Don't miss the Important Link at the bottom of the page!
Really nice video, all the stuff is explained very well!
@ICESA Droo doesnt have rivers because its impossible to generate them without using images as biome/terrain maps. Using images increases lag and RAM requirements, and also increases the download size of the system. Another reason is that coastlines and water-land borders are a source of z-fighting and glitches.
I hope this answers your question! :)
Can doge consume vasimr engine
@socialist @Anton06 Yeah, we're hoping to have the patch released by the end of March.
Well done thou good and faithful servant.
Why is it that almost all the people asking "when mobile" don't even seem to have the game? xD
@zhuzhanhao20080228 @ICESA Its back up again, sorry about that!
@sujun Did you refresh database & restart the game? Id recommend you start with cloning Urados and edit the file path to get your file loaded up first, then try editing the rings and putting them in another body once youve got everything working.
Yes, @Insanity is correct. It's measured in radians. (To convert Deg to rad, multiply by pi/180)
Thanks for all the brilliant features in this version, ill be testing it out over the next week. Hopefully we can get ESS over to the new format and then release it with the new sharing system.
There aren't enough moons, I am with disappointment
Is this a suggestion? Do you suggest it should not be in suggestions part of the website? 👀
Wait until one of my mini moons hits it 💥
@Teague thank you so much ♥️
@CasualCrusade thanks! yeah, we used Ariel and Charon as the main inspiration.
@sujun It isnt possible to change the "default" solar system xml because any errors in editing might crash the entire game. (Basically the game resets that file every time it reads it). To edit a solar system, you'll need to make a new one and link it to a sandbox so you can access it in game. Unfortunately this is a bit complicated to explain without screenshots etc, but there's been quite a lot of interest in this recently, so I can make a tutorial document this evening if it would be helpful?
@NoIDontWanna yes, it is. Cyleros atmosphere scatters sunlight a lot more than droos due to the large amounts of dust thrown up from its surface.
@McDuetchVan currently it's just surface design, using emission colours on slopes. However, we are hoping to work on actual lava lakes to replace them.
@Potato21 @McDuetchVan @MyCoolFace256 Thanks for the kind words, its great that people are enjoying ESS. I would absolutely love it if the game Devs worked on this too, perhaps we could solve some of the annoying bugs then! But if ESS took up as much of their time as it has mine, (and Pedro just spends crazy amounts of time on everything) I dont think there would be much of a game lol!
Urados is actually smaller than Droo, lol Why its like that is anybody's guess, as its gravity indicates a rocky core as dense as Droo's.
@DPSAircraftManufacturer I'm sorry you feel this way, but I would question your claim that there is no community. Have you considered joining the SRC discord server? Far more happens on there than on this website.
@KraZIvan I don't have any plans for one yet, currently trying to sort out the teething problems with installation and file uploads hahaha! It's a nice idea though, so if theres the interest in it I'm sure it will happen! ;)
@yopo Eyyy, I'm glad you like it! Its been great fun to make, I hope the community enjoy the new stuff!
Kell would be very interested! :D
I noticed this too. Definitely needs to revert to 0.1
It was a good challenge, congratulations diego and anton!
(And as an SRC moderator, id like to say thank you to every one who participated!)
Its a little bit painful, I think you should still be able to load the planets from old type files in planet studio however. What you need to do is load all the bodies from FSS in the planet studio and click Save Planet. This will write them into your UserData/CelestialDatabase/CelestialBodies file.
Once you've done that, clone the default system in planet studio and locate the system file in UserData/CelestialDatabase/PlanetarySystems. You can then re-write the file paths so you're referencing the UserData planets. Finally, put in the old <Orbit/> lines and parent details in their proper places within the system file.
The holy grail of planet editing now is: Never, EVER change anything in GameData. Once you upload your system, the game will download all the files into ppl's game data but until then you need to be saving stuff from planet studio into User Data.
@HAPPYWARRIOR Hmmm, well some of that is planned for future releases!
@TOMJeb117 Yup, although 3.1 Droo will go a long way towards making this a reality it would be really good to have them properly rendered from the ground!
@OldCoach Things are changing fast in the planetary editing field, so this may be possible eventually. However, custom models will probably be used for easter eggs or more generalised structures if they become available, as cities will be about the most performance draining use of them.
@IndianSpaceGeek we are hoping to do this in the next major update. :)
@sujun I dont know, I would have thought it needs to be in the SR2 game directory.... im not sure why its crashing, what platform are you on?
@sujun you need to have the file in the same location as you have listed in the XML, or the game won't know where to find it
@sujun SimpleRockets2/User/Data/CelestialDatabase/SupportFiles. You can then set this file path in the PlanetarySystem xml and they will be automatically copied and integrated into GameData.
@zxy666 You can get the latest versions of ESS for Android or PC/Mac if you go to the ESS mod post. Unfortunately 3.0 isnt yet available for mobile users, we are waiting on the experimental build of this game to go into beta stage.
If youre on android youll still be able to access the full 2.0 release as well as bug fixes made in the 2.1 patch. :)
I'm glad you're enjoying it! ♥️ Pedro also deserves a lot of credit though, we both work on this together! 🙂
The format is:
I use discord to upload and link all images and file downloads for ESS, it works very well
@socialist It should be reasonably soon, hopefully if we can get ESS out and running we can make any necessary bug reports to move it towards an official beta!
@Kwghell800 We needed to sync the release of ESS with the experimental game version release. Unfortunately Hephaestus wasn't completed in time, but it is planned to be included in a future version, along with another moon which was completed but never announced. :)
@Insanity Wait around and i might have finished editing the post :D
@NathanMikeska thank you! It wouldn't be possible without your support and help.
@pedro16797 wHEN EsS 3.o
@socialist I'm hoping it will be within a couple of weeks, I have one more moon to do then the bug fixes from 3.A
@Chtite451SR2 yep! I'm working on the final stuff so hopefully the release date will be announced this week!
Quick update: ESS 3.A Closed Alpha Test has been released to our loyal team of Guinea pigs, so we are definitely on target for a release this month!
@DeboStreams nobody needs to feel like they have to play ESS lol! I really appreciate the offer, but we have several players in mind for the initial test that we will be sending the early access files to. 🙂
I totally agree on the mobile betas, the community needs to give jundroo more kudos. They have done an incredible job making this game, and especially as mobile users are often the newest members to the community it's only reasonable for them to show respect.
@Kishore0115 ESS is currently in version 2.0, you can download it by clicking the link at the top of the post. ESS 3.0 will be released next month. And yes, all bodies in ESS behave the same as stock ones.
@sujun the entire solar system XML file controls the planets, it's broken into sections for each one. There are hardcoded textures and stuff which are referenced in the code, but it's mostly self contained.
Hi, as mentioned below, the terrain in game is controlled by xml code in UserData/SolarSystems.
It is possible to use image files as input for biome and height mapping, but we haven't used this in ESS.
So currently all terrain in game is made using mathematically generated noise, although it's correct to describe this as random, there are many ways to influence how these modifiers actually look. For example using math operations, or remapping etc.