@AnotherFireFox Sure, I don't have a lot of free time anymore due to volunteering to help with the SARS-CoV-2 pandemic, but when I get some downtime I'd be happy to make a mod with you! My skills include graphic design, scripting, and programming with Python 3.7 and Fortran-90. I don't know if those skills are helpful for this type of mod, but I'll be happy to at least give it a shot! :)
I'd love to see it added, however, I'd like it to be an option that the user can toggle on or off. Also, if there were realistic G-force being simulated, I'd really like to see different materials to use for rocket/plane parts, e.g. aluminum, steel, titanium, indium, Incanel, for fuel tank walls, nosecones, landing legs, struts, braces, etc... Also, there should be shock absorption parts added to allow players to make their crafts tolerate higher G-forces.
Good idea, I'm hoping the devs add fully customizable, procedural landing legs to the game with a toggle switch to enable the legs to start pre-deployed on the launchpad in the landing legs' part settings menu.
Do you mean to suggest that the explosion of a craft/rocket in Simple Rockets 2 should be visually larger and more powerful if there is more fuel in the craft/rocket that explodes? If so, I think this is a great suggestion and have been wanting to see that feature implemented in the game for a while. The larger the rocket, the bigger the 'boom'. There must be some way to add that feature in a performance-efficient way. :)
I love Children of a Dead Earth, great game! Also, thanks for posting and sharing your new plans for realistic large ships, I'll definitely be following your updates. Best of luck on your engineering efforts. :)
I would also like full-depth underwater rendering of the planets/bodies in the solar system, that would allow for underwater rockets, submarines, torpedoes, and even underwater rocket subs and hyper-cavitating rocket torpedoes! Great suggestion!
So sorry to hear that, @AstronautPlanes Best of luck with the crisis, stay strong and stay safe. Hopefully the situation resolves in a peaceful way! Take care, we'll be waiting for you when you return! :)
@AndrewGarrison This is amazing! Keep up the great work, and thanks so much for going the extra mile to make a functional visual-programming system, that's difficult to code! :)
This is a feature a few of us have requested in the suggestions section of the forums, along with customizable/procedural landing legs. The game already has customizable/procedural landing gear (wheels). Hopefully in a future update they'll add more in-depth landing legs features, and I hope they simultaneously add a property to set landing-leg parts to be fully-deployed on the launchpad in the part configuration menu in the editor. Let us know if you get it to work with the current version of SR2, because I'd love to know what works, I've tinkered a lot with landing legs to try and achieve this, but failed so far. :)
@14ROVI Thanks for the compliments and for sharing your mod with us! Want to create a Discord channel or thread specifically for your mod elsewhere on these forums so we can collaborate? I'm a Fortran/Python/Lua programmer, graphic and sound designer (hobbyist for both programming and art), and a physical scientist for my career, so I might be able to volunteer some time on the mod. :)
I'd love to see customizable and procedural explosive warheads and various simulated sensors available as parts. For example, a fuel tank or nosecone part that can be filled with a custom quantity of a few different types of explosive compounds, with a couple types of fuzes (e.g. impact fuze, altitude fuze), and perhaps a radar seeker part and IR or visible-spectrum EOTS seeker/camera parts. I don't see anything wrong with adding these to the game, it's not like we could target humans or any living species in the game with the weapons. I just want to be able to make a functioning Anti-Ballistic Missile (ABM) system, like SM-3, GBI, or THAAD, as it's a serious engineering challenge to overcome. :)
Procedural EVA suits where I can specify the amount of Plutonium used in its power-pack and the number of thrusters and their inlet/outlet size, nozzle-type, fuel etc... would be really cool. Just kidding, I'm quite happy with just having EVA and astronauts at all! I really like this first concept, keep up the great work! :)
@Cashewisacoolcat here's some reference material for you:
1. https://en.wikipedia.org/wiki/RIM-161StandardMissile3
