@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
@PZLAgencies 1. cycling, for a week, so yeah RIP my legs 2. iirc it's 10th gen (i wanted 11' screen with 512GB but my dad got me 13' screen with 1TB one... yeah it's too big for what i need but oh well i can't do anything about it now)
if you're only interested in the size, try to look up the statistics of the engine (what you'll be needing is "dimensions", these are things like the length, diameter, and weight — if possible, look up official papers on it, but plain old Wikipedia might work too), try to match those values inside the game by resizing the engine (note that you may need to use the hidden properties editor to change it more precisely), in one of the panels to the right the game will display your craft's dimensions in metres (height, length, width, + more), and make sure you make your control unit a very small command disc that you can then move inside the engine so that it doesn't add on any extra meters, after you're done with matching the size (note that the performance will likely not match, it is much more difficult to change that for jet engines unfortunately) you can save the engine as a subassembly or something (if you're planning on using it on a plane)
@Alphabetaboom well, there's a lot of people who only play games just to blow stuff up, and you obviously need explosions to blow stuff up
as for its accessibility, i assume it's so that less experienced users don't accidentally put it in their rocket and cause the explosions to crash the game
craters are a good choice if you don't wanna modify existing terrain
simple rearrange the crater curve, make sure the "peak" is at value 1 and location around 0.2 to 0.5, the volcano's pit is between value -1 and 0.5ish, and the bottom is at 0
also, for some reason, when i'm in the folder itself, it shows that 10.2k things are in it, yet when i'm outside of it, it only shows that there are around 3.4k things in it
very useful overall, though a little complicated for me
and man do i wish we had the option to make gyroscopes provide stability and uprighting (like in SP) rather than only having it be used to change direction, it would help loads with VTOL's and stuff like this and would mean that new players (and/or those with low skills like me) can make cool stuff without having to be vizzy masters
@Hyperant
Hungary, the land of potholes, littering, 20th century technology still in use today, poor quality in general, and is somehow right next to a country that is about as close as you can get to a real life utopia (Austria)
@Spitty yeah
as a mainly make hyper-OP crafts it usually isn't a problem for me (in fact, i prefer RSS scale over the stock 1/5 scale) but it can get annoying
just follow the size measurements in metres, really
however, because the game was designed for its own scale, the engines and whatnot will be pitifully weak, so you'll need to either get the RSS Rebalance mod or edit stuff yourself with the hidden properties, otherwise you likely won't even make it to LEO
since you said anything would be okay, the only idea i have right now is a mission to make a plane and bring that to a world with atmosphere (Mars and Titan, Venus too but it's probably too hot) and then fly said plane for some time on that world
however both celestial bodies are really far away so they would need huge and powerful rockets, so to compensate, these missions should give a very large amount of money
gas giants prove that blue&white is one of the best color combos
one month ago(i have also contributed, with Talune from Worand)
@Hyperant @VectorY
one month 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
2 months ago@Aludra877 hmm
2 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
@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)
2 months ago@ExplorationAerospace oof, yeah, i forgot mobile has a lite version now
2 months ago@ExplorationAerospace the menu button is in a slightly different place now, but yes
2 months ago@QuantumSpaceIndustries i already have one, CelestialDatabase simply doesn't show up anywhere
3 months agowelp, i had so much fun with the drift car that i'm making a whole series of simple cars with various gimmicks and stuff
3 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
nah, that mug is too based for that
4 months agoand besides, i also drink it (at dinner), at all times of the year
@Isosceles51 ooh yes
4 months ago@Isosceles51 yea, a few basic cars and trucks (including airport vehicles), more than one ship, and a few basic airplanes and rockets
4 months ago@VectorY yeah, it's a good idea to backup if you're doing stuff with XML
4 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
4 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
most notable are the actual RSS planets, for some reason all of their stats are at 0 when displayed on the website
4 months ago@PZLAgencies idk myself at this point lol
4 months agoalso oof
@PZLAgencies also, 10th gen ipad air
4 months ago@PZLAgencies 1. cycling, for a week, so yeah RIP my legs 2. iirc it's 10th gen (i wanted 11' screen with 512GB but my dad got me 13' screen with 1TB one... yeah it's too big for what i need but oh well i can't do anything about it now)
4 months ago@CloakPin unfortunately i did not
4 months ago@PZLAgencies i know what to look for, problem is that it doesn't show up
4 months agoif you're only interested in the size, try to look up the statistics of the engine (what you'll be needing is "dimensions", these are things like the length, diameter, and weight — if possible, look up official papers on it, but plain old Wikipedia might work too), try to match those values inside the game by resizing the engine (note that you may need to use the hidden properties editor to change it more precisely), in one of the panels to the right the game will display your craft's dimensions in metres (height, length, width, + more), and make sure you make your control unit a very small command disc that you can then move inside the engine so that it doesn't add on any extra meters, after you're done with matching the size (note that the performance will likely not match, it is much more difficult to change that for jet engines unfortunately) you can save the engine as a subassembly or something (if you're planning on using it on a plane)
4 months agoooo this one's good
5 months ago@Vee ok but wdym by "preach"
5 months ago1. this isn't the church
2. i'm an atheist anyways
@Vee ???
