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    @RocketScienceCo not exactly. There's legal reasons why it has to be the way it is. The apple and Android app stores are very specific with their terms and conditions, which is why certain features like mods are unavailable without the steam version. I just don't think Jundroo could convince those companies to change or bend the rules of their app stores just for a single game. And you can't just copy/paste the files off of steam since they add their own files to the game(the steam launcher), so the devs would get sued for copyright with their own game. Of course, the devs could easily upload their source code to any other app/game store, but none are as popular or easy to use as steam, iOS, and Android app stores, plus they all have different rules etc.

    I get what you're saying and it would be cool, but there's a lot of behind the scenes stuff that makes it hard to change anything

    2.6 years ago
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    @SmurfResearchX @MaxQAerospaceSingapore you're welcome! Ive come to the conclusion that the free sharing of ideas and info is the best way for us to advance as a species. Plus, it's my turn to give back to the community that's given so much to me!

    2.6 years ago
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    @RocketScienceCo possibly, but the iOS and Android versions(mobile only) are specifically optimized for mobile devices to allow anyone to play with any device. A PC can run the same app with no problems, but it can't exceed the performance usage of a smartphone or tablet even if your computerhas plenty of CPU/RAM/GPU to spare. Short of making a third version that's both mobile and PC compatible with a bunch of extra code to tell what kind of device and it's capabilities, the devs can't really change that until device capabilities improve enough to handle better graphics, etc.

    2.6 years ago
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    Yes. The app store version is optimized for mobile and will work on most computers, but the performance is limited to what mobile devices can support. You need the steam version to run at it's full potential

    2.6 years ago
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    The 3rd link down is the one I'm trying to share. Unfortunately, I can't copy the link, so I figured this would be the next best way to do that. Just use the same google search term and find the link for the book; download the PDF file, and you're good to go!

    2.6 years ago
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    @SmurfResearchX I used that one too, but the one I linked is a bit more intuitive in the way it works out each element. Still, it's a great one to use as well. I also found a complete book on physics for aerospace engineers in PDF format, but I can't copy the link to share it. Maybe I can take a screenshot of the Google search that leads to it so others can find it. It's probably the best one stop shop for anything orbital mechanics including maneuver calculations

    2.6 years ago
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    @MaxQAerospaceSingapore it's not that hard to find what you're looking for, just gotta know how to use Google to sort the results for you. This is already pinned on SRC discord, but here's my resource for that: https://oer.pressbooks.pub/lynnanegeorge/chapter/chapter-3-the-classical-orbital-elements-coes/

    2.6 years ago
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    Lots of math. Some of that is easily accessible in vizzy now, but the rest comes from equations

    2.6 years ago
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    I'm not sure exactly how to describe the frame of reference for PCI. Earth Centered Inertial(ECI) is what it's based off, but ECI uses actual celestial bodies (specifically certain stars in certain constellations because they're in a fixed location relative to our reference frame) to find the x and y axes. PCI is different though since Unity uses a "left-handed" coordinate system as opposed to "right-handed" like ECI, so the Y axis points up through the north pole as opposed to the Z axis like in ECI

    2.6 years ago
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    @ChaoticGraviton lol that's a good burn! 🔥

    2.6 years ago
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    @NEOSTAR Great explanation, that's probably the best way to do that on PC. You could alternately use Win+G to open the game bar and take screenshots or record video on Windows 10(or 11). The in game screenshot quality may be related to your graphics settings, but I'm not sure. There's definitely some graphical changes when using the games camera since the FOV and zoom level are applied globally and involve blurring/focusing like a real camera lense system, so that could also be part of the problem, although antialiasing should mostly get rid of that

    +1 2.6 years ago
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    @Zenithspeed lol good point! I still think it's a cool idea though. Maybe give people premade templates that they can't abuse like that(besides company names since those already have inappropriate words hidden in them sometimes) maybe it could be like a random logo generator that chooses from a list of templates based off the company's name, era of existence, tech level, and user preferences like color and stuff to give each a unique feel without allowing complete customization. Idk though, there's many ways to implement something like that

    +1 2.6 years ago
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    Lol "pubic channels" 🤣

    2.6 years ago
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    I mean, that's basically exactly what the DSC area is supposed to represent anyway right? Lol @plane918273645

    2.6 years ago
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    Scott Manley!

