did this get reuploaded or what?
also i'm wondering what square blocks are, they look basically the same as the green/lime text but take ages to write the weird quote mark things comparison comparison
set the deploy and inflation density sliders as far right as you can, haven't tried but it could probably work as it should deploy and catch the far thinner atmosphere at higher altitudes
you can either use an XML modded fuel tank (large capacity but small size) or use the "MLI" command in dev console while in flight, supposedly that gives you infinite fuel
there should be a thingy called exhaustColor, you need to input a hex color code into it and should color it
i don't have the beta though so i have no idea but that's my best guess based on the gifs provided in the update blog posts
it's so nice that they've previously done the same with SP, but it just shows that they actually care about their players too
otherwise, the engine exhaust recoloring, smoke toggle, and other stuff are still nice to have
although i've XML'd craft and planet files directly before, it's gonna be epic not having to constantly switch apps
also, that exhaust color gif is pogchamp
new legs are cool too, i haven't used landing legs much ingame (i just put some struts on sticks on detachers) so i'm looking forward to see what that'll bring
as somebody who's previously played KSP too, i agree. imo both games share the 1st place spotlight. KSP has better graphics and celestial body detail, maybe a better damage model, while SR2 has the ability to make parts any color, adjust shape of many things, and an awesome planet building tool (no idea how modded KSP planets are made), and most importantly it's usable on many different devices, including mobile.
(i haven't played KSP since like 2 or 3 years (the laptop i had it on became unusable, and my new laptop doesn't have it) so i might be off with some things regarding it)
i actually legit thought that the "hint" link was gonna be a rickroll but it's actually fully legit
it's confirmed, SR2 devs are beyond sigma level, they've ascended to g a m m a
true, we could also have quality settings for that
i'm actually planning to make a suggestion post for how clouds could work while still being somewhat simple, haven't gotten to around to making the post yet though
@TRAPPIST1
well, it is kind of possible to make black holes ingame using planet studio, but i would be hands down having a legit specific black hole "object" that is seperate from that
either way, yeah, i hope we get more leaks soon (they usually do release most if not all features that an update contains before it actually drops)
@ToddynhoBR
basically it is the main habitable world in my Mortan System, it has red-colored grass and water, and dark greyish-blue rocks and mountains, it also has a ring system and a multitude of moons link to the latest version
@FriendlyFin
downloaded it cause it looked cool, and nobody told me it was game breaking, plus i doubt i'd download anything else from its creator since i basically now a hate passion (or whatever ya call em) towards that user.
do you at least know where downloaded celestial body files are kept on iOS?
@FelixFan1
one of my fictional planets for my star system, it is currently the outermost planet, being an icy world that has some civilization on it, although mostly ruined.
@MirazAerospace
aight
edit: i've managed to fix the issue myself by simply removing Mraz, adding it back again, and then adding Clodno back, i guess the game was just having a bad day as well.
i'll probably write the bug report (and in a more civilized way) if this occurs again
@ChalxAerospace @Chtite451SR2
after reading through the entirety of volume one, i am super excited for volume 2, and excellent job so far!
and just a request: since you said volume 2 will likely have illustrations, would it be possible to make maps of Pollux in different states (with structures marked), like how it is right now, how it was before Phoebe and Tempus screwed everything up, etc.? this is just my request and i understand if you can't do everything, and once again, excellent job on writing this.
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)
@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
no problem :)
+1 2.6 years ago@aegissystemrim100
if you mean clickable hyperlinks, use
+1 2.6 years ago[what you want the clickable text to look like](the link goes here)
epic pog
+1 2.6 years ago@IceCraftGaming
did this get reuploaded or what?
+1 2.6 years agoalso i'm wondering what
square blocks
are, they look basically the same as the green/lime text but take ages to write the weird quote mark thingscomparison
comparison
yeah lol
+1 2.6 years ago@IceCraftGaming
set the deploy and inflation density sliders as far right as you can, haven't tried but it could probably work as it should deploy and catch the far thinner atmosphere at higher altitudes
+1 2.6 years agome, SP user is JeskoGoesVROOM (cringe username, ik ik)
+1 2.6 years agoYES I'VE SUFFERED WITH THIS SOOOOO MUCH
+1 2.6 years agoi can't slow down rapidly anymore cause of this
it's nice and simple to understand, you did a good job on it
+1 2.6 years agoaaaaa i was late
+1 2.6 years agosure, i didn't invent this type of post lol
+1 2.6 years ago@Ylias
you can either use an XML modded fuel tank (large capacity but small size) or use the "MLI" command in dev console while in flight, supposedly that gives you infinite fuel
+1 2.7 years agotime zones :shrug:
+1 2.7 years ago@Ylias
haven't tried hashtags yet
+1 2.7 years agowill try later
@Chtite451SR2
there should be a thingy called exhaustColor, you need to input a hex color code into it and should color it
+1 2.7 years agoi don't have the beta though so i have no idea but that's my best guess based on the gifs provided in the update blog posts
i finna breach the limits of the universe with a rocket engine the size of an atom
+1 2.7 years agothe switches should be fine depending on what you mean, but thanks
+1 2.7 years ago@astrojethro
it is
M E G A P O G
it's so nice that they've previously done the same with SP, but it just shows that they actually care about their players too
+1 2.7 years agootherwise, the engine exhaust recoloring, smoke toggle, and other stuff are still nice to have
although i've XML'd craft and planet files directly before, it's gonna be epic not having to constantly switch apps
+1 2.7 years agoalso, that exhaust color gif is pogchamp
new legs are cool too, i haven't used landing legs much ingame (i just put some struts on sticks on detachers) so i'm looking forward to see what that'll bring
np lol
+1 2.7 years ago@IceCraftGaming
as somebody who's previously played KSP too, i agree. imo both games share the 1st place spotlight. KSP has better graphics and celestial body detail, maybe a better damage model, while SR2 has the ability to make parts any color, adjust shape of many things, and an awesome planet building tool (no idea how modded KSP planets are made), and most importantly it's usable on many different devices, including mobile.