5 months agostill the best celestial body in the stock system
5 months agoi unfortunately haven't found that either
5 months agoi know the folder we're looking for is called CelestialDatabase but it does not appear for me
@ChaseyWasey oh lol
5 months ago@ChaseyWasey what's that
5 months ago@Alphabetaboom well, there's a lot of people who only play games just to blow stuff up, and you obviously need explosions to blow stuff up
6 months agoas for its accessibility, i assume it's so that less experienced users don't accidentally put it in their rocket and cause the explosions to crash the game
its only purpose is to make stuff go boom
6 months agoit has by far the most explosive power in the game
craters are a good choice if you don't wanna modify existing terrain
6 months agosimple rearrange the crater curve, make sure the "peak" is at value 1 and location around 0.2 to 0.5, the volcano's pit is between value -1 and 0.5ish, and the bottom is at 0
also this
6 months agoalso, for some reason, when i'm in the folder itself, it shows that 10.2k things are in it, yet when i'm outside of it, it only shows that there are around 3.4k things in it
6 months ago@StephanieBread weird
6 months agowell, i can't help any further, it's an issue that i have no knowledge of
my solution is to just turn on fuel line on everything
6 months agoif that doesn't work, then idk
@FunkPunk nice
7 months agoi don't have the beta since i always wait for final update release
@Pedro @FunkPunk YES YES YES I'M NOT THE ONLY ONE WHO EXPERIENCES THIS
7 months agoboth, really
7 months agoi usually listen to music on my phone though
very useful overall, though a little complicated for me
and man do i wish we had the option to make gyroscopes provide stability and uprighting (like in SP) rather than only having it be used to change direction, it would help loads with VTOL's and stuff like this and would mean that new players (and/or those with low skills like me) can make cool stuff without having to be vizzy masters
7 months agothere's this which provides a simple explanation to everything but not everything is complete afaik
7 months ago@Hyperant ecks dee
7 months ago@Hyperant
7 months agoHungary, the land of potholes, littering, 20th century technology still in use today, poor quality in general, and is somehow right next to a country that is about as close as you can get to a real life utopia (Austria)
just took a quick look at what those are, and holy hell, they go hard, definitely make some of them lol
7 months agothis post went from an announcement to a vent/stress post thing midway through, but oh well
7 months ago@Spitty yeah
7 months agoas a mainly make hyper-OP crafts it usually isn't a problem for me (in fact, i prefer RSS scale over the stock 1/5 scale) but it can get annoying
just follow the size measurements in metres, really
7 months agohowever, because the game was designed for its own scale, the engines and whatnot will be pitifully weak, so you'll need to either get the RSS Rebalance mod or edit stuff yourself with the hidden properties, otherwise you likely won't even make it to LEO
since you said anything would be okay, the only idea i have right now is a mission to make a plane and bring that to a world with atmosphere (Mars and Titan, Venus too but it's probably too hot) and then fly said plane for some time on that world
7 months agohowever both celestial bodies are really far away so they would need huge and powerful rockets, so to compensate, these missions should give a very large amount of money
@deepfriedfrenchtoast yeah ig
7 months agoi've seen it before but no idea how it works lol
7 months ago@deepfriedfrenchtoast would it be possible to make a "super-scifi" infinite fuel generator that doesn't consume power?
7 months ago