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    Cities randomly placed would also be a nice addition. City lights on the night time side of Droo would be a great break in the darkness. Give you something to look at.

    +3 3.0 years ago
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    A nice addition for a future release would be cities on Droo. It would probably be a major update.

    +3 4.0 years ago
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    @Tweedle_Aerospace The Russian Vostok cosmonauts ejected from the capsule at about 10,000 feet and landed by parachute. The reason for that is the Vostok main chute couldn't slow the capsule enough for a safe landing. The original Vostok cosmonauts were chosen in part because of their expertise in skydiving.

    +2 3.0 years ago
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    Would very much like to have spherical fuel tanks!

    +2 4.1 years ago
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    Thanks- I appreciate your getting back on my questions.

    +1 11 months ago
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    @seventeen How you make the astronaut jump?

    +1 2.9 years ago
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    I think tracking stations would be a nice addition to the game.

    +1 3.0 years ago
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    I like the new font.

    +1 3.9 years ago
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    @zeropol I've made a version of the Vostok capsule using a cargo section as the portion of the cabin where the cosmonaut's seat would be. I have three AG's attached to the cosmonaut's chair- 2 side interstages and 1 parachute. One side interstage attaches the seat to the floor of the cargo section and serves to eject the seat with cosmonaut from the capsule. The 2nd side intersatge is attached to the back of the seat and releases the parachute from the seat upon landing. The 3 AG's associated with the cosmonaut while he is in the capsule are listed as 5,6 & 7 on the AG list and have designations: 7- eject seat, 6- chute deploy and 5- chute release. Once I click on 7, the cosmonaut is ejected from the capsule. I click on [ and the screen is centered on the cosmonaut. His AG list show AG's 5,6 & 7 with no label- just listed as activation group. Apparently, the cosmonaut/astronaut carries whatever AG's are attached to him when there's a transfer.

    +1 3.9 years ago
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    This update is very cool!! Since we can now use +/- to move the tethered astronaut away or closer to the spacecraft, could it be possible to allow this movement in 3rd person?

    +1 4.2 years ago
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    @TitanIncorporated Telling MY creation what to do almost sounds like "Godlike" powers.

    +1 4.2 years ago
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    Would it be possible to add the ability to attach, extend and retract the astronaut's tether in 3rd person mode?

    +1 4.2 years ago
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    @PhilipTarpley Thank you! My scroll wheel does click. News flash on me. I didn't know the wheel could be used as a third button. Hey, I'm a 68 year old retired educator that knows enough about computers to get himself in trouble.

    +1 4.2 years ago
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    Saw that about rocket exhaust- thanks. I have most of my newer spacecraft controlled by command chips not command pods. On one of my recent spacecraft, I embedded a command pod to accommodate two astronauts. I put the astronauts in the pod and then embedded the pod in the spacecraft. What I found was that astronauts can't get out of a spacecraft for EVA if the pod is inside a fuel tank. Maybe that's something that can be worked on. Could it be made so that astronauts could be attached to command chips that are inside a fuel tank so that they could egress from there for EVA?

    +1 4.2 years ago
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    I agree , the multi RCS doesn't work well. With them I get out of control spin and excessive fuel use. I make RCS blocks with the regular nozzles and they work well.

    +1 4.2 years ago
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    Good job- it's harder than you'd think to make a successful re-entry and landing.

    +1 4.5 years ago
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    @Gabepasc I use the modular launch pads by MarioG. I attach the base of the rocket to the pad with an inter stage part. I set up my staging so that the rocket engines start and then "stage" the rocket off the launch pad. I've found that if your rocket is heavy I need to set the stability modifier on the inter stage all the way to max. That is found in the "advanced" section in the part menu that you can call up while constructing your rocket.

    +1 4.5 years ago
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    @MarioG Dumb question- how do you add activation groups with xml?

    +1 4.5 years ago
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    @CasualCrusade Thanks!!!

    +1 4.7 years ago
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    @Kell The explosions are impressive. Maybe a fix in an upcoming update?

    +1 4.7 years ago
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    Downloaded your Decal "sheet". Well done!

    +1 4.7 years ago
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    I would like to have in-game tutorials for how to rendezvous with a spacecraft in orbit and how to set up the flight path for a mission to the moon or other planets.

    +1 5.2 years ago
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    Looking good! Let us know how the X-20 Dyna Soar works. I'm working on one of those now.

    +1 5.3 years ago
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    https://www.simplerockets.com/c/94LSTm/Gemini-Titan-2
    Here's the link to my Gemini Titan 2. This is just one of my projects in which the RCS won['t work properly.

    +1 5.4 years ago
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    That worked. Thanks

    +1 5.4 years ago
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    @RudimentaryCheezit Thanks, after I looked at settings for something else, I saw how to control the astronauts. I just didn't think to look there.