+1 2.7 years ago(i haven't played KSP since like 2 or 3 years (the laptop i had it on became unusable, and my new laptop doesn't have it) so i might be off with some things regarding it)
i actually legit thought that the "hint" link was gonna be a rickroll but it's actually fully legit
+1 2.7 years agoit's confirmed, SR2 devs are beyond sigma level, they've ascended to g a m m a
true, we could also have quality settings for that
+1 2.7 years agoi'm actually planning to make a suggestion post for how clouds could work while still being somewhat simple, haven't gotten to around to making the post yet though
@TRAPPIST1
whoa that thruster
+1 2.7 years agothat would be awesome, maybe a bit too laggy though
+1 2.7 years ago@TRAPPIST1
because reject modernity return to monke
+1 2.8 years ago@JodIsNotAFurry
ello
+1 2.8 years agowell, it is kind of possible to make black holes ingame using planet studio, but i would be hands down having a legit specific black hole "object" that is seperate from that
+1 2.9 years agoeither way, yeah, i hope we get more leaks soon (they usually do release most if not all features that an update contains before it actually drops)
@ToddynhoBR
basically it is the main habitable world in my Mortan System, it has red-colored grass and water, and dark greyish-blue rocks and mountains, it also has a ring system and a multitude of moons
+1 3.0 years agolink to the latest version
@FriendlyFin
agreed, although the fuselage slice feature from SP should be coming to here too (somebody suggested it already and it's in "planned" category)
+1 3.0 years agoi don't think it's currently possible to add axial tilt for non-Urados styled planets, however i haven't experimented with this much so i don't know
+1 3.1 years agoayy, congrats to both!
+1 3.1 years agotrue
+1 3.1 years ago@FelixFan1
don't worry i suck at explaining things too lol
+1 3.1 years ago@FelixFan1
downloaded it cause it looked cool, and nobody told me it was game breaking, plus i doubt i'd download anything else from its creator since i basically now a hate passion (or whatever ya call em) towards that user.
+1 3.1 years agodo you at least know where downloaded celestial body files are kept on iOS?
@FelixFan1
true, that too could be a possibility
+1 3.1 years ago@YaMomzBox420
"ion engines are very low thrust but super high efficiency engines that you should ONLY use for deep space probes"
+1 3.2 years agoXML modded gang:
how about i nyoom
yup
+1 3.2 years ago@FelixFan1
one of my fictional planets for my star system, it is currently the outermost planet, being an icy world that has some civilization on it, although mostly ruined.
+1 3.3 years ago@MirazAerospace
aight
+1 3.3 years agoedit: i've managed to fix the issue myself by simply removing Mraz, adding it back again, and then adding Clodno back, i guess the game was just having a bad day as well.
i'll probably write the bug report (and in a more civilized way) if this occurs again
@ChalxAerospace @Chtite451SR2
after reading through the entirety of volume one, i am super excited for volume 2, and excellent job so far!
+1 3.3 years agoand just a request: since you said volume 2 will likely have illustrations, would it be possible to make maps of Pollux in different states (with structures marked), like how it is right now, how it was before Phoebe and Tempus screwed everything up, etc.? this is just my request and i understand if you can't do everything, and once again, excellent job on writing this.
thanks lol, will get to uploading stuff soon but will need to prepare them for public use
+1 3.3 years ago@Chtite451SR2
i don't know exactly how to do it, but there's two methods i know of:
3 days 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 :)
@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)
17 days ago@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)
17 days ago@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
29 days agoaw yea
one month ago@Tallisar there are already two characters with those exact names, they appear a bit later on
one month ago(i can't tell if you're being ironic or not lol)
JUNO UPDATE
YIPPIE
also, to anyone who wants to see Oord directly, here you go
one month ago