Welcome to the community! That's a pretty long time to play this game without joining in the fun here, so I'm very interested in seeing what you've come up with in that time. Unfortunately, there's a limit to how many crafts/etc you can post per day, so it might take a while to post everything you want to(at least if you have a decent number of crafts to share).
Anyway, have a good time and enjoy being part of the community now!
@GSpaceAeronauticle Honestly, I have nooo idea how that happened. In one week I went from 711 to 985. I noticed yesterday that it was 1000 and I had to double check just to make sure I read it right
Not to disappoint, but they might already be on(depending on your current settings). Reentry effects are a little underwhelming at the moment: a slight red-orange "ghost" image of the craft overlayed onto/around the actual craft itself. It's really hard to see if not on the dark side of a planet. It also doesn't happen very much with small, lightweight crafts, or crafts on a suborbital trajectory since they're not fast/massive enough to heat up substantially before they slow down too much.
Yes, there is heat damage, but only from atmospheric drag, not from the engine plumes. A craft traveling at 2,000m/s through the atmosphere will eventually "explode from heat damage"(or at least the hottest part(s) of the craft if they reach a certain temperature threshold) if velocity remains constant.
@NovaAerospace Nice review! I've been meaning to do one myself, but I think it'll be a video review if I do. I also keep forgetting to leave a review on Google Play and Steam even though I probably should(especially google since I'm a beta tester so feedback goes directly to Jundroo).
I've never played KSP or SFS, so I don't really know all the differences, but I still think SR2 is the best choice considering the price to play. I also agree with your assessment of the community(I'm also surprised you included that in the review since most people wouldn't count that as part of the game, but it definitely is)
So, have you ever heard of a "Ship shipping shipping ship, shipping shipping ships"? (Trust me, it's a legit thing). Well how about doing that but with a rocket?
@AR3SZX I haven't seen it yet... But I also don't have the time and internet access to try out the experimental beta. I mostly play mobile because I can take it everywhere and almost always have internet access
@Jacobdaniel Did you use parts from a downloaded craft? It's possible to download crafts with modded parts on mobile, but the game replaces the modded parts with an unmodded equivalent. If you did download a modded part, it may have messed up the base game files for that part. If you're pretty sure that's not the case, have you ever XML edited any parts(specifically ion engines, but it might be a different part causing the issue)? If not, then I'm pretty sure it's some kind of bug with the game itself, and you should upload a bug report(either through the game itself or here on the site).
Unfortunately, there's no easy way to do that accurately. There's a (current thrust) block, but it only works when the current stage is active and won't work for the next stage(s) until they're activated. There's also a (max thrust) block, but it also only works with the current active stage. Neither of these help much if you have multiple engines per stage without some more math to figure out thrust per engine. Of course, none of this makes a difference if you need to perform the calculations before you launch, as opposed to after.
Otherwise, your only choice is to work out the math behind it, which requires a lot more than just F=ma since you have to know stuff about the engine's flow rate, nozzle ratio, and so on just to calculate the acceleration value necessary for the thrust equation(trust me, I'm working on exactly this problem at the moment, and it's not easy, but it is rocket science after all).
I think it works on PC where the user is never truly logged out.
I can even turn my pc off and when im back I will be logged in.
Mobile tends to forget me often. Even if I dont remove the webpage, it just forgets for some reason.
I pretty much only access this site from mobile and have basically no issues with getting logged out, but I use google Chrome for the most part and have my settings set to leave me logged in to everything all the time. Maybe it's a browser extension failure or something. I've had it log me out a couple times, but that was only when I accessed the site from a different browser(ie, the built in browser on my phone, or discord links) where it had to reauthenticate my login
Hmmmmm. As far as I know, the toggle switches are supposed to switch "on click", so it should work. It might be a mobile thing because touch controls are weird. Or it's a bug of some sort with the toggle itself. Idk
@Zenithspeed π is ~3.14159265359[...] and is the ratio between the circumference and diameter of a circle. C=πd; since d=2r, and (π•2)r is the same as π(2•r), then C=2πr (the formula for the circumference of a circle). Solving for π gives us π=C/d or 2π=C/r (remember how I said 2π=360°?). Since most mathematicians and scientists use radius as opposed to diameter for most calculations, then the latter formula is used from which the use of π as 1 "radian " or 180° since π=(C/r)/2 or ½ of the circumference of a circle divide by it's radius.
@Flamoringo I was kinda being sarcastic because I had already checked their profile. Of course it makes sense that anyone who posts 3 planets a day for 3 months would would have a ton of points even if they only got 1 upvote per upload. I really want to know how they didn't get in trouble for spamming the site (this time I'm just joking lol)?
@Vedhaspace ∆v1 is the "transfer orbit injection burn" that puts the craft into the transfer orbit. ∆v2 is the "orbital insertion burn" that places the craft into the target orbit. The 3rd one is the total of the first two.
