If you create a gas giant from the blank planet template then you'll be able to use the bands function and the biomes. you can just make an emisive biome and put it in the areas needed to glow.
I dont know what could be happening from it not starting. I'd just restart the PC since sometimes steam just doesnt feel like working. If that doesnt work then maybe verify the game's files, though the one time I did that for JNO it removed all the downloaded content I had, so all my mods and downloaded planets were gone, so I would be careful about that.
Man, you not knowing what the button was to stage reminded me of when I was just beginning to play this game. I didnt even know that there was a map view and so just tried launching a rocket over and over again until I finally got a periapsis that wasnt in the atmosphere, Im so glad im past that now.
You can write a simple Vizzy script in a command chip with two variables for pitch and heading, and hook those two variables up to equal the value of the "Pitch" and "Heading" properties in the "nav" function block. then make a navball assembly with a pich and heading rotator. You can control the two motors directly by typing in a custom input into their input slot. For example if the command chip with the Vizzy is named "CMDCHP", and the control variable is named "Pitch", then by typing in CMDCHP.VZ.Pitch into the motor input will make the motor use the variable as input for rotation.
I think the blue paint was ment to protect the orange insulation from UV light, though it stoped being used because painting the whole first stage added too much weight.
@Mercerlord Basically an electric motor uses the force generated by a magnet when one of its poles gets attracted to the opposite pole of another magnet. Though instead of having a directional force from the attraction, we have a rotational force by putting the magnet on a rotating shaft, so the magnet rotates for its poles to get closer. Jared Owen made a video explaining it pretty well a while back, here.
@SatelliteTorifune Ive also done Parallax for Earth and other cellestial bodies now, do agree that earth only having "arid" and "fertile" biomes for most of its surface isnt that much.
@Tallisar I played around with the angular velocity a while ago and I vaguely remember that giving a parent object angular velocity will also cause the child objects to rotate around the parent, Im not sure if im remembering correctly though.
I gonna dive into this because why not im bored. Though you dont have to take into account what I say, do whatever you want.
The first thing of using a neutron beam to make nuclear pasta is quite absurd since nuclear pasta needs the ridiculous pressure found in a neutron star to exist stably, without that pressure the neutrons will rupture outwards into a more normal arrangement. The nuclear pasta also needs the huge pressure in a neutron star for the neutrons to not beta decay. When a neutron is outside an atom nucleus, it will beta decay into a proton, electron, and an antineutrino at a half-life of about 10 minutes. But in dense nuclear pasta, the energy of the particles is so high that beta decay cant happen (its due to some weird and arbitrary seeming principles that I barely understand.) Also compressing matter into a black hole really can only be done with the pressure of a star's center, and thats really only possible with a star or a star-sized object.
There's actually a way to make a black hole much more practically, theres a theoretical type of black hole called a Kugelblitz black hole. Its a black hole thats made from photons, instead of particles with mass. These types of black holes have already been theorized as a potential spacecraft propulsion method. The idea of using a black hole to create negative energy is just non-scientific technobabble, so I cant comment on the idea further.
I found this paper on achieving a warp bubble without negative energy. I think this paper takes advantage of the 11-dimensional spacetime predicted by String Theory to achieve a warp bubble with only positive energy, though Im not even gonna start pretending like I understand any part of the paper at all. Im sure with more digging it would be possible to find more papers on this topic.
@ElonCyberTruck I dont know why you'd need to deal with quaternions for it to work. Also, a minor detail I left out is you would need to convert the vectors into their lengths before subtraction. So it would go like
( (craft position vector) + (craft yaw vector) )length - ( (craft position vector) )length.
Idk if you were having any trouble with the equation due to this but I said it anyway.
Dude I had this as a problem too recently. It didnt need to be exact for me, so I was able to roughly solve it with extra vizzy code.
I used [ craft position (vector) + craft yaw axis (vector) ] - craft position (vector).
You can structure some code so if the result is negative then value is added to the bank angle.
SFS2 will most likely be a more casual game than Juno. It would probably only have one fuel type for all engines and so far it looks like there'll only be solar panels for power generation. SFS2 doesn't really seem to be a competitor with Juno in the same way that Juno isn't a competitor to KSP, the levels of realism and depth are different between these games.