    10 months ago
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    If hydrazine or any fuels besides cryogenics aren't recognized, why can they be assigned to fuel tanks? Apollo SPS engine and the Gemini and Space shuttle OMS engines were hypergolic not cryogenic. It doesn't really made any difference in the game because cryogenics will work for those type spacecraft. For realism fuels, especially hydrazine and similar fuels should be workable in the game.

    one year ago
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    @seventeen Thanks

    2.9 years ago
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    Interesting thing is that their plans were based upon technology that they believed would be available at the end of the 20th century. For the most part, they were correct.

    3.0 years ago
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    The motor is turning but very slowly.

    3.1 years ago
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    I feel dumb as a rock. When I opened SR-2 a few minutes ago, I saw in the upper right corner of the opening screen that I have version 9.601. Upon reading the notes, I realized that I can find the new planets in Planet Studio. Chalk that up to being 70 years old.

    3.2 years ago
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    @017b Don't have anything called "crate" to load. I have two Juno system packages dated 2/15/2021.

    3.2 years ago
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    @017b Selecting "public beta" is what I have done. I'm not getting the new version, 9.601. Are you able to see my Library page on Steam?

    3.2 years ago
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    @017b I went to the Steam page and checked for updates. I got the response that says my steam client is up to date.

    3.2 years ago
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    @017b Thanks, I've done that. The latest build that comes down from there is 9.5.

    3.2 years ago
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    @017b Public Beta? Is that what I reference on my library Steam page?

    3.2 years ago
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    @Insanity I appreciate your answering my post. Understand, you're dealing with a technology challenged 70 year old. I looked at the page you referenced, but I might as well been reading Chinese. I have no idea what to do on that page. How do I find beta version 9.601 on that site?

    3.2 years ago
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    From where do I download this new beta version? I've seen something about steam beta branch. What/where is that?

    3.2 years ago
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    Where do I find the Steam Beta branch? Something very strange happened to me this evening when I tried to open SR-2. The update box appeared and I thought I was getting this new beta, but somehow I was back at version 9.307 when I opened the game. How do I get back to version 9.5 and and how do I get this new beta?

    3.2 years ago
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    There used to be a sim called AOK "The Wings of Mercury" It simulated Mercury orbital and suborbital flights. It had decent graphics and had a detailed control panel with operating knobs and switches. It also had a failure mode that could the toggled on or off before each mission. You could actually choose the type failures that might show up during flight. That program was narrow in scope because it only had two launch vehicles, Redstone and Atlas, and one spacecraft, the Mercury capsule. SR-2 would be much more complicated to include a failure mode I would think because of the variety of rockets, satellites and spacecraft that can be made. Maybe some generic items like engine or guidance failure on launch. (engine explosion or premature shutdown; rocket veering off course) For spacecraft or satellites maybe power or RCS or sps engine failures or fuel leaks might could be put in SR-2. I would think it would be something that you would want to toggle on or off.

    3.6 years ago
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    @pedro16797 The 09.403 update was what I was trying to locate to download. What happened was 09.403 automatically downloaded and updated when started SR-2 a couple of days ago. But when XML Edit wouldn't work, I went to my Library on Steam and chose 09.307 as the beta I wanted to use. When you told me that XML Edit had been updated I went to the mod page to download 09.403, but there wasn't a download button there. Then I went back to my Library in Steam and reset my beta properties so 09.403 would update. I've got 09.403 running now and I've activated the new XML Edit so everything is working.

    3.9 years ago
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    @pedro16797 That mod. I thought you meant version 0.9.403. Where do I find 09.403. The page for that does not have a download button.

    3.9 years ago
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    @pedro16797 It came in as an automatic update. When XML Edit wouldn't work I went to my library page in Steam and chose to use version 09.307. I don't see a download button on the Navball mod page.

    3.9 years ago
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    @pedro16797 How do I download it? Where do I find?

    3.9 years ago
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    This version looks good but XML Edit Mod does not work. That was a problem with the previous update. I went back to version 09. 307 to get a working XML Edit. I use that a lot. If that mod worked, I'd be all over this new update.

    3.9 years ago
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    @Bmcclory Where do I find the last stable release?

    3.9 years ago
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    @Bmcclory A couple of questions. Why doesn't the mod work with the new release? Will there be fix to make it work? How do I find the last stable release? Is 0.9.401 not stable? What do you mean by doing it manually?

    3.9 years ago
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    @Bmcclory I downloaded 0.9.401 and I've been playing SR-2 for many months. The Overload Mod worked until I downloaded 0.9.401 so I guess I have a full release.

    3.9 years ago
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    @SmurfResearchX I didn't put this in the suggestion section because the last several suggestions I've posted, I haven't been able to find in that section. I do a suggestion and then I don't see it on the page.

    4.0 years ago