i can't tell if you're referring to the legacy mage engines or the procedural ones, either way here's my explanation for both: legacy mage engine: this and also all of the other engines use the same system as the ion engine and thus can be configured to have zero fuel consumption procedural engines: on these, the "mass flow" value shows the amount of fuel used, in kilograms/second, you can edit this to a low value such as 0.0001 (add as many zeroes after the decimal as you wish), however i don't reccommend setting it to 0 as it may cause bugs with the isp, while numbers on it above 0 are still mostly stable
i say keep it, the game's been around for many years and the majority of the playerbase certainly won't welcome such a massive change
and while yes, people have made some incredible stuff, the game is just as usable for simple stuff as it is for those things, since nobody is mandated to building in only a certain building style/complexity.
staying in the path of your roots sometimes is just the best answer (cringy metaphor but ya'll get the point)
i believe floating bases have been made in this game before, you can comfortably sit in the gas giant atmospheres since it only crushes at 50k meters above the surface and doesn't have any affect above that
@MrKtheguy
if you hover over them with mouse (PC) or just keep your finger above it for some time (mobile) it will show what each one does, but i'll try to explain as best as i can
proportional: the main rotating power, this dictates how much force should be used when rotating towards a direction (e.g. prograde, retrograde, etc.), most crafts will have this around 5 to 50
integral: an additional "booster force", this just adds more force if needed (although in a different way than proportional), many crafts have it at 0 but you generally don't need much of it
derivative: the counter-force to proportional, this is used to prevent overshooting when turning, however too much of it will make the craft go crazy, so generally have it around 0 to 25
also note that for planes the autopilot is present seperately for pitch and roll while for rockets it is combined into one
you might have collisions on the ramp enabled (which is understandable, as when working with anything that moves semi-independently of the main craft, disabling collisions is basically required to prevent glitches), if this is the cass then enable collisions on the ramp pieces and try to make it rotate just enough so it doesn't bug
if collisions switched on/off aren't the case, well in that case i can't help you, sorry
try to enable Fuel Line in advanced properties on the fuel tank, engine, and battery, and anything that connects those parts, this will ensure that resources will go to their destination regardless of connections
i believe it's something to do with the fuel efficiency, i'm not entirely sure though, but since it's measured in seconds i'm guessing it's how much time it takes for the engine to consume a given amount of fuel (not specifically the amount it is connected to, since a non-XML rocket engine still usually gets around 150-350 isp regardless if a normal or semi-infinite fuel tank is used)
it's used to identify a post (crafts, forums, planets, etc.) with a specific 6-digit code; for example, this post has 197159, and while this is purely numbers there are many that contain letters too
this code is only really used when redirecting old posts to a newer version of that post, otherwise it doesn't do much but still is needed
too hard to find, i usually don't wildly search the suggestions tab mostly because it's stuff that's already been suggested (or even implemented) or it's literally impossible to implement
i have no idea how close my suggestion is compared to whatever you're thinking, but hey, it happens :shrug:
@SumoSasquatch85
@PointBreak i've downloaded it from the MS store (since i'm not familiar with github), can you tell me step by step how to do the key rebinds?
EDIT: nevermind i figured it out on my own, thanks for the help again :D
fron what i've heard from other users of the mod, it didn't work with the release before this one (906 i think?) either, i think it'll probably get updated eventually though
while in flight, try to adjust the sliders in the flight data panel thing, just trial and error it until you get the desired controls, but keep in mind that this won't work with every craft
it will hover (using invisible wheels because i'm a noob xd) and it will go like hell since for thrust it'll use both the wheels and thrusters (which are just rocket engines that will be bound to pitch)
@DrexxVolv
weird
some planets do tend to be crash-happy though, i've had to remove some weirdly behaving planets from some of my systems which usually fixes the crashing, if any of yours is glitchy then maybe remove that and try then
@GrandmasterPotato
basically the exact thing happens to me, it's usually cause the system is too big, i suggest you reduce the size of celestial body SOIs as them clipping is usually a common problem
would be hard to implement, though we can also kinda do that with the current brush already
for example, my Earth replica uses two brushes, one for height and one for biomes (i don't mean to advertise my stuff lol)
here's my summary of what i can see (not meant to be offensive)
- red boi
- oumuamua at home
- red and orange beetle face
- trappist-1e knockoff
- triple tumoured potato
- O R A N G
- smol ball
- gas giant but he chonker
- space rocc 1
- space rocc 2
- terraria corruption biome?
