for real, whenever i just check in forums half of the posts are just "ZOMG CHECK OUT OUR NEWEST RIDEEE SHAREE SEERVIICE WITH THE 2837283737% SAFEST ROCKETS ON PLANNET EARTHE CAPABLE OF LIFTING 2 KAJILLION TONS TO LOWER EARTHED OREBET, BUKE YUR SATLET AND RID WIT US WE WILL GIVE FREE SPONESORSHIPPES ON OUR DICORD TWITR TITOK YUTUB AND ALL OUR 7 BAZILLION SOSAL MEDA ACONTS!!!!!"
like, the legit iSpace and the actually decent quality of the other ones are fine, but there's just way too much of the low-quality ones and it's really spammy and boring
i think that for the damage turn off thing, there should be a button in tinker panel that updates the currently existing craft in the designer to be indestructible, meaning that this can be toggled on a per-craft basis so we can have both unrealistic and normal crafts together without constantly having to switch a thing in the settings
only 3 days left until us mobile peeps get it :D edit, march 18th, 21:25 UTC: might be delayed due to either not being ready or time zones edit 2, march 19th 15:22 UTC: not yet here, probably delayed for a rather important bug or idk edit 3, march 20th, 14:03 UTC: update is confirmed delayed, new release date unknown, this comment is now outdated. edit 4: i'm so dumb, actual update releases "somewhere in late March to early April"
the default one on Miros/Iapetus uses some complicated expression thingy, but i might have an idea on how to do a simple ridge without that (it will just be a straight ridge, no wonky patterns or anything)
(make sure you have basic mode (mountain icon) disabled and the element links (square with an arrow coming out of its bottom side) enabled
you will need the following elements, in order from top to bottom:
- get position
- remap curve
- generate height
- update height
for the "get position", keep the values at 0,0,0 but move the "Y" slider from none to 0
the curve remap is the hardest, so i'll tell you the exact details of what to enter for a very simple one (you will need to create 3 more "dots" from the default 2)
- first dot: time -1, value 0
- second dot: time between -0.5 and -0.1, value 0
- third dot: time at 0, value 1
- fourth dot: time between 0.1 and 0.5, value 0
- fifth dot: time 1, value 0
it should look something like this: —^—
make sure the remap recieves the blue arrow from the "get position", and then make sure the blue arrow of the curve remap also is in the right place
for the generate height, feed the blue arrow of the curve remap into the input port, assign a height of like 5000 or whatever for the max and keep it at 0 for the min
finally, have the blue arrow from the generate height line up with the input port of the update height
do note that it isn't the most efficient solution (the generate height could be skipped entirely, for example, but i left it in for simplicity) and that it may not work if you already have existing terrain (i don't know if update height only affects the areas that are actually modified and leaves the rest as it is, or if it overwrites the whole terrain entirely)
congrats on the first full launch! (pretty accurate, considering, you know, rocket game) y'all have done an amazing job on JNO/SR2, looking forward to more :)
well, whatever the case may be, i'm looking forward to career mode and the other new stuff. it's still SR2 as it was, just with a completely new appearance, but still very similar inside. and hey, i'm sure devs won't mind too much it still being called SR2 by many users
also, yeah, what happened with the poll? didn't the original name get the highest score in the end, even if all of the people trying to unfairly imbalance were excluded and the whole thing got filtered and de-biased?
