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    @Zenithspeed I never really thought about checking for structures/etc. What I was thinking was more along the lines of some hidden information either within the orbit itself or in the objects properties themselves(ie, the density, gravity, etc etc)

    3.3 years ago
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    I think the real mystery is where it came from and how it got there. However, there's been a number of easter eggs found since the new system came out, so it's reasonable to assume that there would be something on T.T. Maybe there is something there, but it's not what you're looking for. And maybe they just haven't gotten around to adding anything there yet... Idk

    3.3 years ago
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    I mean technically you could just make an MFD with "flag" widget displayed on it. It currently supports Emojis, so just make a label widget with a flag emoji or whatever. Or for custom flags, design them fully using different types of widgets layered just the right way. Also, there's a way to import bitmaps to MFDs so really, anything is possible

    3.3 years ago
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    I'd suggest doing research on the space shuttle since it had a similarly asymmetric design. The SRBs were lined up with it's overall CoM, but the orbiter and it's main engines were well off the CoM. To make it work, the engines are pointed slightly away from the CoM, effectively pushing back toward the CoM. When you do the math to calculate the total thrust and it's vector of acceleration, if you got the angle right, everything will line up like it's supposed to, however it will be diagonal compared to the rocket's orientation.

    3.3 years ago
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    Agreed. I've had a lot of trouble with that myself and have had to completely give up on certain designs because it just wouldn't work the way I wanted it to. A potential solution involves using vizzy to set your hinge/piston to the desired position immediately after loading in to the flight mode. I doubt it would work for every situation, especially when collisions and stuff are important, but it might make things waaaay easier on you for the most part

    3.3 years ago
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    Watch Now!

    3.3 years ago
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    Update 2: The technical issues have nearly been resolved; however, OTF-3 has been delayed once more to NET 6:30PM PST (GMT-7). Please stand by.

    3.3 years ago
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    Due to technical issues with our livestream connection, OTF-3 has been delayed by 15 minutes to NET 6:15PM PST (GMT-7). We here at OrbITech apologize for the inconvenience and thank you for understanding.

    Updates will be posted here.

    3.3 years ago
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    Can't have "mods" on mobile due to the Terms of Service for both Android and iOS(They don't allow "third party" modifications to any apps on their platforms). Trust me, they won't change that either, so just get used to the idea of no mods for mobile.


    That being said, there is a few ways around that. Not only are all the crafts/systems/etc you can download off the site "technically" mods, but you can xml edit stuff on mobile all on your own. I don't really know the specifics of it, but it's definitely something you could try

    3.4 years ago
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    Now I wish I could afford a VR setup... Looks like a lot of fun! Maybe next year we can get SimpleRockets 2 VR for Christmas?

    3.4 years ago
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    Try the [While()] block without anything in the empty bubble and use [If(AGL>{whatever AGL the craft is at while grounded}) Then] followed by an [else if(AGL>15000) then] [Break]. The while loop will continue to run indefinitely once it's started, even with the (bubble) empty, but will only start during the specified conditions. The [if()then] block is the start of whatever process you want to do, everything after that is up to you. The [else if()then] is how you set where(or when) you want the code to stop repeating itself, and the [Break] block ends any any ongoing while loops(only if it's nested in that particular loop). Basically you want the while loop to break at a certain AGL, so just use [else if()then] with a [break], and any parts of code after that will also work just fine without weird interference

    +1 3.4 years ago
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    Turn explosions to high. Set resolution to max. Enjoy

    3.4 years ago
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    OTF-2 Currently Scheduled For: 4:00 PST GMT-7

    Click here for the video. Thanks!

    3.4 years ago
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    Man, that sucks! I don't know what I'd do if I lost my phone, but I probably wouldn't be as calm about it as you. Mad respect brah! Hopefully you find it soon(and if not, maybe a nice Christmas present to replace it with?).

