either 100° or 280° on the nav sphere(both will give you the same inclination) and hope you don't need to adjust it much(depending on where you launch from, you might have a bit of difficulty getting to the correct inclination). If you do need to adjust things, you can use the burn planner to make things easier, but you'll probably want a tutorial on that as well if you're not familiar with how it works
+2 1.8 years agoHmmm. Not sure what's going on there, but it must be an error of some sort. I can still download crafts and stuff on mobile no problem(I literally just checked), so it's probably not the site itself, but I don't know for sure. Sorry that's happening to you, it must suck. Hopefully it gets fixed soon if possible
1.8 years agoThat's not possible with the game as it is. While the mobile version is generally optimized for phones/tablets, it's still basically the same as the PC version just with a slightly modified UI to make up for the lack of keyboard and mouse. Tilt controls(accelerometer) are common on mobile devices and nearly nonexistent on PC, so the devs probably decided it wasn't worth the extra time and effort.
As a side note, I prefer that this game doesn't have tilt controls because I tend to play while I'm in a car/bus that's moving and the game would pick up the vehicle's acceleration as me tilting the controller. I used to play a racing game with tilt controls until I realized that it was impossible to steer like that in a moving vehicle
1.8 years agoYou can't really target it which is probably a big part of why it seems to not be there anymore. For a while there, the only way to target it was to target the general position at a few meters ASL which could be tricky. Then there's the fact that it wouldn't function like a real droneship because it's a structure, and players figured out ways to make functional droneships anyway
+1 1.8 years agoLol I noticed the same thing... It's a conspiracy! XP
1.9 years agoLol my Inspiron legit has touchscreen but the game won't give me the analog sticks on the screen(however my Bluetooth controller works better anyway lol)
1.9 years agoKeep in mind that some sites/apps don't support filesharing for whatever reason and the image/link still won't work, so if that's the case, upload the image to a different service and try again
1.9 years agoYou also have to remember to upload the picture to a website/app like discord, imgur, reddit, etc, etc in order to then copy the link into the formatting as stated below
1.9 years agoSomeone who knows more about this than me will probably correct me if I'm wrong, but I believe it has to do with floating point accuracy just like the limit on physics distance. You can't time warp in atmosphere with engines active because of the lift/drag calculations, and you can't change time warp speed with engines active because the orbital equations are calculated based off time. Ion engines are the exception because the thrust is so low that it doesn't really matter
1.9 years agoI mean, that's already technically a thing, you just have to upload everything to this site manually and then redownload it on the other device(s). That can be time intensive and relies on the user uploading things immediately after making them to minimize the chance of losing them, however it also gives the user control over how much data is being transferred or stored on a device which is much more desirable.
1.9 years ago@Toinkove I haven't dug into it that far. I literally played the first contract just to check out the new setup for career mode. I'll have to check it out some more and see if I missed anything else
1.9 years ago@Toinkove yeah, I remember a couple references to that name around the time that the "new" system (including Brigo) was first released
1.9 years agoHonestly I'm not sure if that would work or not (I'm probably wrong though, idk). Vizzy is already an interpreted language running off another interpreted language which comes with its own set of limitations and issues. Hopefully someone who knows more about it than me can help you if that's possible
1.9 years agoAs great of an idea as that is, I could see some people taking advantage of it to troll or harass others. Still, much like YouTube, there is a good use for it since downvotes would indicate if something is good/useful or not a lot better than upvotes alone(a craft with 50 upvotes alone must be good, but a craft with 50 upvotes and 100 downvotes must be bad). YouTube removed the ability to downvotes videos, and now terrible videos are receiving huge praise because they can't be marked with downvotes, and I can see how that's probably happening here too
1.9 years ago@Zenithspeed That's actually not a bad idea. I love how much educational use the game and this site can have, especially since it's mostly the users(us) that make it that way. I'm interested to see what you can come up with.
As far as organization of the forum posts goes, maybe try a "master" forum post that has a list of links to individual posts. That way, you still get the benefits of a new post each time while also having an easy way to find all the posts in one spot(that and it doesn't fill your bio page with links lol). All you gotta do is edit the new link in for each new post, or just comment and pin the links
+1 2.0 years agoAlso, welcome to the SimpleRockets community, and I hope you enjoy your stay
2.0 years agoTo add to the previous comments, once you get to the main menu(blue screen with a star and whatever recent craft displayed on top of a play button) if you press the play button it opens a menu with a list of options to play with. The first 2 are the tutorials, one for the craft designer, one for flight view, the next two are the same, but the standard "sandbox" mode, and the rest are challenge missions(still mostly "sandbox" but with specific goals/rules to follow).
You can go through the tutorials as much as you want, and the challenges are always replayable too. I suggest doing the tutorials a couple more times, then giving it a go at the challenges to learn more and practice different techniques. There's also technically a couple tutorial challenges, one for docking and another for landing a shuttle that are worth checking out.
Controls are the same across all devices, except for a few optimizations for touch controls/keyboard depending on the device. You can easily and reliably use the nav-sphere and other UI buttons to control any craft without the joysticks, etc. However, the joysticks are easier to use for airplane flight and good in a pinch with rockets.
Most inputs can be remapped to "sliders" that you can pop up next to the throttle slider and they work the same except in both directions(-1 to 1 instead of 0 to 1). These can be used to control parts of a craft that aren't easily controlled another way such as cargo bay doors, rotators, motors, etc. You can also use them to control individual control surfaces(ie, an airbrake) seperately from pitch, yaw, and roll.
The power button in the bottom corner is only for activating the next stage, it does not turn things off, only on. If you want to be able to turn things on and off with a toggle, use "Activation Groups". In flight, you can open the AG panel with button on the right side of the screen above the joystick toggle. The AG panel will pop up next to the power button and give you a list of toggleable buttons linked to various parts/systems on the rocket. By default, there 3 AGs set(Landing Gear, RCS, and Solar Panels) but there's a max of 10 AGs per craft(you can get more if you use additional command chips, etc).
An engine linked to an AG can be toggled on and off without even having to activate the stage it's in(best for aircraft since the engines can't be shut down after the stage is activated).
My advice is to look up tutorials on YouTube and download so
2.0 years ago@PianoZystersAerospace my settings are custom too. But I have everything set to max except for water, shadows, and reflections which are all set to low. Start with everything on a low setting(except physics leave that high) and slowly increase things until you can't play again so you know what settings you can actually use
2.0 years ago@PianoZystersAerospace as are mine. What I mean is, have you set most of your sliders to high and turned on all effects/options? Or is everything set to low and all the extra stuff turned off? Or somewhere in between
2.0 years agoTOO MANY PICTURES!!! LOL
+4 2.0 years agoI should also mention that the settings that tax your system the most are water, shadows, and reflections. Just set them all to low or medium and see if that works. My 8gb ram phone runs this game with no problems as long as those particular settings are all low/off even if everything else is maxed out
2.0 years agoWhat are your settings like? I can run the game at nearly maxed everything on my PC, but if I actually max out all the settings, it crashes immediately after the first stage activates on any craft. That's with 32GB ram and an average graphics card, so you probably just need to drop your graphics settings to medium or low
2.0 years agoNo, but that doesn't sound unrealistic for modern long range Air-to-air missiles. Radar guided missiles can use ground based radar and AWACS radar signals for guidance well beyond the range of the radar on the jet that fired it. "Fire and forget" "over the horizon" AMRAAM missiles assisted in such a way are basically standard these days, and can have a range in excess of 400km.
2.0 years ago