2. https://en.wikipedia.org/wiki/ASM-135ASAT
You can try combinations of flaring maneuvers and repeated sets of long turns left or right while spiraling down in altitude in combination with airbrakes and reduced throttle to slow down to safe landing speeds. That's how real jet aircraft maneuver to slow down to safe landing speeds. Also, the more massive your craft and the more velocity it has, then the more momentum it will have. So, you could try reducing the mass of your craft's parts to make it easier for maneuvers and air-brakes to slow it down. See here: https://en.wikipedia.org/wiki/Momentum
@plane918273645 Thanks plane918, but I've made some truly monumental, gargantuan, behemoth battery packs inside the largest fuel tank sizes the game will allow me to construct, stacked end-to-end for dozens of meters in height, with each tank covered in as many of the largest solar panels possible, and get the whole craft to deep space with SRB's and nuclear thermal engines in the lower stages, I deploy the massive solar panel arrays and activate the ion thrusters and their ridiculously large battery packs, and the ion thrusters turn on and I set their throttles to about 5-10% power. Then, when I try to accelerate time just a little bit, the ion thrusters cut off. It seems no matter how close I am to the sun, and no matter how many solar panels or batteries I have on the craft, the ion thrusters can never get enough energy to stay powered on for more than a few in-game minutes. With time acceleration on at 2-3x in-game time, the ion thrusters all cut-off due to the battery packs being drained completely within a few real-world/real-time seconds. I've looked at the battery charging rates that my huge solar panel arrays provide in space at any point between Droo and the Sun, and they can never generate enough electricity to keep the ion thrusters of any size, fuel-efficiency, power or thrust-rating, for longer than a few real-world seconds, or a couple of real-world minutes with in-game time acceleration turned off. I think the only solution would be for the devs to add thermoelectric power generators as a customizable part we can place inside our rockets and connect to our battery packs. But, I wanted to ask you for a tutorial in case I was missing something important. Thanks!
I'd love a detailed tutorial on how to get ion thrusters to stay powered-on and generating constant thrust (even if low amounts of thrust) for long periods of in-game time for long-distance journeys. No matter how big a battery pack, solar panel array, or Xenon fuel tank capacity I use (with everything properly connected and flowing), I haven't found a way to get the ion thrusters to stay turned on and generating thrust for longer than a few in-game minutes. That would be very helpful! :)
With what spare time I have each day or two I try to help answer questions about building crafts here when I do my semi-daily check of the forums for updates and cool new builds. Kell does an amazing job, same with Mario of Aerojet-Mariodyne, Andrew G., and many other talented designers. So, it's not like this community isn't involved, there are quite a few outstanding contributors here. But, I concur that the more people actively offering help and guidance for SR2 and novice players the merrier.
How about the devs add a user-customizable, arbitrary number of AG's and pair that with a vertically scrolling GUI box with a scroll bar. There could be some sort of hard cap on the number so it's impossible for users to accidentally overflow the memory with too many extra zeros in the number of AG's, say, 100 or 1000 AG's upper limit. Good suggestion! :)
Yes, great suggestion!!! Perhaps some modular/procedural dedicated launch tower docking clamp parts that can be resized from tiny to huge, with different attachment types, one of which could be dock-clamp plus fuel/oxidizer/power umbilical hoses, and some just to support the rocket on the launchpad vertically, so it doesn't have to rest on its engines on the ground. It would be awesome to be able to assign a stage for the clamps, umbilicals, etc... so they could detach in sequence automatically just as engines are firing. :)
Yes, please post this in the Suggestions forum section, I'd also love to see this added to the game with some sort of rope/cable physics and the ability to customize what the rope/cable is made from, e.g... fiber-rope, carbon-fiber, kevlar, steel chain-link, threaded steel cable, titanium-threaded cable, etc... so you can have different strength cables with different rigidity, elasticity, and tensile strength values you can customize to be able to carry/drag light or super-heavy objects without the cable breaking. :)