@Hyperant Yeah its pretty impresive for an indie game to have its own programing language, but theres some stuff that ive encountered that just seems like Vizzy is throwing a tantrum. One thing that happed is the roll block randomly started jumping between 0 and then the value it should be displaying. I tried to detach other "while (true)" blocks to see what might be causing it, and even detaching 1 random "while" block made it work normal again. Even if you just connected another "while" block to a "start" block without any program running in it at all, the roll block still stops working correctly. Also integrating multiple "while" blocks into a single long monster of a program wouldnt fix it, I just ended up puting the program into a beacon light part and it worked fine then.
@Fyrem0th Carbon fiber just doesnt have a melting point high enough to be used in the regenerative heat shield face. You'd need to pump a ridiculous amount of fuel infront of the rocket for the resin to not melt. You really can only use a high temp metal or ceramic for the job. I think a metalic heat shield is ultimately better than a regen one since, again, it could be lighter, more resistant, more durable, and easier to replace than a ceramic one. Starship also demonstrated that for a large vehicle like itself or Neptune that a regen heat shield would be heavier than a ceramic one. A metalic heatshield would give great characteristics while being lighter than the other 2 options.
@Fyrem0th I still dont think that carbon fiber could be used in a cryogenic rocket engine. There have been cyrogenic fuel tanks made out of carbon fiber, like on the Electron rocket, but those only have to store fuel at about 4 bar of pressure, and the turbopumps of rocket engines need to have a pressure that is higher than the pressure in the combustion chamber, which carbon fiber just cant reasonably handle at cryogenic temperatures.
Having a regenerative setup for the booster return is likely overkill, instead wraping the hot parts of the booster with thermal protection wrap or thermal insulation paint would proabably be enough. Using a regenerative heat shield for the second stage might work, but with a high temperature alloy insead of carbon fiber. Starship had a regeneratively cooled heat shield for a while, though switched to a TUFROC ceramic heat shield because it was ultimatly lighter than having a regenerative cooling setup. Stoke Space is also developing a regenerative heat shield for their Nova rocket, though im intrested how their regenerative heat shield stacks up to a regular ceramic heat shield. Its hard for me to imagine that their regen shield with the weight of the plumbing and the extra fuel needed would be lighter than standard TUFROC, which isnt very heavy, only about 354.4 kg/m3. A TUFROC shield for the Nova wouldnt be hard to replace due to its small size as well. You can also potentualy use a more advanced metalic protection system for the second stage, like the one developed for the VentureStar. A metalic tile heatshield would potentually last longer, be easier to replace, and be a lot more durable than a ceramic tile heatshield.
Aerospikes could potentually be used, I think the challenges with weight and cooling could be solved if the goal of using aerospikes is strong enough to carry development far enough. In some cases the cooling problems of aerospikes could be turned into a bonus, like using the extra heat generated by an aerospike to drive a expansion cycle turbopump that is larger than a standerd rocket nozzle could support. There have even been a few studies done on taking advantage of an aerospike's heat in real life, like the Dual-Expander Aerospike consept.
There have been aerospikes tested that were in the ~100 ton thrust range. Specifically the XRS-2200, which was designed to give 1,192kN or ~121 tons of thrust. Also as a side note, the XRS-2200 was able to use a simple gas generator cycle and still have preformance similar to the Staged combustion cycle of the RS-25 because of its aerospike nozzle.
You mention that carbon composites could be used in the construction of the engine, which is unrealistic. A simple composite like carbon fibers cast in resin can only be used in close to room temperature (depends but something like -50 to 300 celsius.) So the resin would vaporize in the combustion chamber, or crack and shatter in the cryogenic turbopumps. Using carbon fibers with other materials gets really complicated and is not well researched. Using something like molten steal to cast the fibers probably wouldnt work since the carbon fibers would disolve into the steel at that temp.
