@deepfriedfrenchtoast i've been wanting to play around with the angular velocity thing too, but problem is i have no idea how to do so (plus idk how to make them not fall to the ground if they suddenly were given physics like that)
still, it would be cool for, who knows... dyson spheres???
@Ceya welp thanks lol
i'll most likely plan them out for Mortan 2.0 and some of the other systems i have (e.g. Worand) since i still have a lot to do; ZG with Parallax would be insane but that'd be a huge hassle for either of us due to the sheer number of celestial bodies
per chance, would it be possible for you, me, and others (e.g. Tallisar) to do a "collab" of sorts in the future where you add Parallax support to our planets based on our instructions (might be a big ask, but no pressure, just a thought i had)
also
"I was tired of RSS textures making up most of the texture files, and it took a long while just to scroll down enough to get to the textures I wanted." real, same deal here
i don't know exactly how to do it, but there's two methods i know of:
for both of these you need to enable Show Advanced Properties under Additional Settings
1. change the Input using the arrows until you land on "AG 1" or "AG 10" (AG 2 to 9 are of course between them), these correspond to the activation groups, though i don't use these myself as the last time i checked they don't always seem to work
2. change the Input using the arrows until you land on "FD.MachNumber", then add ">=0" on the end of it ("FD.MachNumber>=0" — this essentially makes the input controller behave as an "always on" thing), after that all you need to do is assign the rotator to an AG and it should work (i myself use this method as 1. it works pretty much 99%+ of the time 2. it is compatible with crafts that have more activation groups than the default 10, and a lot of my creations are like that)
hope this helped :)
and TBA means "to be added"; related are TBD ("to be determined", sometimes "to be done") and TBC ("to be continued", also sometimes an abbreviation for tuberculosis in medical context)
@lafario select the heat shield, go to the same hidden properties menu, go to "Config" and search for "maxTemperature", increase that (keep in mind that the values displayed in both the tinker panel and the hidden properties editor are in Kelvin)
in the hidden properties editor (accessible from tinker panel) there is a property of rocket engines called "heatTransferOverride", increase the value of that to make it hotter
@Tallisar i also really want to make a wiki for my stuff, but i have no idea what to use
i've heard of this "Obsidian" software before, but i'm not sure if it's what i need or not; FANDOM would be a good choice, but, for both personal reasons and the fact that it's buggy as hell, i don't wanna use it
@Tallisar i mean right now Hypernova is basically the same deal, since i've gone ahead and decided to "rewrite" it (by that, i mean significantly change some aspects of part 1 and thus the backstory stuff, and also change parts 2-4 to reflect this, alongside general improvements), a lot of it is in my head too but at the same time i do have concept text for the first 2 parts in my notes app
oh hell yeah
now we got four worldbuilding projects that (at least somewhat) originated from SR2/JNO? (we got my Hypernova, Tallisar's lore with the Hyperants and stuff, Ceya's hard scifi lore, and now this too)
yo, a notification i got said you mentioned me on a post named "AtmosTest" or something like that, but that post (presumably a planet) got deleted so i couldn't see it
@Hyperant @VectorY
i once found a video that has all the music in the game including their names and their high-speed versions, though it's quite old link here
@Aludra877 hmm
there's no real "fix-all" solution for orbit validator issues, but the first thing i tend to do is reduce SOI sizes of many celestial bodies (especially those that orbit close to one another), so that the chance of the SOI's clipping (and thus the validator freaking out) is reduced; another thing is to ensure that there are no orbits that "clip" eachother (high-eccentricity stuff like comets, alongside binary planets with an identical orbit, are the most likely to be these) since that also gives the validator a stroke
aside from those tips i can't really help all that much, really just mess around a bit until it works
@deepfriedfrenchtoast agreed, i haven't seen anything from SFS2 yet but based on what i've heard it's definitely oriented towards the more casual side of the spaceflight sim demographic (which is a good thing overall), overall i'd say each of the three "franchises" — seeing as both have 2 games each — are each suited towards slightly different niches within spaceflight sims (personally, though, Juno has just the right balance for me, since it allows for realism but i can also just use it to mess around in for pure fun)
welp, i had so much fun with the drift car that i'm making a whole series of simple cars with various gimmicks and stuff
right now there's also an 8x8 with a basic suspension and a long boi that rotates/twists its entire body to turn, i'm also planning on a really OP one that has some, errrr,mild F-Zero inspirations
i don't have the most experience with either, but from what i have seen, XML alone carries a lot of the weight, it's possible to do a lot of crazy stuff with it but there will be a point where stuff is hard-coded into the game, otherwise you can modify things quite freely for the most part
as for dev console, it seems to handle the execution of tasks (i.e. some player inputs like spawning/removing crafts) or at least visualizes them, but you can input your own commands too (i myself literally only use it to access planet studio)
of course, the more you change it, the easier it is to straight up break the game, sometimes irrepairably, so i advise you make backups before doing anything crazy (this of course depends on how "deep" you wanna go)
and, again, i'm not an expert on this and this information comes purely from my limited experience and may be incorrect
having game mods be applicable per save file rather than globally would be quite nice (i myself can't benefit from it cause i'm on ios, but your example is a perfect reason why it'd be good to have)
@Tallisar oh
4 months ago@deepfriedfrenchtoast i've been wanting to play around with the angular velocity thing too, but problem is i have no idea how to do so (plus idk how to make them not fall to the ground if they suddenly were given physics like that)
4 months agostill, it would be cool for, who knows... dyson spheres???