Also, you should try your best to symmetrically place each new fuel adapter nozzle on the bottom of the fuel tank so your rocket's thrust will be balanced. I find that the easiest way to make the fuel adapters symmetrical with the bottom of the fuel tank is to attach the first adapter a good distance away from the fuel tank's single built-in engine connection point so your new engine's bell doesn't collide with the first engine and then left-click on the new fuel adapter part and then open the part mirroring tool in the left-hand menu that appears when you click the adapter, you can turn on part mirroring for the new fuel adapter part and clone it x2, x3, x4, x5, or x6 times. Then, you can right-click on the first engine to clone it and then attach it to the new fuel adapter parts, repeat this engine cloning for as many new nozzles as you've added with the part-mirroring tool. I hope this helps, let me know if you have any more questions, thanks! :)
You need to manually place a fuel adapter nozzle part and manually position it on the bottom of the fuel tank where you want the additional engine. The additional engines can be attached to the fuel adapter part. Best of luck! :)
@AnotherFireFox Sure, I don't have a lot of free time anymore due to volunteering to help with the SARS-CoV-2 pandemic, but when I get some downtime I'd be happy to make a mod with you! My skills include graphic design, scripting, and programming with Python 3.7 and Fortran-90. I don't know if those skills are helpful for this type of mod, but I'll be happy to at least give it a shot! :)
4.6 years agoI'd love to see it added, however, I'd like it to be an option that the user can toggle on or off. Also, if there were realistic G-force being simulated, I'd really like to see different materials to use for rocket/plane parts, e.g. aluminum, steel, titanium, indium, Incanel, for fuel tank walls, nosecones, landing legs, struts, braces, etc... Also, there should be shock absorption parts added to allow players to make their crafts tolerate higher G-forces.
+1 4.8 years agoGood idea, I'm hoping the devs add fully customizable, procedural landing legs to the game with a toggle switch to enable the legs to start pre-deployed on the launchpad in the landing legs' part settings menu.
+3 4.8 years ago@Edwards Have you tried very large parachutes?
4.9 years agoWow, great work! :)
4.9 years agoAwesome, thanks so much!
+1 4.9 years agoNice work!
4.9 years agoAwesome work! Still, I wouldn't trust Claptrap as a flight engineer in any of my crafts. ;)
+1 4.9 years agoThanks again for another enjoyable SR2O article!
4.9 years agoAwesome guide, thanks!
4.9 years agoThanks once again, Andrew! Keep up the great work! :)
4.9 years agoDo you mean to suggest that the explosion of a craft/rocket in Simple Rockets 2 should be visually larger and more powerful if there is more fuel in the craft/rocket that explodes? If so, I think this is a great suggestion and have been wanting to see that feature implemented in the game for a while. The larger the rocket, the bigger the 'boom'. There must be some way to add that feature in a performance-efficient way. :)
5.0 years agoI love Children of a Dead Earth, great game! Also, thanks for posting and sharing your new plans for realistic large ships, I'll definitely be following your updates. Best of luck on your engineering efforts. :)
5.0 years agoYes good ideas (#2,3,4)!
+1 5.0 years agoHelium!
5.0 years agoWow!
5.0 years agoThanks so much! Keep up the great work! :)
5.0 years agoI would also like full-depth underwater rendering of the planets/bodies in the solar system, that would allow for underwater rockets, submarines, torpedoes, and even underwater rocket subs and hyper-cavitating rocket torpedoes! Great suggestion!
5.0 years ago@Insanity You're on a roll! Very impressive work! :)
5.0 years agoSo sorry to hear that, @AstronautPlanes Best of luck with the crisis, stay strong and stay safe. Hopefully the situation resolves in a peaceful way! Take care, we'll be waiting for you when you return! :)
+1 5.0 years ago@Insanity Great work! Thanks! :)
5.0 years agoYes, that would be awesome! The more fuel and oxidizer types available the better, I say! :)
5.0 years agoOrbital ATK Antares 230?
+1 5.0 years agoAwesome, I'm so glad they finally recovered a fairing!