@Vedhaspace yeah, I've noticed it varies from 3500 to 4500 depending on the design of the craft(from Droo), so I'm assuming the program is accurate if Droo had no atmosphere
@Vedhaspace Not yet, but I'm already looking into implementing that. If you notice in the screenshot it says ~3500 m/s ∆v to reach 100km orbit from the ground, but when I launch the rocket it only drops to ~1200 before it runs out of fuel in a suborbital trajectory. I can account for drag by adding some calculations to the code, but it's complex and relies on information about the crafts shape and size that isn't easy to find using vizzy
@Chtite451SR2 I mean, you're basically defacto leader since you're the most active senior member(although I realize maybe you can't add people to the IAAR page or whatever) given Tweedle's absence.
Also, I came up with a great new logo for IAAR that I wanted to share. It doesn't have to be official or anything, but you'd probably like it
On a side note, OTF-3 should be on this list, although unfortunately, nobody has responded to my requests to join the IAAR. I've been trying to join for a while now, but I wanted to make sure I had a worthwhile craft to join with.
@FriendlyFin {nav (position)} will only give you the current crafts position relative to the current SOI. To measure the distance between your current craft and planet/moon that you're orbiting, this works great, but to measure the distance to anything else, you need to use different blocks. There's a {craft (0) (position)} block(it might not look exactly like that, but I know there's a way to ask for the position of a specific craft and it not the same as craft position), and the {planet ()(position)} block. You just type in the name of the craft or planet you want the position from and it'll give you the vectors you need. I'm not exactly sure just how "frame-of-reference" works with the vector calculations though since PCI coordinates are dependent on SOI, so it might not be very accurate without some kind of conversion between vector-spaces...
@FriendlyFin Not exactly like I posted, but you could use the same principle. Unfortunately all of the calculations here are SOI dependent, so if you want to measure the distance to a different body than the current SOI, you'll need another method.
A position vector minus another position vector will give you a third vector that connects the two points which you can then measure the length of. If it's the distance between two planets (or a planet and moon), you probably want to subtract the objects radius from that length to measure the distance between the two objects ground surfaces(as opposed to the center of the bodies).
{(P¹-P²) (length)} - {planet ()(radius)}+{planet ()(radius)}
P¹ and P² are the position vectors of the bodies. {planet ()(position)}
@TweedleAerospace I probably should've done this a while ago but I've been trying to perfect my launch code(still working on it, but it's miles ahead of where it was just 6 months ago). I'd like to join the IAAR and I've finally gotten to the point where I'm confident in the systems I've developed enough to actually ask to join. I don't currently have the craft uploaded, but LV-003 successfully put a satellite in orbit during the OTF-3 test last month using a completely autonomous flight system. If you need me to upload the craft I can, however I'm trying to finish updating my launch code first (I've begun to make the transition from a simple speed/altitude based launch code to a more advanced Keplerian orbital element based launch code, but it takes a while to get just right)
Afaik, yes. You can download various planets, etc and import them into a custom system(not exactly sure how it's done since I've never bothered messing with planet studio. I know, I'm lame, but whatever... I have seen a few collaboration systems like you asked about on here though, so I know it's possible
Welcome to the community! That's a pretty long time to play this game without joining in the fun here, so I'm very interested in seeing what you've come up with in that time. Unfortunately, there's a limit to how many crafts/etc you can post per day, so it might take a while to post everything you want to(at least if you have a decent number of crafts to share).
Anyway, have a good time and enjoy being part of the community now!
2.7 years ago@GSpaceAeronauticle Honestly, I have nooo idea how that happened. In one week I went from 711 to 985. I noticed yesterday that it was 1000 and I had to double check just to make sure I read it right
2.7 years agoNot to disappoint, but they might already be on(depending on your current settings). Reentry effects are a little underwhelming at the moment: a slight red-orange "ghost" image of the craft overlayed onto/around the actual craft itself. It's really hard to see if not on the dark side of a planet. It also doesn't happen very much with small, lightweight crafts, or crafts on a suborbital trajectory since they're not fast/massive enough to heat up substantially before they slow down too much.
Yes, there is heat damage, but only from atmospheric drag, not from the engine plumes. A craft traveling at 2,000m/s through the atmosphere will eventually "explode from heat damage"(or at least the hottest part(s) of the craft if they reach a certain temperature threshold) if velocity remains constant.
2.7 years ago@NovaAerospace Nice review! I've been meaning to do one myself, but I think it'll be a video review if I do. I also keep forgetting to leave a review on Google Play and Steam even though I probably should(especially google since I'm a beta tester so feedback goes directly to Jundroo).