to make cracks, use noise type Cellular, there will be two settings next to it
the first one can be "Euclidean", "Manhattan", "Natural", and "Euclidean No Overlap" — out of those, the first three are all suitable, but Natural is probably going to be the best
for the second option, use "Distance 2 Sub", the rest work differently, though some may give similar results
for the noise itself, a frequency of 5 to 100 (or even beyond) usually work best, and adjust strength as needed
you may also need domain warps or a remap curve to make them look better, but those are more advanced things and for basic cracks they aren't really needed
i avoided yet another ping spam yet again, geez
i'm getting tired of "being nice for a change", gonna have to change back to full antisocial (from current 80% antisocial) if i get ping-spammed more and more
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
@Ylias very well then
i wasn't able to upload unlisteds today and tomorrow is a homework-doing day for me, so the next batch will likely only come next friday
aye, i had it sorta similar over on SimplePlanes, but with a different account compared to this one, made it when i was 11 and had no idea you had to be 13, so when i sorta revealed my age i just got banned but wasn't even that mad and just waited it out until my 13th birthday as well
for JNO you could also add
- a lot more customizability (since everything is paintable to any color
- XML editing of craft, planet, etc files lets you do virtually anything (if you know what you're doing)
also, you can actually view SOIs in map view now (its a switch on the bottom of the map view's panel) so you should remove that pro in KSP2, but ye
it's been moved to the flight menu, click the boxy icon on the right side in flight, scroll to the bottom where "options" are, the sliders will be there
i saw a leak/smeakpeek video about this update, and there was a menu panel that had celestial bodies in semi-3d and check marks if you've landed on it, orbited it, etc. - once the full update goes live, will this panel also be available in sandbox mode? it would be cool to see regardless of how hard or easy it is to reach them
if anyone can't see the images, i tried to sum it up in words here:
Basic: rapidly goes up to full power, then immediately goes a bit down then a bit up to almost full power, then goes down, goes flat for a while, and drops a bit at the end
Ramp Up: goes from like 40% to 100% gradually
Steady: always at 100% power
Ramp Down: goes from 100% to like 40% gradually
Impulse: goes full power for a really short while then goes to a very small amount of power for the remaining time
if you enjoyed SP and want a "modern version" of it, along with additional space content, then yeah do buy it, it's worth it imo
the flight physics are a little sloppy compared to SP but you can make a snappy craft if you know how, and both have built-in XML editing , but SR2 has far better parts (a lot of which are highly customizable) plus some of the annoyances can be minimized or eliminated completely (e.g. auto fuselage resizing)
not everyone has a pc to run modded SR2, plus a decent percentage of players (including me) come from SP which had weapons built into it from the start
@AeroplaneBuilder
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 don't think tinker panel is getting removed, just that multiple parts are getting things that were previously only accesible by tinker panel (e.g. size editing)
and also it's still there on the GIF with the part scale stuff
@simpleaerospace
just asking, would it be possible to add the ability to change the skybox in planet studio's system editor, without doing all sorts of fancy code stuff?
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)
yeah, seems like the tables have turned this time around
but i'm actually kinda glad because it means i don't have to constantly update my stuff so that they work as intended in new versions :')
i have a seperate account for SP that i don't really use anymore, (@JeskoGoesVROOM)
there's two because i made this account prior to knowing that SP and SR2 accounts are compatible
@SeeyaTheFurry yup
but man there's still a long way to go before i get the lore to be as hard as i want it to be... i gotta redesign like 5 or 6 different alien species so that they no longer look like humanoid animal+animal hybrids, gotta eliminate 2 fictional fuels (Valagama and Cypernis — JRX stays because haha funny 50k kelvin liquid that can be used as rocket propellant and weapon ammo) and then try to signal to the readers that, no, there is no sound in space, and no, we are not turning like in an atmosphere, we are in orbits and we gotta do funky rotations if we wanna get anywhere (or just go so fast that the gravity isn't enough to make you orbit the celestial body and instead you can ASTRO DORIFTO through space)
well, the questions about the "complete"/"full" (or whatever it was, can't remember) version of the mobile game have finally been answered
i'm curious about the details of the different pricing bundles (their costs and what they give) but i assume one could check it out in-game
ngl, i feel like i was partially responsible for this :(
i used an unusual way of linking an image in one of my posts and i think that was what broke the site the first time since it coincided with the initial downtime