+1 5.0 years agoGreat post! :)
5.1 years ago@14ROVI Well, I might just do that Rovi, take care and I'm greatly looking forward to seeing your mod(s) when they're released! :)
5.1 years agoРепортаж, товарищ
5.1 years ago@AndrewGarrison This is amazing! Keep up the great work, and thanks so much for going the extra mile to make a functional visual-programming system, that's difficult to code! :)
5.1 years agoThis is a feature a few of us have requested in the suggestions section of the forums, along with customizable/procedural landing legs. The game already has customizable/procedural landing gear (wheels). Hopefully in a future update they'll add more in-depth landing legs features, and I hope they simultaneously add a property to set landing-leg parts to be fully-deployed on the launchpad in the part configuration menu in the editor. Let us know if you get it to work with the current version of SR2, because I'd love to know what works, I've tinkered a lot with landing legs to try and achieve this, but failed so far. :)
5.1 years ago@14ROVI Thanks for the compliments and for sharing your mod with us! Want to create a Discord channel or thread specifically for your mod elsewhere on these forums so we can collaborate? I'm a Fortran/Python/Lua programmer, graphic and sound designer (hobbyist for both programming and art), and a physical scientist for my career, so I might be able to volunteer some time on the mod. :)
5.1 years agoI'd love to see customizable and procedural explosive warheads and various simulated sensors available as parts. For example, a fuel tank or nosecone part that can be filled with a custom quantity of a few different types of explosive compounds, with a couple types of fuzes (e.g. impact fuze, altitude fuze), and perhaps a radar seeker part and IR or visible-spectrum EOTS seeker/camera parts. I don't see anything wrong with adding these to the game, it's not like we could target humans or any living species in the game with the weapons. I just want to be able to make a functioning Anti-Ballistic Missile (ABM) system, like SM-3, GBI, or THAAD, as it's a serious engineering challenge to overcome. :)
+3 5.1 years agoProcedural EVA suits where I can specify the amount of Plutonium used in its power-pack and the number of thrusters and their inlet/outlet size, nozzle-type, fuel etc... would be really cool. Just kidding, I'm quite happy with just having EVA and astronauts at all! I really like this first concept, keep up the great work! :)
+1 5.1 years agoAwesome!
5.1 years ago@Cashewisacoolcat You're welcome! Can't wait to see what ASAT designs you come up with. :)
5.1 years ago@Cashewisacoolcat here's some reference material for you:
5.1 years ago1. https://en.wikipedia.org/wiki/RIM-161StandardMissile3
2. https://en.wikipedia.org/wiki/ASM-135ASAT
You can try combinations of flaring maneuvers and repeated sets of long turns left or right while spiraling down in altitude in combination with airbrakes and reduced throttle to slow down to safe landing speeds. That's how real jet aircraft maneuver to slow down to safe landing speeds. Also, the more massive your craft and the more velocity it has, then the more momentum it will have. So, you could try reducing the mass of your craft's parts to make it easier for maneuvers and air-brakes to slow it down. See here: https://en.wikipedia.org/wiki/Momentum
5.1 years agoPerhaps you could try adding some air-brakes? https://en.wikipedia.org/wiki/Airbrake(aeronautics)
5.1 years agoNice tutorial, thanks! :)
5.1 years ago@plane918273645 Link is much appreciated, that's a cool ion-powered craft! Thanks!
5.1 years ago@plane918273645 Thanks plane918, but I've made some truly monumental, gargantuan, behemoth battery packs inside the largest fuel tank sizes the game will allow me to construct, stacked end-to-end for dozens of meters in height, with each tank covered in as many of the largest solar panels possible, and get the whole craft to deep space with SRB's and nuclear thermal engines in the lower stages, I deploy the massive solar panel arrays and activate the ion thrusters and their ridiculously large battery packs, and the ion thrusters turn on and I set their throttles to about 5-10% power. Then, when I try to accelerate time just a little bit, the ion thrusters cut off. It seems no matter how close I am to the sun, and no matter how many solar panels or batteries I have on the craft, the ion thrusters can never get enough energy to stay powered on for more than a few in-game minutes. With time acceleration on at 2-3x in-game time, the ion thrusters all cut-off due to the battery packs being drained completely within a few real-world/real-time seconds. I've looked at the battery charging rates that my huge solar panel arrays provide in space at any point between Droo and the Sun, and they can never generate enough electricity to keep the ion thrusters of any size, fuel-efficiency, power or thrust-rating, for longer than a few real-world seconds, or a couple of real-world minutes with in-game time acceleration turned off. I think the only solution would be for the devs to add thermoelectric power generators as a customizable part we can place inside our rockets and connect to our battery packs. But, I wanted to ask you for a tutorial in case I was missing something important. Thanks!