I've never played KSP or SFS, so I don't really know all the differences, but I still think SR2 is the best choice considering the price to play. I also agree with your assessment of the community(I'm also surprised you included that in the review since most people wouldn't count that as part of the game, but it definitely is)
2.7 years ago@Staticalliam7 the lullzzz
Just wait till they realize the link is just a rickroll XP
2.7 years agoSo, have you ever heard of a "Ship shipping shipping ship, shipping shipping ships"? (Trust me, it's a legit thing). Well how about doing that but with a rocket?
2.7 years ago@YaMomzBox420 or if you're talking about his response to the post linked below, that was specifically for input controllers, not for sensors, etc
2.7 years ago@AR3SZX I haven't seen it yet... But I also don't have the time and internet access to try out the experimental beta. I mostly play mobile because I can take it everywhere and almost always have internet access
2.7 years agoI saw the video earlier and was like "Nooooooooo!" 😭
2.7 years ago@Jacobdaniel Did you use parts from a downloaded craft? It's possible to download crafts with modded parts on mobile, but the game replaces the modded parts with an unmodded equivalent. If you did download a modded part, it may have messed up the base game files for that part. If you're pretty sure that's not the case, have you ever XML edited any parts(specifically ion engines, but it might be a different part causing the issue)? If not, then I'm pretty sure it's some kind of bug with the game itself, and you should upload a bug report(either through the game itself or here on the site).
Hopefully this helps you narrow it down a bit
2.8 years agoUnfortunately, there's no easy way to do that accurately. There's a (current thrust) block, but it only works when the current stage is active and won't work for the next stage(s) until they're activated. There's also a (max thrust) block, but it also only works with the current active stage. Neither of these help much if you have multiple engines per stage without some more math to figure out thrust per engine. Of course, none of this makes a difference if you need to perform the calculations before you launch, as opposed to after.
Otherwise, your only choice is to work out the math behind it, which requires a lot more than just F=ma since you have to know stuff about the engine's flow rate, nozzle ratio, and so on just to calculate the acceleration value necessary for the thrust equation(trust me, I'm working on exactly this problem at the moment, and it's not easy, but it is rocket science after all).
XP
2.8 years ago@OmniExplorationDivision
I pretty much only access this site from mobile and have basically no issues with getting logged out, but I use google Chrome for the most part and have my settings set to leave me logged in to everything all the time. Maybe it's a browser extension failure or something. I've had it log me out a couple times, but that was only when I accessed the site from a different browser(ie, the built in browser on my phone, or discord links) where it had to reauthenticate my login
2.8 years ago@Staticalliam7 lol xp
2.8 years ago@Staticalliam7 lol I'd help you out, but I already upvoted that one so 🤷
2.8 years agoLittle secret: the skybox got changed sometime around 0.9.7 or 0.9.8, so no, it's not the same as it was, and you're not crazy lol
2.8 years ago@118Industries lol I didn't even notice!
2.8 years agoDefinitely make a suggestion post for this if you haven't already!
2.8 years agoYaaaaaaaayyy my prayers have been answered! 🙌
2.8 years agoHmmmmm. As far as I know, the toggle switches are supposed to switch "on click", so it should work. It might be a mobile thing because touch controls are weird. Or it's a bug of some sort with the toggle itself. Idk
2.8 years ago@XPLRSPC ahhhhh. I didn't notice that. You probably want to take a look at this then
2.8 years agoLol you've just discovered your first easter egg. If you check out the basic code on the MFD you can see how it works
2.8 years agoYou're also gonna want to take a look at this.
2.8 years ago@Spenzerointernational well you should have some kind of warning cause those flaps are sexy 💃
2.8 years agoLol them flaps are so big this post should have an NSFW tag 🤣
2.8 years agoGRAVATAR
GRAVATAR
GRAVATAR
GRAVATAR
GRAVATAR
GRAVATAR
GRAVATAR
2.8 years agoHmmmmm not really sure what you're talking about. I've never seen such a thing here. By the way, did I mention that I have
The greatest
ride share
EVAR!!!!!!!!!!!
To end all rideshares
for
eva
2.8 years ago@Zenithspeed π is ~3.14159265359[...] and is the ratio between the circumference and diameter of a circle. C=πd; since d=2r, and (π•2)r is the same as π(2•r), then C=2πr (the formula for the circumference of a circle). Solving for π gives us π=C/d or 2π=C/r (remember how I said 2π=360°?). Since most mathematicians and scientists use radius as opposed to diameter for most calculations, then the latter formula is used from which the use of π as 1 "radian " or 180° since π=(C/r)/2 or ½ of the circumference of a circle divide by it's radius.
2.8 years ago@Flamoringo I was kinda being sarcastic because I had already checked their profile. Of course it makes sense that anyone who posts 3 planets a day for 3 months would would have a ton of points even if they only got 1 upvote per upload. I really want to know how they didn't get in trouble for spamming the site (this time I'm just joking lol)?