when the site came back like 3 days later i checked on it and it was still there but i didn't do anything else, a few hours after that site broke again for like a day, then i realized that i might be the cause, so the next time the site worked i went to that post of mine and got rid of the image and replaced it with a link
so yeah sorry guys, i was stupid :c
@ZeusSpaceAgency basically, lite versions are just simple versions with the most basic stuff and the rest is locked, usually free so that players can test the basics of the game before deciding if they wanna buy the full paid game or not
for JNO i'd assume the lite version would just have a few basic parts (one capsule, a fuel tank, an engine or two, parachute, maybe some fins too, alongside reduced part customizability maybe?) and only Droo as the planet
i might make some of my own tbh
at the moment though, my ipad isn't connected to the internet due to an oversight (should be fixed today, for now i'm just typing this on my phone), which is also why i couldn't post the last 3 better templates yesterday like i planned
yeah the assymmetrical poles (usually caused by billow or multiridge noise, FBM makes them normally) are really annoying even tho they could look really cool, especially the flowy veiny one (it is possible to only make those ones appear, but that likely needs 2 seperate noises, lots of filtering where the noise should and shouldn't appear, etc)
aside from that, i think it'd be cool if you made a guide to craters, they share some similarities with the remap curve (that being their shape, allowing for higher or lower ridges, a flatter or sloped bottom, and even central peaks, which end up looking either absolutely spectacular or a turd, there's no in-between)
for real, whenever i just check in forums half of the posts are just "ZOMG CHECK OUT OUR NEWEST RIDEEE SHAREE SEERVIICE WITH THE 2837283737% SAFEST ROCKETS ON PLANNET EARTHE CAPABLE OF LIFTING 2 KAJILLION TONS TO LOWER EARTHED OREBET, BUKE YUR SATLET AND RID WIT US WE WILL GIVE FREE SPONESORSHIPPES ON OUR DICORD TWITR TITOK YUTUB AND ALL OUR 7 BAZILLION SOSAL MEDA ACONTS!!!!!"
+9 2.8 years agolike, the legit iSpace and the actually decent quality of the other ones are fine, but there's just way too much of the low-quality ones and it's really spammy and boring
i think that for the damage turn off thing, there should be a button in tinker panel that updates the currently existing craft in the designer to be indestructible, meaning that this can be toggled on a per-craft basis so we can have both unrealistic and normal crafts together without constantly having to switch a thing in the settings
+7 2.5 years agoonly 3 days left until us mobile peeps get it :D
+6 2.7 years agoedit, march 18th, 21:25 UTC: might be delayed due to either not being ready or time zones
edit 2, march 19th 15:22 UTC: not yet here, probably delayed for a rather important bug or idk
edit 3, march 20th, 14:03 UTC: update is confirmed delayed, new release date unknown, this comment is now outdated.
edit 4: i'm so dumb, actual update releases "somewhere in late March to early April"
the default one on Miros/Iapetus uses some complicated expression thingy, but i might have an idea on how to do a simple ridge without that (it will just be a straight ridge, no wonky patterns or anything)
(make sure you have basic mode (mountain icon) disabled and the element links (square with an arrow coming out of its bottom side) enabled
you will need the following elements, in order from top to bottom:
- get position
- remap curve
- generate height
- update height
for the "get position", keep the values at 0,0,0 but move the "Y" slider from none to 0
the curve remap is the hardest, so i'll tell you the exact details of what to enter for a very simple one (you will need to create 3 more "dots" from the default 2)
- first dot: time -1, value 0
- second dot: time between -0.5 and -0.1, value 0
- third dot: time at 0, value 1
- fourth dot: time between 0.1 and 0.5, value 0
- fifth dot: time 1, value 0
it should look something like this: —^—
make sure the remap recieves the blue arrow from the "get position", and then make sure the blue arrow of the curve remap also is in the right place
for the generate height, feed the blue arrow of the curve remap into the input port, assign a height of like 5000 or whatever for the max and keep it at 0 for the min
finally, have the blue arrow from the generate height line up with the input port of the update height
do note that it isn't the most efficient solution (the generate height could be skipped entirely, for example, but i left it in for simplicity) and that it may not work if you already have existing terrain (i don't know if update height only affects the areas that are actually modified and leaves the rest as it is, or if it overwrites the whole terrain entirely)
+5 1.3 years agocongrats on the first full launch! (pretty accurate, considering, you know, rocket game) y'all have done an amazing job on JNO/SR2, looking forward to more :)
+5 1.8 years agowell, whatever the case may be, i'm looking forward to career mode and the other new stuff. it's still SR2 as it was, just with a completely new appearance, but still very similar inside. and hey, i'm sure devs won't mind too much it still being called SR2 by many users
+5 1.9 years agoalso, yeah, what happened with the poll? didn't the original name get the highest score in the end, even if all of the people trying to unfairly imbalance were excluded and the whole thing got filtered and de-biased?