@UPGIndustries theres one potentual alternative to using fuel cross feed, and that is to use a fuel adapter to connect fuel tanks with their drain priority set to drain a specific fuel tank first, and then detonate the fuel adapter to seperate the tanks. But most of the time the adapter will blow up the parts it is connected to even if you set its explosiveness to 0 using hidden properties. So its still very jank.
@UPGIndustries Same, maybe making the interstage bigger would make it stronger or something like that. It would also be great if there was an effective overide on fuel cross feed speed, since if you are making something even kinda big, then the cross feed speed of one interstage isnt fast enough to fill up the tank its draning to.
I dont think theres a way to switch craft without using the 'switch to craft' instruction. Using the 'Planet -name- __' function set to display a list of craft IDs also doesnt seem to work for me, im guessing that only command pods and chips that were set as primary from launch count as crafts, so any probes or stages seperated from the main craft after launch dont count as their own crafts.
If you create a gas giant from the blank planet template then you'll be able to use the bands function and the biomes. you can just make an emisive biome and put it in the areas needed to glow.
+1 4 days agoI dont know what could be happening from it not starting. I'd just restart the PC since sometimes steam just doesnt feel like working. If that doesnt work then maybe verify the game's files, though the one time I did that for JNO it removed all the downloaded content I had, so all my mods and downloaded planets were gone, so I would be careful about that.
10 days agoMan, you not knowing what the button was to stage reminded me of when I was just beginning to play this game. I didnt even know that there was a map view and so just tried launching a rocket over and over again until I finally got a periapsis that wasnt in the atmosphere, Im so glad im past that now.
+1 13 days agoYou can write a simple Vizzy script in a command chip with two variables for pitch and heading, and hook those two variables up to equal the value of the "Pitch" and "Heading" properties in the "nav" function block. then make a navball assembly with a pich and heading rotator. You can control the two motors directly by typing in a custom input into their input slot. For example if the command chip with the Vizzy is named "CMDCHP", and the control variable is named "Pitch", then by typing in CMDCHP.VZ.Pitch into the motor input will make the motor use the variable as input for rotation.
16 days agoI think the blue paint was ment to protect the orange insulation from UV light, though it stoped being used because painting the whole first stage added too much weight.
25 days ago@Mercerlord Basically an electric motor uses the force generated by a magnet when one of its poles gets attracted to the opposite pole of another magnet. Though instead of having a directional force from the attraction, we have a rotational force by putting the magnet on a rotating shaft, so the magnet rotates for its poles to get closer. Jared Owen made a video explaining it pretty well a while back, here.
+1 one month agoAre you asking for how they work in game or in real life?
one month ago?
2 months ago@SatelliteTorifune Ive also done Parallax for Earth and other cellestial bodies now, do agree that earth only having "arid" and "fertile" biomes for most of its surface isnt that much.
+1 2 months ago@Tallisar I played around with the angular velocity a while ago and I vaguely remember that giving a parent object angular velocity will also cause the child objects to rotate around the parent, Im not sure if im remembering correctly though.
+2 2 months agoOne of the few people who has actually used the angular velocity function in planet studio.
+2 2 months agosup everyone, dont have anything to talk about right now though
+1 2 months agoI tried editing the existing paralax configs for RSS planets a while ago but it didnt work.
3 months agoAn unspecified large quantity of money, perhaps?
+2 3 months agonoice
3 months ago@Tallisar yeah I know lmao.
+1 3 months ago@Tallisar an Undecillion bands, fair enough I guess
+3 3 months agohow many bands?
3 months ago@Tallisar Quite a bit more than 0
3 months ago@Tallisar At least you actually have uploaded some planets during the past two months.
+2 3 months agoEnjoy your stay down here. Appreciate the gators, they're nice once you get to know them for a bit.
+1 4 months agoYo
+1 4 months agoI gonna dive into this because why not im bored. Though you dont have to take into account what I say, do whatever you want.
The first thing of using a neutron beam to make nuclear pasta is quite absurd since nuclear pasta needs the ridiculous pressure found in a neutron star to exist stably, without that pressure the neutrons will rupture outwards into a more normal arrangement. The nuclear pasta also needs the huge pressure in a neutron star for the neutrons to not beta decay. When a neutron is outside an atom nucleus, it will beta decay into a proton, electron, and an antineutrino at a half-life of about 10 minutes. But in dense nuclear pasta, the energy of the particles is so high that beta decay cant happen (its due to some weird and arbitrary seeming principles that I barely understand.) Also compressing matter into a black hole really can only be done with the pressure of a star's center, and thats really only possible with a star or a star-sized object.