- toothpaste moon
- weird flying saucer?
- dirt, also meant to be chonk
- enceladus but someone set the noise's frequency from 30 to 0.5
- windy neptune
- jastrus 2.0
- habitable, marble pattern, water, ice, and grass?
- ringed grey boi
- somebody combined europa and enceladus it seems
- da moon?
- mildly elongated rocc
- oberon at home
yeah true
it seems like the merch site link got removed from the top row/bars thing, idk why but ye that's one reason why i suggested a donation menu
@BeastHunter
i can't tell if you're referring to the legacy mage engines or the procedural ones, either way here's my explanation for both:
2.7 years agolegacy mage engine: this and also all of the other engines use the same system as the ion engine and thus can be configured to have zero fuel consumption
procedural engines: on these, the "mass flow" value shows the amount of fuel used, in kilograms/second, you can edit this to a low value such as 0.0001 (add as many zeroes after the decimal as you wish), however i don't reccommend setting it to 0 as it may cause bugs with the isp, while numbers on it above 0 are still mostly stable
me who bought both games at full price: wazowsky
+1 2.7 years agoi say keep it, the game's been around for many years and the majority of the playerbase certainly won't welcome such a massive change
+3 2.7 years agoand while yes, people have made some incredible stuff, the game is just as usable for simple stuff as it is for those things, since nobody is mandated to building in only a certain building style/complexity.
staying in the path of your roots sometimes is just the best answer (cringy metaphor but ya'll get the point)
it's more of an SP thing, isn't as present over here as it is there
+1 2.7 years ago@Aviator01 @eyov2
i believe floating bases have been made in this game before, you can comfortably sit in the gas giant atmospheres since it only crushes at 50k meters above the surface and doesn't have any affect above that
2.7 years ago@MrKtheguy
the destroy altitude is only at 50000m ASL so your crafts could still survive if they accidentally dip into the atmosphere a little bit
2.7 years ago@MrKtheguy
i could also suggest doing the in-game tutorials if you haven't done so already, it runs it down in a simple and rather understandable way
2.7 years agoif you hover over them with mouse (PC) or just keep your finger above it for some time (mobile) it will show what each one does, but i'll try to explain as best as i can
proportional: the main rotating power, this dictates how much force should be used when rotating towards a direction (e.g. prograde, retrograde, etc.), most crafts will have this around 5 to 50
integral: an additional "booster force", this just adds more force if needed (although in a different way than proportional), many crafts have it at 0 but you generally don't need much of it
derivative: the counter-force to proportional, this is used to prevent overshooting when turning, however too much of it will make the craft go crazy, so generally have it around 0 to 25
also note that for planes the autopilot is present seperately for pitch and roll while for rockets it is combined into one
+4 2.7 years agogood job man, and can't wait to see that deep-space explorer :)
+1 2.7 years agoyou might have collisions on the ramp enabled (which is understandable, as when working with anything that moves semi-independently of the main craft, disabling collisions is basically required to prevent glitches), if this is the cass then enable collisions on the ramp pieces and try to make it rotate just enough so it doesn't bug
+2 2.7 years agoif collisions switched on/off aren't the case, well in that case i can't help you, sorry
try to enable Fuel Line in advanced properties on the fuel tank, engine, and battery, and anything that connects those parts, this will ensure that resources will go to their destination regardless of connections
+2 2.7 years agoi'm pretty sure it's perfectly fine as long as you don't use those alt accounts to upvote the posts of your other alts or your main account
+1 2.7 years agoi've had this account for almost a year and my user still stayed the same
2.7 years ago@DrooMulticompany
Nebra hasn't loaded in for me either
2.7 years ago@Gen3ralInterstel1ar
pog
2.7 years agoi believe it's something to do with the fuel efficiency, i'm not entirely sure though, but since it's measured in seconds i'm guessing it's how much time it takes for the engine to consume a given amount of fuel (not specifically the amount it is connected to, since a non-XML rocket engine still usually gets around 150-350 isp regardless if a normal or semi-infinite fuel tank is used)
2.7 years agopog
2.7 years agoyou're right, that is similar
2.7 years agoto be fair i did go into a bit more detailed approach though
@SumoSasquatch85
it's used to identify a post (crafts, forums, planets, etc.) with a specific 6-digit code; for example, this post has 197159, and while this is purely numbers there are many that contain letters too
2.7 years agothis code is only really used when redirecting old posts to a newer version of that post, otherwise it doesn't do much but still is needed
too hard to find, i usually don't wildly search the suggestions tab mostly because it's stuff that's already been suggested (or even implemented) or it's literally impossible to implement
2.7 years agoi have no idea how close my suggestion is compared to whatever you're thinking, but hey, it happens :shrug:
@SumoSasquatch85
never said they were funny [shrug]
2.7 years ago@Exorocketboy07
@ASC not me, for sure
2.7 years ago@PointBreak i've downloaded it from the MS store (since i'm not familiar with github), can you tell me step by step how to do the key rebinds?