solution: drive to the end of the runway with a ground vehicle, line it up, save the launch spot, and boom you have the launch location
+5 2.2 years agoyou could use rotators and attach the fin on those, it's probably not the most efficient way but it's the easiest to make
+5 2.5 years agoto make cracks, use noise type Cellular, there will be two settings next to it
+4 10 months agothe first one can be "Euclidean", "Manhattan", "Natural", and "Euclidean No Overlap" — out of those, the first three are all suitable, but Natural is probably going to be the best
for the second option, use "Distance 2 Sub", the rest work differently, though some may give similar results
for the noise itself, a frequency of 5 to 100 (or even beyond) usually work best, and adjust strength as needed
you may also need domain warps or a remap curve to make them look better, but those are more advanced things and for basic cracks they aren't really needed
i avoided yet another ping spam yet again, geez
+4 11 months agoi'm getting tired of "being nice for a change", gonna have to change back to full antisocial (from current 80% antisocial) if i get ping-spammed more and more
we hit 200 upvotes les go
+4 1.3 years agoyeah, imagine a combination of the new name and the old one, best of both worlds lol
+4 1.9 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 2.4 years ago@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 3 months ago@CloakPin bro just described 90% of new users
+3 11 months agoreal
@CloakPin AYO
+3 one year agomods you gotta do something
cries in mobile
+3 1.3 years agobut hey, at least this suggestion is fulfilled now
@Ylias very well then
+3 1.5 years agoi wasn't able to upload unlisteds today and tomorrow is a homework-doing day for me, so the next batch will likely only come next friday
aye, i had it sorta similar over on SimplePlanes, but with a different account compared to this one, made it when i was 11 and had no idea you had to be 13, so when i sorta revealed my age i just got banned but wasn't even that mad and just waited it out until my 13th birthday as well
+3 1.5 years agofor JNO you could also add
- a lot more customizability (since everything is paintable to any color
- XML editing of craft, planet, etc files lets you do virtually anything (if you know what you're doing)
also, you can actually view SOIs in map view now (its a switch on the bottom of the map view's panel) so you should remove that pro in KSP2, but ye
+3 1.7 years agoit's been moved to the flight menu, click the boxy icon on the right side in flight, scroll to the bottom where "options" are, the sliders will be there
+3 1.7 years agolol the SR2 logo on the site doing the "i don't feel so good" fadeaway is actually pretty funny tho
+3 1.9 years agoi saw a leak/smeakpeek video about this update, and there was a menu panel that had celestial bodies in semi-3d and check marks if you've landed on it, orbited it, etc. - once the full update goes live, will this panel also be available in sandbox mode? it would be cool to see regardless of how hard or easy it is to reach them
+3 1.9 years agoif anyone can't see the images, i tried to sum it up in words here:
+3 2.1 years agoBasic: rapidly goes up to full power, then immediately goes a bit down then a bit up to almost full power, then goes down, goes flat for a while, and drops a bit at the end
Ramp Up: goes from like 40% to 100% gradually
Steady: always at 100% power
Ramp Down: goes from 100% to like 40% gradually
Impulse: goes full power for a really short while then goes to a very small amount of power for the remaining time
if you enjoyed SP and want a "modern version" of it, along with additional space content, then yeah do buy it, it's worth it imo
+3 2.2 years agothe flight physics are a little sloppy compared to SP but you can make a snappy craft if you know how, and both have built-in XML editing , but SR2 has far better parts (a lot of which are highly customizable) plus some of the annoyances can be minimized or eliminated completely (e.g. auto fuselage resizing)
hmm... those weird rifts are most likely caused by an "expression" modifier, until you get good stay away from those things, they are scary
+3 2.3 years agonot everyone has a pc to run modded SR2, plus a decent percentage of players (including me) come from SP which had weapons built into it from the start
+3 2.4 years ago@AeroplaneBuilder
o7 lets all salute bois
+3 2.4 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 2.4 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)
i don't think tinker panel is getting removed, just that multiple parts are getting things that were previously only accesible by tinker panel (e.g. size editing)
+3 2.7 years agoand also it's still there on the GIF with the part scale stuff
@simpleaerospace
please stop my 0.1 brain cells can't handle this
+3 2.8 years ago@YaMomzBox420
just asking, would it be possible to add the ability to change the skybox in planet studio's system editor, without doing all sorts of fancy code stuff?