@Ceya welp thanks lol
+1 4 months agoi'll most likely plan them out for Mortan 2.0 and some of the other systems i have (e.g. Worand) since i still have a lot to do; ZG with Parallax would be insane but that'd be a huge hassle for either of us due to the sheer number of celestial bodies
yooo that's baller as hell
per chance, would it be possible for you, me, and others (e.g. Tallisar) to do a "collab" of sorts in the future where you add Parallax support to our planets based on our instructions (might be a big ask, but no pressure, just a thought i had)
+1 4 months agoF
also
+1 4 months ago"I was tired of RSS textures making up most of the texture files, and it took a long while just to scroll down enough to get to the textures I wanted." real, same deal here
i don't know exactly how to do it, but there's two methods i know of:
4 months agofor both of these you need to enable Show Advanced Properties under Additional Settings
1. change the Input using the arrows until you land on "AG 1" or "AG 10" (AG 2 to 9 are of course between them), these correspond to the activation groups, though i don't use these myself as the last time i checked they don't always seem to work
2. change the Input using the arrows until you land on "FD.MachNumber", then add ">=0" on the end of it ("FD.MachNumber>=0" — this essentially makes the input controller behave as an "always on" thing), after that all you need to do is assign the rotator to an AG and it should work (i myself use this method as 1. it works pretty much 99%+ of the time 2. it is compatible with crafts that have more activation groups than the default 10, and a lot of my creations are like that)
hope this helped :)
@RichGWall lol i was actually close with "f'd up beyond (word starting with a) repair"
+1 5 months ago@RichGWall i know lol and asap but what's FUBAR 💀
+1 5 months ago@RichGWall what is SOP 😭😭😭
+1 5 months ago@Tallisar thanks
and TBA means "to be added"; related are TBD ("to be determined", sometimes "to be done") and TBC ("to be continued", also sometimes an abbreviation for tuberculosis in medical context)
5 months ago@MatTheAerospacer welp i also started a PS tutorial series lol
+2 5 months ago(btw @Ceya i only reccomend you add mine once i make a collective post for mine)
@lafario select the heat shield, go to the same hidden properties menu, go to "Config" and search for "maxTemperature", increase that (keep in mind that the values displayed in both the tinker panel and the hidden properties editor are in Kelvin)
5 months agoin the hidden properties editor (accessible from tinker panel) there is a property of rocket engines called "heatTransferOverride", increase the value of that to make it hotter
+1 5 months ago@Tallisar i also really want to make a wiki for my stuff, but i have no idea what to use
+1 5 months agoi've heard of this "Obsidian" software before, but i'm not sure if it's what i need or not; FANDOM would be a good choice, but, for both personal reasons and the fact that it's buggy as hell, i don't wanna use it
@Tallisar i mean right now Hypernova is basically the same deal, since i've gone ahead and decided to "rewrite" it (by that, i mean significantly change some aspects of part 1 and thus the backstory stuff, and also change parts 2-4 to reflect this, alongside general improvements), a lot of it is in my head too but at the same time i do have concept text for the first 2 parts in my notes app
5 months agooh hell yeah
+1 5 months agonow we got four worldbuilding projects that (at least somewhat) originated from SR2/JNO? (we got my Hypernova, Tallisar's lore with the Hyperants and stuff, Ceya's hard scifi lore, and now this too)
aw yea
5 months ago@Tallisar there are already two characters with those exact names, they appear a bit later on
5 months ago(i can't tell if you're being ironic or not lol)
@Tallisar ah okey thanks
+1 5 months agoyo, a notification i got said you mentioned me on a post named "AtmosTest" or something like that, but that post (presumably a planet) got deleted so i couldn't see it
+1 5 months agoJUNO UPDATE
YIPPIE
also, to anyone who wants to see Oord directly, here you go
5 months agoi think the name is better suited for a planet or moon imo, so yeah
+1 6 months ago@Tallisar true, i did forget about it lol
+1 6 months agogas giants prove that blue&white is one of the best color combos
6 months ago(i have also contributed, with Talune from Worand)
@Hyperant @VectorY
6 months agoi once found a video that has all the music in the game including their names and their high-speed versions, though it's quite old
link here
@Aludra877 np