    +3 3.4 years ago
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    I don't really know enough to say whether or not what you're asking is possible. Acceleration is measured as a vector, and there is a mathematical relation between acceleration and thrust, but I'm not sure if it would work in that context

    3.4 years ago
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    @PNSXK The "original" one(or whichever one the game counts as a real star) would be stationary, while the other stars would orbit like planets. You could have one star orbiting another star that's also orbiting another star, but you couldn't exactly create a "true" binary/trinary system like irl because of the way physics are handled in the game(rails instead of n-body)

    3.4 years ago
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    Technically yes and no... Basically it's possible to make a system like you asked about, but the game only allows one object to give off light like a star, so your second(or third) star(s) will basically just be large/dense planets

    3.4 years ago
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    Okay

    3.4 years ago
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    @AverageJoe "Ahhhhhh, I see," said the blind man as he peed into the wind, "it all comes back to me now!"

    +1 3.4 years ago
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    There actually is a way to xml edit on mobile, but it's not as easy to find as other features. I'm no expert, but I'm sure you could find resources to learn how to do it right

    3.4 years ago
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    @GLaDOSpOrtal22 honestly idk, but I don't remember getting very many emails from them.

    3.4 years ago
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    Well, I've used Gravatar and WordPress before(WordPress is the host for Gravatar), and never had any issues. In fact, I had to learn how to use both sites in school where they had really good web filters, etc, to keep us away from untrustworthy sites and such. Personally I have no problems with either site, and actually find it useful to have the accounts on them(You can basically host your own webpage for free using the two sites).


    That being said, I also understand why it would be easier(and potentially safer) to just use this site for everything and not have to use another site just to have a profile picture

    +1 3.4 years ago
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    You know, that could also be very helpful with wings, propellers, and some other stuff too. Imagine if you could place a wing, then "twist" it down the length to give you a varied angle of attack like most real wings. Or propellers/rotor blades that twist. Definitely something I've been wanting in this game!

    +1 3.4 years ago
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    @ChalxAerospace forgot to hit reply lol

    3.4 years ago
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    Not wifi, mobile data... But it seems to only be certain posts that don't display an image. I can look at other posts with images no problem. Idk what it is, but I suspect it's either the particular upload service used, or a server thing(I live in the US, so it might not let me view stuff from sites hosted on international servers, etc). Also I'm on google chrome, so it could just be a browser thing, trusted sites and all that jazz lol

    3.4 years ago
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    If you have Discord, you can upload the images there, then copy the link, and I know it works because I used it for my most recent posts with pictures. I used imgur in the past, but it turned out to be much easier to just use Discord since I'm already on there regularly anyway. Plus it saves me an entire app worth of space on my phone, so 🤷

    3.4 years ago
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    @ChalxAerospace @118Industries Screenshot

    3.4 years ago
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    Still don't see any images... 😬

    3.4 years ago
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    @SethShitpost *Spy satellite lol

    3.4 years ago
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    Nice! Welcome to the SimpleRockets community! That'll be a recurring monthly charge of $19.95 USD payable only through Dogecoin or Steam Gift Cards, thank you. 🥸 Jkjk lol


    Also, since you're new and seem to have missed it, you can visit the Post Formatting Guide to learn how to make clickable links and stuff(you already got the bullet points down 👍). Also, I'd take a quick peak at the Rules to make sure you don't accidentally invoke the wrath of the Great Droo... Best of luck and make sure to have fun!

    +2 3.4 years ago
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    @Zenithspeed sorry, I forgot to add comments, etc into that too. But yeah, I don't really think it matters too much. I'm sure a lot of people check the forums pretty regularly like I do(I got work a lot, but I'll still scroll through the Newest Posts list till I get to stuff that hasn't changed). I don't always comment on stuff(even when I really wan to) but I try to help people out with questions and stuff as much as I can. I would assume that most people are different and either comment on anything they find interesting, or just don't comment at all. I also suspect that a lot of users on this site don't look at anything beyond the main tabs on the forums and craft sections

    3.4 years ago
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    Idk... Personally I don't think the time of day matters. I've posted stuff at completely random times, and it doesn't seem to effect it's visibility on the site. Either people respond or they don't. Some users seem to have regular schedules where they're usually online at the same times everyday, but it's different for each individual, so trying to schedule your posts around that isn't worth it unless you have a specific user in mind. It also depends on the kind of post: I notice that teasers, questions(help), and videos get more traffic than anything else over a short period of time, but announcements and craft/system posts get more traffic over a long period of time. Also, I feel like 70% of the users on this site DON'T UPVOTE anything besides a couple forum posts and a craft or two. Otherwise it's the same 25% of users at most who do upvote everything else.