    +2 2.6 years ago
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    @N0tLogan earth IRL. Since Droo is just a smaller version of earth, it should be pretty similar(I'm not exactly sure what the total difference in elevation is for Droo, but I know it's about 1/5 the size of earth, and Luna is roughly proportional, so that's where my numbers came from)

    +1 2.6 years ago
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    Not sure why everyone has such large numbers. 2-3 km should be more than enough unless your orbit just so happens to pass over the highest point on the moon. The highest point on Earth's surface is only about 11 km above Sea level, so I would expect the highest point on Luna(a much smaller moon with a relatively flatter surface from cratering) to be around 5km above the average surface level or 10 km above the lowest elevation

    2.6 years ago
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    @N0tLogan that sounds about right. Theoretically you could orbit at only a few feet off the ground, but to safely orbit, it takes a few hundred to a thousand meters average altitude to make sure you don't crash into something like a mountain or crater rim

    +1 2.6 years ago
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    He is the most standard of the standardized Droonaut standard training standards. He is so standard in fact that it might just be better to call it default since there's nothing below standard here.

    2.6 years ago
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    I guess I'll just rank these in order with a quick explanation for each:

    2) Easily the best of the 4! All the hallmarks of good composition(rule of 3rds, balance, contrast, etc) are present, but not overwhelming. The subject matter is great too! Easily 9/10

    4) Same as above, but a different effect is achieved in this photo. By shrinking the subjects into the midground of the photo, it emphasizes the vastness of space around it. You've also maximized on contrast with positioning of the light source, which works well with the subject matter. 8/10

    1) Also a good photo, but it just doesn't pop like the others. Great use of perspective to show the base, but it might work better from a larger distance or lower angle with high FOV. Also, some local terrain to judge the scale of things by would help. 7.5/10

    3) Not sure what I'm looking at here. Some sort of landmass surrounded by water with a large black tower that seems to be waay too big given the perspective. Not sure how to improve it besides changing the viewing angle to show the proper scale of the object, or maybe adding something else to the fore/background to help with that. Otherwise, it's not a bad photo, just confusing(although that might be exactly what you want?). 7/10

    Honestly they're all better than the average photos from the game, and even better than a lot of the photos I get myself(although I don't really try that often so 🤷)

    +1 2.6 years ago
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    @TronicOrbital there's also a bunch of people who've just moved on with life in general. A lot of us are in college or have jobs and families to deal with, so it means less time for games and forums. Plus, a lot of people(myself included) can't stick with just one game for too long before we're burned out, so I end up splitting my free time between a few different games depending on how I feel/what I'm doing.

    +1 2.6 years ago
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    I believe everything is 15 points per upvote with the exception of forums and videos as stated previously. Suggestions/bug reports obviously don't receive points because the former requires minimal effort, and the latter is just good feedback from player testing, both of which are more directly linked with the development process than any other categories.

    Look at the breakdown of points/upvoted per post on your profile page to see exactly how many points each type of post receives.

    +1 2.6 years ago
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    @Dereric agreed! Drogue chutes are the way to go at higher velocities/altitudes

    2.6 years ago
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    @Zenithspeed yeah, I think it's mostly just an issue with the way the game calculates heat buildup from drag as well as the particular XML value for "part explode temperature" or whatever it's called in the game. You can manually edit that attribute in tinker panel or XML, but it's weird that it's not set to a slightly lower value by default with the "newer" capsules/parts having a higher temp value to simulate better quality materials/design

    2.7 years ago
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    I'm not completely sure without experimenting with it myself, but I believe the game doesn't accept most symbols as an input(vizzy annoys me with this. I can type anything into a comment text, but trying to use certain symbols causes the game to convert it to a square or blank space. I'm not really sure if there's anything that can be done about it either

    2.7 years ago
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    @Zenithspeed parts breaking from heat is a weird mechanic. It sounds great in theory, but in practice, it does things that don't make sense. I've had rockets that blew up from heat damage during liftoff if pitch was just a couple degrees too low, but refused to burn up during re-entry even at orbital speeds. I also had to try to burn up the stock command pod, since even without a heat shield it still survives hitting the atmosphere at 6km/s(not every time, but enough to make me wonder why)

    2.7 years ago
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    @OverCAT yes and no. I know how it works in general, but actually making one is a whole different ball game(I'm kidding, but it's still kinda hard to do). I suggest checking out the #vizzy channel on the Simple Rockets discord since they have some pinned information about PIDs, and you can ask for help from people who really know what they're doing

    2.7 years ago
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    Proportional Integral Derivative controller. It's what you use when you want a smooth transition without overshoot, like the autopilot in the game, it tries to match the output to a predetermined value.