6 months ago@Aludra877 hmm
6 months agothere's no real "fix-all" solution for orbit validator issues, but the first thing i tend to do is reduce SOI sizes of many celestial bodies (especially those that orbit close to one another), so that the chance of the SOI's clipping (and thus the validator freaking out) is reduced; another thing is to ensure that there are no orbits that "clip" eachother (high-eccentricity stuff like comets, alongside binary planets with an identical orbit, are the most likely to be these) since that also gives the validator a stroke
aside from those tips i can't really help all that much, really just mess around a bit until it works
@Hyperant ecks dee dee dee dee dee dee dee dee dee
+1 7 months agoin the meantime imma prob just take a break from Juno, i'm too busy building in Trainz 2009 lmao
in the meantime, gg on 10k
+1 7 months ago@deepfriedfrenchtoast agreed, i haven't seen anything from SFS2 yet but based on what i've heard it's definitely oriented towards the more casual side of the spaceflight sim demographic (which is a good thing overall), overall i'd say each of the three "franchises" — seeing as both have 2 games each — are each suited towards slightly different niches within spaceflight sims (personally, though, Juno has just the right balance for me, since it allows for realism but i can also just use it to mess around in for pure fun)
7 months ago@Ceya would it be okay if you add this to your planet building guide compilation thingy?
+1 7 months ago@ExplorationAerospace oof, yeah, i forgot mobile has a lite version now
7 months ago@ExplorationAerospace the menu button is in a slightly different place now, but yes
7 months ago@Ceya
+1 8 months agoin that case, i tip my digital hat to you, one master of speed to another
i didn't even notice this existed, only found it through the compilation post lol
+1 8 months ago@Hyperant yep, i can also confirm it's possible
+2 8 months agounfortunately it's only possible to do it in XML, and you are quite limited in what you can choose
@QuantumSpaceIndustries i already have one, CelestialDatabase simply doesn't show up anywhere
8 months agoepic
+1 8 months agoi wish it worked on ios 🫠🫠🫠🫠🫠
welp, i had so much fun with the drift car that i'm making a whole series of simple cars with various gimmicks and stuff
8 months agoright now there's also an 8x8 with a basic suspension and a long boi that rotates/twists its entire body to turn, i'm also planning on a really OP one that has some, errrr,mild F-Zero inspirations
@deepfriedfrenchtoast color blend does not like anything, it's like a spoiled child that's more of a picky eater than i am and ever have been
+3 8 months ago@Vee
+1 8 months agoit's currently on hold, because i'm also taking a soft break from the game (posting ZG2 was a nightmare) for some time
nah, that mug is too based for that
8 months agoand besides, i also drink it (at dinner), at all times of the year
@Isosceles51 ooh yes
8 months ago@Isosceles51 yea, a few basic cars and trucks (including airport vehicles), more than one ship, and a few basic airplanes and rockets
8 months ago@VectorY yeah, it's a good idea to backup if you're doing stuff with XML
9 months agoidk if dev console can do anything as drastic as XML editing can
i don't have the most experience with either, but from what i have seen, XML alone carries a lot of the weight, it's possible to do a lot of crazy stuff with it but there will be a point where stuff is hard-coded into the game, otherwise you can modify things quite freely for the most part
9 months agoas for dev console, it seems to handle the execution of tasks (i.e. some player inputs like spawning/removing crafts) or at least visualizes them, but you can input your own commands too (i myself literally only use it to access planet studio)
of course, the more you change it, the easier it is to straight up break the game, sometimes irrepairably, so i advise you make backups before doing anything crazy (this of course depends on how "deep" you wanna go)
and, again, i'm not an expert on this and this information comes purely from my limited experience and may be incorrect
having game mods be applicable per save file rather than globally would be quite nice (i myself can't benefit from it cause i'm on ios, but your example is a perfect reason why it'd be good to have)
+2 9 months agomost notable are the actual RSS planets, for some reason all of their stats are at 0 when displayed on the website
9 months ago@PZLAgencies idk myself at this point lol
9 months agoalso oof
@PZLAgencies also, 10th gen ipad air
9 months ago