    3.4 years ago
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    @Astrolidon I mean, IRL if a company is developing/designing something but they have problems or just can't figure something out, they hire a "consultant" to do the work or solve the problem at hand. Your offered service, by that definition, would be considered that of a "consulting firm". That being said, you can call it whatever you like since it's your business

    +2 3.4 years ago
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    @AshtvinayakAerospace @Astrolidon how about call it consultation?

    3.4 years ago
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    Interesting... I noticed something similar myself but didn't think too much of it at the time... Definitely makes you wonder if it's deliberate or not. It very well could just be a bug that nobody's complained about yet. Idk though

    3.4 years ago
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    @AverageJoe lol I pretty much tried everything. I started off with normal wings mirrored around the hub. That didn't work. I adjusted the angles. That didn't work. I checked the lift vectors, tried all the airfoils, tested different rpms/torque on the motor, etc, etc. I xml scaled the wings up and down(tiny wings made huge and huge wings made tiny) but that only made it worse. I only had one "successful" test with it, but that was caused by the scaled down wings breaking the game, and I uploaded that version of the craft if you wanna check it out. I think I might've just broken that particular craft by messing with it too much. I've had it happen before where I mess with something to make it work better and it just gets worse even when I try to change it back(especially in vizzy. I'll have 90% of a functioning program, go to add the last 10%, and suddenly none of the program works even after reverting to an older version...)

    3.4 years ago
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    You have to mess with the settings in the paint tool. Make a slightly blue/gray-ish paint color and turn transparency way up(but not quite to 100%. Maybe 75-85% should do), and make sure reflections are on. You could also adjust emissions to give it a nice glow, but it might look too much like a lightbulb at nighttime...

    3.4 years ago
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    Yeah, I've been wondering myself how I'm supposed to make certain shapes. If I could just place half a nose come at a time, that would be great. You can do a lot with the part shape tool, but it doesn't do everything. If you drop the corner radius of two sides on a fuel tank, you can make an almost half cylinder(it's more like 2/3 of one with a flat side), but doing the same to a nose come only gives you an off center cone shape, not half a cone... I have more experience with CAD/CAM and 3d modelling software like Blender which makes it difficult for me to get used to designing stuff in this game because it's counterintuitive.

    +1 3.4 years ago
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    RIP Jay Amatsy lol It's a great story though, so may the history books remember it!

    +1 3.5 years ago
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    I entered this post without upvoting and never received my free rickroll... I'm a little sad and have to admit that I'm dissatisfied with this company's services. I regret to have to inform you that I'll be taking my business elsewhere as there's much better purveyors of the vaunted "Rick Roll" that actually deliver. Good day to you sire! 🧐

    +1 3.5 years ago
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    @ChalxAerospace yes, but there's a difference between XML editing on mobile and modding on a PC. I have both mobile and pc versions of the game, and what's possible on one is not possible on the other. Mobile users can xml edit most things but only as far as the game itself allows, while PC users can literally rewrite the game itself to allow for more editing

    3.5 years ago
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    @Bibhab you can't use warp if:

    1.) You're in an atmosphere

    2.) Any engines are actively producing thrust with the exception of ion engines(super low TWR gets computed differently)

    3.) You're about to crash, enter an atmosphere, or change SOI relatively soon

    3.5 years ago
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    @Zenithspeed hmmmm seems like a catch 22 to me... To decrease the engines thrust means doing the opposite of what it takes to cause under expansion: low chamber pressure, tiny throat, huge nozzle... You said you have access to xml, does that mean you're on PC? If so, there might be mods for that(thinking engine overhaul or something like that), or you could make your own modded parts if you have Unity and know how to use it for that. Otherwise, I'm at a loss

    3.5 years ago
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    Interesting dilemma... I've been having similar issues myself. Planes just don't like to work for me even when I do everything right. Especially prop engine planes. Supposedly you can just use wings to make propellers, but nothing seems to work. Either the prop spins uselessly and I maybe get 1m/s acceleration if I'm lucky, or it invokes the Kraken and my plane ends up hypersonic within 5 seconds. No amount of adjustment or tinkering fixes it, despite the claims that "it's easy. You just make small wings and angle them about 45° off the hub, no tinker panel needed". I gave up after awhile and just went with a turbofan engine to save myself a massive headache.