2.8 years ago6.28 is 2rad is also 2π = 360°. π = 180°. π/2 = 90°
*Edited for clarity
2.8 years agoI haven't even got 1000 in over a year...🤦 How did you do it?
2.8 years ago@Vedhaspace ∆v1 is the "transfer orbit injection burn" that puts the craft into the transfer orbit. ∆v2 is the "orbital insertion burn" that places the craft into the target orbit. The 3rd one is the total of the first two.
2.8 years ago@Vedhaspace yeah, I've noticed it varies from 3500 to 4500 depending on the design of the craft(from Droo), so I'm assuming the program is accurate if Droo had no atmosphere
2.8 years ago@Vedhaspace If you're already in orbit or launching from a planet/moon with no atmosphere then it should be accurate though
2.8 years ago@Vedhaspace Not yet, but I'm already looking into implementing that. If you notice in the screenshot it says ~3500 m/s ∆v to reach 100km orbit from the ground, but when I launch the rocket it only drops to ~1200 before it runs out of fuel in a suborbital trajectory. I can account for drag by adding some calculations to the code, but it's complex and relies on information about the crafts shape and size that isn't easy to find using vizzy
2.8 years ago@Chtite451SR2 I mean, you're basically defacto leader since you're the most active senior member(although I realize maybe you can't add people to the IAAR page or whatever) given Tweedle's absence.
Also, I came up with a great new logo for IAAR that I wanted to share. It doesn't have to be official or anything, but you'd probably like it
2.8 years agoFor clarity: ?v is ∆v. For some reason it gets changed to ?v in the post itself, but stays ∆v in the comments 🤷🤦
2.8 years ago@Staticalliam7 When I go to edit the post it shows ∆v in the text box, but when I submit and look here it shows ?v 🤦🤦🤦🤦🤦
2.8 years ago∆
2.8 years ago@Staticalliam7 lol idk why it keeps doing that to me...🤦 I actually used that symbol and it still fucked it all up
2.8 years ago@Staticalliam7 Honestly I think so but I'm not sure. I thought you might have been the next in command lol.
2.8 years agoNice! 😎
On a side note, OTF-3 should be on this list, although unfortunately, nobody has responded to my requests to join the IAAR. I've been trying to join for a while now, but I wanted to make sure I had a worthwhile craft to join with.
2.8 years ago@Staticalliam7 🧑⚖️ "Exactly!"
2.8 years agoMOAR pistons! And maybe moar rotators lol
2.8 years ago@Chtite451SR2 right! Hopefully we can get this going again soon!
2.8 years agoLol
2.8 years ago@Aquaflames4571 yeah, that's what I'm talking about. You need a trust reverser if you don't trust your plain
2.9 years ago@FriendlyFin {nav (position)} will only give you the current crafts position relative to the current SOI. To measure the distance between your current craft and planet/moon that you're orbiting, this works great, but to measure the distance to anything else, you need to use different blocks. There's a {craft (0) (position)} block(it might not look exactly like that, but I know there's a way to ask for the position of a specific craft and it not the same as craft position), and the {planet ()(position)} block. You just type in the name of the craft or planet you want the position from and it'll give you the vectors you need. I'm not exactly sure just how "frame-of-reference" works with the vector calculations though since PCI coordinates are dependent on SOI, so it might not be very accurate without some kind of conversion between vector-spaces...
2.9 years ago@FriendlyFin Not exactly like I posted, but you could use the same principle. Unfortunately all of the calculations here are SOI dependent, so if you want to measure the distance to a different body than the current SOI, you'll need another method.
A position vector minus another position vector will give you a third vector that connects the two points which you can then measure the length of. If it's the distance between two planets (or a planet and moon), you probably want to subtract the objects radius from that length to measure the distance between the two objects ground surfaces(as opposed to the center of the bodies).
{(P¹-P²) (length)} - {planet ()(radius)}+{planet ()(radius)}
2.9 years agoP¹ and P² are the position vectors of the bodies. {planet ()(position)}
@TweedleAerospace I probably should've done this a while ago but I've been trying to perfect my launch code(still working on it, but it's miles ahead of where it was just 6 months ago). I'd like to join the IAAR and I've finally gotten to the point where I'm confident in the systems I've developed enough to actually ask to join. I don't currently have the craft uploaded, but LV-003 successfully put a satellite in orbit during the OTF-3 test last month using a completely autonomous flight system. If you need me to upload the craft I can, however I'm trying to finish updating my launch code first (I've begun to make the transition from a simple speed/altitude based launch code to a more advanced Keplerian orbital element based launch code, but it takes a while to get just right)
2.9 years agoAfaik, yes. You can download various planets, etc and import them into a custom system(not exactly sure how it's done since I've never bothered messing with planet studio. I know, I'm lame, but whatever... I have seen a few collaboration systems like you asked about on here though, so I know it's possible
2.9 years ago