+3 3.2 years ago@MatTheAerospacer welp i also started a PS tutorial series lol
+2 13 days ago(btw @Ceya i only reccomend you add mine once i make a collective post for mine)
@Hyperant yep, i can also confirm it's possible
+2 3 months agounfortunately it's only possible to do it in XML, and you are quite limited in what you can choose
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 4 months agoyeah, seems like the tables have turned this time around
+2 4 months agobut i'm actually kinda glad because it means i don't have to constantly update my stuff so that they work as intended in new versions :')
i have a seperate account for SP that i don't really use anymore, (@JeskoGoesVROOM)
+2 6 months agothere's two because i made this account prior to knowing that SP and SR2 accounts are compatible
@SeeyaTheFurry aight
+2 7 months agoi won't be able to do it right now but i'll start uploading the planets and both systems soon
@SeeyaTheFurry yup
+2 9 months agobut man there's still a long way to go before i get the lore to be as hard as i want it to be... i gotta redesign like 5 or 6 different alien species so that they no longer look like humanoid animal+animal hybrids, gotta eliminate 2 fictional fuels (Valagama and Cypernis — JRX stays because haha funny 50k kelvin liquid that can be used as rocket propellant and weapon ammo) and then try to signal to the readers that, no, there is no sound in space, and no, we are not turning like in an atmosphere, we are in orbits and we gotta do funky rotations if we wanna get anywhere (or just go so fast that the gravity isn't enough to make you orbit the celestial body and instead you can ASTRO DORIFTO through space)
GOD DAMN, THAT VOLUMETRIC CLOUD STORM DOE-
+2 9 months agowell, the questions about the "complete"/"full" (or whatever it was, can't remember) version of the mobile game have finally been answered
+2 10 months agoi'm curious about the details of the different pricing bundles (their costs and what they give) but i assume one could check it out in-game
ngl, i feel like i was partially responsible for this :(
+2 10 months agoi used an unusual way of linking an image in one of my posts and i think that was what broke the site the first time since it coincided with the initial downtime
when the site came back like 3 days later i checked on it and it was still there but i didn't do anything else, a few hours after that site broke again for like a day, then i realized that i might be the cause, so the next time the site worked i went to that post of mine and got rid of the image and replaced it with a link
so yeah sorry guys, i was stupid :c
@ZeusSpaceAgency basically, lite versions are just simple versions with the most basic stuff and the rest is locked, usually free so that players can test the basics of the game before deciding if they wanna buy the full paid game or not
+2 10 months agofor JNO i'd assume the lite version would just have a few basic parts (one capsule, a fuel tank, an engine or two, parachute, maybe some fins too, alongside reduced part customizability maybe?) and only Droo as the planet
we are so back
+2 10 months agoi might make some of my own tbh
+2 11 months agoat the moment though, my ipad isn't connected to the internet due to an oversight (should be fixed today, for now i'm just typing this on my phone), which is also why i couldn't post the last 3 better templates yesterday like i planned
yeah the assymmetrical poles (usually caused by billow or multiridge noise, FBM makes them normally) are really annoying even tho they could look really cool, especially the flowy veiny one (it is possible to only make those ones appear, but that likely needs 2 seperate noises, lots of filtering where the noise should and shouldn't appear, etc)
+2 11 months agoaside from that, i think it'd be cool if you made a guide to craters, they share some similarities with the remap curve (that being their shape, allowing for higher or lower ridges, a flatter or sloped bottom, and even central peaks, which end up looking either absolutely spectacular or a turd, there's no in-between)
nah fam
+2 11 months agoi need that RSS scale, ingame 1/5th scale is cool but i'm too used to real scale already
@ChaseWilsons yes
+2 11 months agoit's on hold for hecks sake
i'm b u s y
"me irl" isn't relatable enough to describe this
though for me it's not really the reason why i'm not posting, right now i'm just playing Terraria lmao
+2 one year ago@Seeya aight, cheers
+2 one year ago