5.1 years agoI'd love a detailed tutorial on how to get ion thrusters to stay powered-on and generating constant thrust (even if low amounts of thrust) for long periods of in-game time for long-distance journeys. No matter how big a battery pack, solar panel array, or Xenon fuel tank capacity I use (with everything properly connected and flowing), I haven't found a way to get the ion thrusters to stay turned on and generating thrust for longer than a few in-game minutes. That would be very helpful! :)
+1 5.1 years agoWith what spare time I have each day or two I try to help answer questions about building crafts here when I do my semi-daily check of the forums for updates and cool new builds. Kell does an amazing job, same with Mario of Aerojet-Mariodyne, Andrew G., and many other talented designers. So, it's not like this community isn't involved, there are quite a few outstanding contributors here. But, I concur that the more people actively offering help and guidance for SR2 and novice players the merrier.
5.1 years agoHow about the devs add a user-customizable, arbitrary number of AG's and pair that with a vertically scrolling GUI box with a scroll bar. There could be some sort of hard cap on the number so it's impossible for users to accidentally overflow the memory with too many extra zeros in the number of AG's, say, 100 or 1000 AG's upper limit. Good suggestion! :)
+2 5.1 years agoGreat suggestion! Awesome to hear that you're adding this feature next week, Andrew! :)
5.1 years agoYes, great suggestion!!! Perhaps some modular/procedural dedicated launch tower docking clamp parts that can be resized from tiny to huge, with different attachment types, one of which could be dock-clamp plus fuel/oxidizer/power umbilical hoses, and some just to support the rocket on the launchpad vertically, so it doesn't have to rest on its engines on the ground. It would be awesome to be able to assign a stage for the clamps, umbilicals, etc... so they could detach in sequence automatically just as engines are firing. :)
5.1 years agoHaha! I wonder what the ingredients are? It might contain lutefisk or some other lye-soaked deep-sea fish.
+1 5.1 years agoWell-done! Keep up the good work! :)
5.1 years agoYes, please post this in the Suggestions forum section, I'd also love to see this added to the game with some sort of rope/cable physics and the ability to customize what the rope/cable is made from, e.g... fiber-rope, carbon-fiber, kevlar, steel chain-link, threaded steel cable, titanium-threaded cable, etc... so you can have different strength cables with different rigidity, elasticity, and tensile strength values you can customize to be able to carry/drag light or super-heavy objects without the cable breaking. :)
5.1 years agoAlso, you should try your best to symmetrically place each new fuel adapter nozzle on the bottom of the fuel tank so your rocket's thrust will be balanced. I find that the easiest way to make the fuel adapters symmetrical with the bottom of the fuel tank is to attach the first adapter a good distance away from the fuel tank's single built-in engine connection point so your new engine's bell doesn't collide with the first engine and then left-click on the new fuel adapter part and then open the part mirroring tool in the left-hand menu that appears when you click the adapter, you can turn on part mirroring for the new fuel adapter part and clone it x2, x3, x4, x5, or x6 times. Then, you can right-click on the first engine to clone it and then attach it to the new fuel adapter parts, repeat this engine cloning for as many new nozzles as you've added with the part-mirroring tool. I hope this helps, let me know if you have any more questions, thanks! :)
+1 5.1 years agoYou need to manually place a fuel adapter nozzle part and manually position it on the bottom of the fuel tank where you want the additional engine. The additional engines can be attached to the fuel adapter part. Best of luck! :)
5.1 years ago