    I also have the ridiculous problem where I build a craft(usually a rocket or "missile") and because I put a single wing-like surface on it, the game suddenly decides it's an "airplane" despite clearly not having the control setup for that. I tried to make a UGM/RGM/AGM-84 (Turbojet powered sea skimming long range Anti-Ship missile with "wings" for stability and lift at lower speeds since it's subsonic), and the game refuses to let me fly it like a rocket which ruins it's ability to fly correctly. I even tried using a normal rocket engine to see if it was the Turbojet confusing the game, but that didn't work either...


    Also, as a side note, if you want somewhat realistic looking wings without messing with the flight characteristics/controls too much, you can use the part shape tool to "flatten" a fuel tank and adjust the angles to have a wing-like cross section. You can make shorter wing segments and use the [add section] feature to extend the wing's length as you go without adding new parts or cloning plus you can adjust the size/shape/angles of each section all in one go. Now, place your "fake" wing on your craft and attach a "real" wing as close as possible. Using translate and rotate, you can hide the wing inside the "wing" to get a functional wing surface since the game doesn't apply lift to any parts that aren't "wings"(Technically a fuel tank will produce lift in the right situation, but it's a result of drag vectors, not an actual "lift" force like wings produce). Control surfaces might be hard to implement short of leaving the standard wing control surface slightly outside the trailing edge of the "wing" although it still looks kinda bad because of the body wing shape.

    +1 3.5 years ago
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    @118Industries after looking further into it further, it appears that there's only one set of controls for both "normal" movement and translation with a key to switch between the two. So I'm pretty sure you're right about having no choice but to switch between the two. I did notice that you can set two different keys to the same function, but that doesn't help if you still have to manually switch back and forth from translation mode.


    And as far as mobile goes, one set of joysticks is bad enough... It takes up a huge amount of screen space, and covers(or gets covered by) other important displays/buttons which makes it really hard to do certain things(like flying a plane. I literally have to use the joystick to take off, lock my heading, turn off the joystick, open up the ag menu(it covers the joystick when opened or blocks my view if I move it), retract the landing gear, close the ag menu, turn joystick back on, unlock heading, and only then can I begin to fly the plane like normal. I realize I don't need to go through that exact process, but it's more like actually flying than just using the navball and heading lock). Two joysticks at the same time would make it nearly impossible to play the game, or at least not as enjoyable. I would personally prefer a "gyroscopic" control setup using the accelerometers in your device like a flight simulator to adjust your pitch/roll/yaw while translation mode is enabled since you could use both simultaneously without losing valuable screen space

    3.5 years ago
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    That wouldn't help mobile users very much(unless we have a Bluetooth keyboard) which is probably at least a major part of why the controls are the way they are. There might be some other reasons involving the actual coding of the game, but I don't really know. You do have a really good idea there since the control scheme you mentioned would greatly simplify the task of piloting a craft by hand, especially during docking.


    Actually, thinking about it, can't you custom set up your hotkeys? Even on mobile, it has a settings menu for all your keyboard controls where you should be able to select a specific key for a specific function. I haven't really played around with it, so I don't know for sure if it's possible to set both controls individually at the same time or if they have to be the same buttons with a "switch" between the two modes

    3.5 years ago
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    If that doesn't work, it might just be a bug in the game(provided that you're using the block in the correct way). I've personally never had issues with vizzy timewarp, but I keep my physics settings as high as the game lets me.

    3.5 years ago
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    @Bibhab make sure your physics settings are maxed. Some calculations don't work at lower settings, and the game might just ignore certain instructions (like timewarp 10x+) if the game can't calculate the physics properly(that's also why timewarp can't be used in atmosphere or with non-ion engines. The physics updates would cause chaos with crafts/planets and the game might just crash)

    3.5 years ago
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    @plane918273645 I'm pretty sure it's those things you walk on... But then again, it might be something else entirely! XP

    3.5 years ago
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    @Flamoringo lol without the original post the context is gone XP

    3.5 years ago