    2.7 years ago
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    @TritonAerospace It might not be the same, but if you got the recent beta version, then you have access to Overload now. It seems to be hidden in the tinker panel, I think show hidden properties has to be on, but it will have a new button that opens up the new window that lets you edit parts XML values among other things. You can click through different pages of info with the arrows at the top, but inputs aren't there. Until you click the (+) button which lets you add an input controller(as well as set a custom name for it). There doesn't seem to be a limit to how many you can have(although I still don't know if you can have two inputs controlling a single part yet), and funk should also be effective with it.

    2.7 years ago
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    @OverCAT okay, that's what I guessed, just had to make sure. You mean "Roll to Align Azimuth". I don't know of any specific crafts that have a code to do that, but I'm sure there's a few here somewhere.

    It's not the easiest thing to program since you have to use a PID if you want a smooth roll, plus it's not very straightforward in vizzy

    2.7 years ago
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    @NovaAerospace ahhh that's why it's familiar! Still, it looks great with the other stuff around it.

    2.7 years ago
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    I like that launchpad! Is it custom or some kind of prebuilt asset?

    2.7 years ago
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    What do you mean by roll program?

    2.7 years ago
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    @LegoJoe really cool secret stuff. There's things hidden all over if you know where to look. There's other posts about some of them if you just Google search "SR2 easter eggs".

    2.7 years ago
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    @SamTheFox lol good answer!

    2.7 years ago
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    The recent update is only open to beta testers on mobile platforms. I happened to get lucky a year ago and get in on the Google play beta so I can test stuff before it comes out, but I believe it's limited to a certain number of users. Steam, of course, doesn't have that restriction, but requires a PC.

    My suggestion is to just check if there's an open beta on the play store and join(it's real easy if you can).

    2.7 years ago
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    Yes

    2.7 years ago
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    @SamTheFox yeah, that or position. It's hard to know without more info though

    2.7 years ago
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    @SamTheFox agreed

    @Aquaflames4571 your current "what" vector? Position? Heading? Acceleration? Velocity? There's a lot of different vectors to work with here. You need to be more specific

    2.7 years ago
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    HOW THE HELL?

    I can't even make a simple tracking camera and you make this! I need to find something else to do with my time lol

    Seriously though, that's pretty impressive. I'm amazed at the level of detail and functionality you've gotten out of that! Waiting for the finished product is gonna be hard now

    2.7 years ago
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    @Staticalliam7 lol that's funny! Oregon is Boring. Such a Drain that there's no funny town names here.

    2.7 years ago
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    That's a pretty major improvement! The original looks pretty good, but the detail on the new one blows it away. Great job

    +1 2.7 years ago
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    @SamTheFox instructions unclear

    Added on/off button to parachute. Didn't work. Made vizzy code for button. Still didn't work. Manually clicked the button. Still didn't work. Gave up and clicked explode part. Parachute deployed

    2.7 years ago
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    @OverCAT sorry, I kinda assumed you were a noob who just wanted someone else to figure things out for them. 🤦 Still, experimentation is the best way to learn, especially in this game. Good luck with whatever you're working on

    2.7 years ago
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    But you won't learn anything like that! You have to experiment, figure things out by trial and error. If someone just tells you the information you want, you won't gain any knowledge, just copy and paste like cheating in school.

    You need to play with things and figure out what they do on your own. There's plenty of help from tooltips in the game, and people like Scott Manley and the Everyday Astronaut on YouTube have a ton of great videos about everything rocket related to learn from. I mostly play mobile myself and understand the frustration sometimes, but you should use it as a strength, not a weakness.


    I'll give you a little head start: you've already figured most of it out on your own. You can select engine types, fuel types, combustion cycles, etc in the designer by using the part properties tab. If you highlight the engine with part properties open, it will show you a blue button that says "analyze performance" that you can click on to open another window that shows everything you need to know about the engine(and craft in general). You can use this to see exactly how any changes effect the engines performance. Just play around with things until you know what each thing does and go from there

    2.7 years ago
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    Lol welcome to the club! We're green, but not with envy!

    +1 2.7 years ago
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    @OmniExplorationDivision You can undo a break in the code if you design your program to start back at the beginning of that loop somehow(there's a few ways to do this either with broadcast or custom expressions. You could also do it based off user input like AGs). Granted though, it might not be worth the effort depending on what you're code is supposed to do

    +1 2.7 years ago
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    Also, be prepared for some hardcore trolling XP

    2.7 years ago