There's actually a way to make a black hole much more practically, theres a theoretical type of black hole called a Kugelblitz black hole. Its a black hole thats made from photons, instead of particles with mass. These types of black holes have already been theorized as a potential spacecraft propulsion method. The idea of using a black hole to create negative energy is just non-scientific technobabble, so I cant comment on the idea further.
I found this paper on achieving a warp bubble without negative energy. I think this paper takes advantage of the 11-dimensional spacetime predicted by String Theory to achieve a warp bubble with only positive energy, though Im not even gonna start pretending like I understand any part of the paper at all. Im sure with more digging it would be possible to find more papers on this topic.
+1 4 months agolooks like mechazila caught itself a meal
+2 4 months ago@Tallisar "demo" "coming out in a few months." hmm...
+1 4 months agoI cant tell if this is serious or is sarcastic and is an official teaser for something
+1 4 months ago"some of you" thats me, im gonna complain >:)
+1 4 months ago@ElonCyberTruck I dont know why you'd need to deal with quaternions for it to work. Also, a minor detail I left out is you would need to convert the vectors into their lengths before subtraction. So it would go like
4 months ago( (craft position vector) + (craft yaw vector) )length - ( (craft position vector) )length.
Idk if you were having any trouble with the equation due to this but I said it anyway.
Dude I had this as a problem too recently. It didnt need to be exact for me, so I was able to roughly solve it with extra vizzy code.
I used [ craft position (vector) + craft yaw axis (vector) ] - craft position (vector).
4 months agoYou can structure some code so if the result is negative then value is added to the bank angle.
SFS2 will most likely be a more casual game than Juno. It would probably only have one fuel type for all engines and so far it looks like there'll only be solar panels for power generation. SFS2 doesn't really seem to be a competitor with Juno in the same way that Juno isn't a competitor to KSP, the levels of realism and depth are different between these games.
+1 5 months agoNeat, any idea on when it should come out?
5 months ago@Hyperant Yeah its pretty impresive for an indie game to have its own programing language, but theres some stuff that ive encountered that just seems like Vizzy is throwing a tantrum. One thing that happed is the roll block randomly started jumping between 0 and then the value it should be displaying. I tried to detach other "while (true)" blocks to see what might be causing it, and even detaching 1 random "while" block made it work normal again. Even if you just connected another "while" block to a "start" block without any program running in it at all, the roll block still stops working correctly. Also integrating multiple "while" blocks into a single long monster of a program wouldnt fix it, I just ended up puting the program into a beacon light part and it worked fine then.
5 months ago@Hyperant Right now im stuck making a shuttle with auto launch and Reentry programs, doesnt help that vizzy can be a b**ch sometimes.
5 months ago@Hyperant 10,000 points, nice. I almost beat you to it.
+1 5 months agothanks dude
+1 5 months ago@Fyrem0th Carbon fiber just doesnt have a melting point high enough to be used in the regenerative heat shield face. You'd need to pump a ridiculous amount of fuel infront of the rocket for the resin to not melt. You really can only use a high temp metal or ceramic for the job. I think a metalic heat shield is ultimately better than a regen one since, again, it could be lighter, more resistant, more durable, and easier to replace than a ceramic one. Starship also demonstrated that for a large vehicle like itself or Neptune that a regen heat shield would be heavier than a ceramic one. A metalic heatshield would give great characteristics while being lighter than the other 2 options.
5 months ago@Fyrem0th I still dont think that carbon fiber could be used in a cryogenic rocket engine. There have been cyrogenic fuel tanks made out of carbon fiber, like on the Electron rocket, but those only have to store fuel at about 4 bar of pressure, and the turbopumps of rocket engines need to have a pressure that is higher than the pressure in the combustion chamber, which carbon fiber just cant reasonably handle at cryogenic temperatures.