+1 2.7 years agoEDIT: nevermind i figured it out on my own, thanks for the help again :D
fron what i've heard from other users of the mod, it didn't work with the release before this one (906 i think?) either, i think it'll probably get updated eventually though
2.7 years agoaight ill install it once i get home
2.7 years agothanks for the help :)
@PointBreak
i mean it's made by MS so it should work on my W10 laptop
2.7 years agomy only question is: is it free?
@PointBreak
i don't have discord soooooooo
2.7 years ago@PointBreak
that could work, and i've seen it as another solution, problem is that i have absolute zero scripting knowledge so i can't use it
2.7 years ago@PointBreak
i don't think it's possible
2.7 years agogl my guy, you'll need it
2.7 years agoright... i forgot that humans have intestines...
2.7 years ago@HorizonsTechnologies
you tried liquid helium yet? its delicious
2.7 years ago7502 parts and thats only the landing gear :skull:
2.7 years agoyeah, that works, but it's difficult to get accurate gravity values with that
+2 2.7 years ago@Ylias
i'm saying literally the exact same
@Ylias
@Luckwut please tag us (and anyone else who asks for to be tagged) when it's releases, this is awesome!!!
+1 2.7 years agowhile in flight, try to adjust the sliders in the flight data panel thing, just trial and error it until you get the desired controls, but keep in mind that this won't work with every craft
2.7 years agoyep, it does average the day and night temperature, this also happens when you are in its atmosphere itself when playing
+1 2.7 years ago@Ylias
it will hover (using invisible wheels because i'm a noob xd) and it will go like hell since for thrust it'll use both the wheels and thrusters (which are just rocket engines that will be bound to pitch)
2.7 years ago@DrexxVolv
welp, can't help you anymore, sorry
2.7 years ago@GrandmasterPotato
you can use this by Pedro, it gives 30 AG's compared to the normal 10 (also used to give 50 paint slots but that no longer works)
2.7 years agoweird
2.7 years agosome planets do tend to be crash-happy though, i've had to remove some weirdly behaving planets from some of my systems which usually fixes the crashing, if any of yours is glitchy then maybe remove that and try then
@GrandmasterPotato
basically the exact thing happens to me, it's usually cause the system is too big, i suggest you reduce the size of celestial body SOIs as them clipping is usually a common problem
2.7 years agowould be hard to implement, though we can also kinda do that with the current brush already
+1 2.7 years agofor example, my Earth replica uses two brushes, one for height and one for biomes (i don't mean to advertise my stuff lol)
you need to use the extended XML editor
2.7 years agogo to tinker panel and on bottom you'll see a blue button, click that and you're in it
T
+1 2.8 years agoaight, will wait for other responses
+1 2.8 years ago@Aviator01
yeah, that's understandable
2.8 years ago@Mostly
as far as i know, the game does not support lagrange points, so you can't put a craft at L2 unfortunately
+1 2.8 years agohere's my summary of what i can see (not meant to be offensive)
+1 2.8 years ago- red boi
- oumuamua at home
- red and orange beetle face
- trappist-1e knockoff
- triple tumoured potato
- O R A N G
- smol ball
- gas giant but he chonker
- space rocc 1
- space rocc 2
- terraria corruption biome?
- toothpaste moon
- weird flying saucer?
- dirt, also meant to be chonk
- enceladus but someone set the noise's frequency from 30 to 0.5
- windy neptune
- jastrus 2.0
- habitable, marble pattern, water, ice, and grass?
- ringed grey boi
- somebody combined europa and enceladus it seems
- da moon?
- mildly elongated rocc
- oberon at home
yeah true
+1 2.8 years agoit seems like the merch site link got removed from the top row/bars thing, idk why but ye that's one reason why i suggested a donation menu
@BeastHunter