Having a regenerative setup for the booster return is likely overkill, instead wraping the hot parts of the booster with thermal protection wrap or thermal insulation paint would proabably be enough. Using a regenerative heat shield for the second stage might work, but with a high temperature alloy insead of carbon fiber. Starship had a regeneratively cooled heat shield for a while, though switched to a TUFROC ceramic heat shield because it was ultimatly lighter than having a regenerative cooling setup. Stoke Space is also developing a regenerative heat shield for their Nova rocket, though im intrested how their regenerative heat shield stacks up to a regular ceramic heat shield. Its hard for me to imagine that their regen shield with the weight of the plumbing and the extra fuel needed would be lighter than standard TUFROC, which isnt very heavy, only about 354.4 kg/m3. A TUFROC shield for the Nova wouldnt be hard to replace due to its small size as well. You can also potentualy use a more advanced metalic protection system for the second stage, like the one developed for the VentureStar. A metalic tile heatshield would potentually last longer, be easier to replace, and be a lot more durable than a ceramic tile heatshield.
5 months agoAerospikes could potentually be used, I think the challenges with weight and cooling could be solved if the goal of using aerospikes is strong enough to carry development far enough. In some cases the cooling problems of aerospikes could be turned into a bonus, like using the extra heat generated by an aerospike to drive a expansion cycle turbopump that is larger than a standerd rocket nozzle could support. There have even been a few studies done on taking advantage of an aerospike's heat in real life, like the Dual-Expander Aerospike consept.
There have been aerospikes tested that were in the ~100 ton thrust range. Specifically the XRS-2200, which was designed to give 1,192kN or ~121 tons of thrust. Also as a side note, the XRS-2200 was able to use a simple gas generator cycle and still have preformance similar to the Staged combustion cycle of the RS-25 because of its aerospike nozzle.
You mention that carbon composites could be used in the construction of the engine, which is unrealistic. A simple composite like carbon fibers cast in resin can only be used in close to room temperature (depends but something like -50 to 300 celsius.) So the resin would vaporize in the combustion chamber, or crack and shatter in the cryogenic turbopumps. Using carbon fibers with other materials gets really complicated and is not well researched. Using something like molten steal to cast the fibers probably wouldnt work since the carbon fibers would disolve into the steel at that temp.
5 months agonumber 2 looks neat
5 months agothere are 2 mods that add hyperholic fuel, Hypergolics and Realistic Engine Overhaul / Stock Engine Overhaul
5 months ago@Fyrem0th Im kinda intrested in looking over the code to see I can do anything to make it better
5 months ago@UPGIndustries theres one potentual alternative to using fuel cross feed, and that is to use a fuel adapter to connect fuel tanks with their drain priority set to drain a specific fuel tank first, and then detonate the fuel adapter to seperate the tanks. But most of the time the adapter will blow up the parts it is connected to even if you set its explosiveness to 0 using hidden properties. So its still very jank.
5 months agoeasy way is to have two counter rotating propellers and a strong gyroscope for control.
+1 5 months ago@UPGIndustries Same, maybe making the interstage bigger would make it stronger or something like that. It would also be great if there was an effective overide on fuel cross feed speed, since if you are making something even kinda big, then the cross feed speed of one interstage isnt fast enough to fill up the tank its draning to.
5 months ago@UPGIndustries oh dammit i read the question wrong, I dont think there is an option for that. Sorry man.
5 months ago@UPGIndustries in the 'Detacher' section there is a value called 'force'
5 months agoyou can overide the strength of the interstage in its hidden properties.
5 months ago@Fyrem0th that number also changes depending on how many crafts are in the SOI of the planet, Making it pretty much useless.
5 months agoI dont think theres a way to switch craft without using the 'switch to craft' instruction. Using the 'Planet -name- __' function set to display a list of craft IDs also doesnt seem to work for me, im guessing that only command pods and chips that were set as primary from launch count as crafts, so any probes or stages seperated from the main craft after launch dont count as their own crafts.
5 months agothe color blend block doesnt like negative values going into it. I dont know what it could be other than that.
+1 6 months ago