@HarlockG
ok my previous suggestion does not work but I found something that does. You'll have to do this in sandbox mode but, go into the tinker panel and click on "edit hidden properties". On one of the screens that appear you will see something labeled "version number" at the very bottom of the list. The part will say Version: 1 then Version: 2 bellow that. Make sure both are set to Version: 2 then "apply" that change at the top. This should convert the part to current modifiers without having to get a new part and go through all that! just know the vehicle may not perform the same as originally designed with the new changes.
I notice now that any data that contains a decimal doesn't display if there's 0 after the decimal. So for example: you'll be at 32.3 then 32.2 .... 32.1 and it'll go to 32 before hitting 31.9. The fact it doesn't display that 0 when its integer causes the data read out to jump left and right in a distracting way if the data is changing fast enough. I dunno maybe this is just me but it feels kinda odd and hard to read sometimes, having the 0 displayed would fix that instantly! I hate to always be critical in my comments but, maybe it's something to consider changing.
Noticed the delta V readout changed in the designer info screen from m/s to km/s. Although 10-15 m/s difference isn't a big deal, but I can't tell if I'm at 1705 m/s now or 1792 m/s and I'm not liking the lack of specific detail.
I'm gonna assume you mean "allow astronauts to move from one command pod to another via the docking ports" rather then having to conduct a rather silly EVA to do so.
In the designer there is an “additional” tab you can open. You can add fuel lines, protective heat coating and there’s a place where you cycle through where to place parts for staging. Just select “none” for any part you do not want to appear in the staging editor.
There's a slider in game .... in the options tab for heat damage among other things.
.....
You can use the tinker panel to raise the thermal tolerance of solar panels if in sandbox game. Otherwise you're stuck with what's available
Well I'm not sure when you last played career, and I don't play it myself. However they did have 3 "Rescue" missions in a Beta (many months ago) followed by 2 or 3 space station missions. The missions were only available in a "Hybrid" career game and they were immediately offered upon game start (basically they wanted players to test them out for bugs). I've not played since then so I don't know for sure but, looks like those contracts are still only in a hybrid game with no conditions on them. I'm honestly not real sure what, if anything, they're doing with the game anymore.
So it’s clear to me now that career mode is nowhere near complete! The reason droods are useless and we have repetitive satellite missions is they are still working on adding more contracts (you can actually see in the game files where they have unfinished manned missions, Station Resupply missions, etc) I dunno when these missions will finally be implemented but when they are I think they will Adresse your first two points!
Oh actually there is a way to change configuration without it rotating your craft. Just click on “reorientate on configuration change” it’ll change the chips configuration without rotating the craft!
Sadly there's not a lot good tutorials out there for the game, at least not any I have found. There's a good number of videos but they're often a few years old and the maneuvers/tasks are clumsily performed (nothing I would teach). But I would think if you know KSP you would know what you're doing in this game. I've used a lot of KSP info to help me do things here!
yeah there aren't a lot of good SR2 (now juno) videos around to be honest. But there are a ton for Kerbel Space Program and with something like this those videos should be as relevant for this game as for that one!
I'm hoping we get "scientific parts” when career mode comes out. As much as I’ve enjoyed this game, once you get your craft into orbit (or landed on the surface) there’s not a lot to do whereas in reality that’s often just the start of a “mission”.
The electric pump fed engines seem to use a lot of energy with the 0.9.905 update! is that the intended outcome? I need a 1.1 GJ battery just to keep a 20.1 kN pixie engine runing for 57 seconds.
It means “NO WORKIE”. Possible the files are curupted in some way. Was this a sandbox downloaded from the site here? If so could be verified by another that it’s broke.
Posted 4 days ago
“Yes, I mean that, 1.3.109 is finally coming to beta on all platforms! If no serious bug is found in the coming week, 1.3 will be rolling out of beta soon :)”
…..
So I guess as long as no real problematic bugs are found they’ll release the full update after this week. That’s how I read it.
Scam bots lolol. Naw welcome to the world of widespread legalized gambling!
……
Not that it’s for me to make any moral judgments over gambling but. I just saw a few months ago you can place bets on which jerseys the teams will be wearing! Surly it’s gone a bit too far no?
Or increase the planets distance from the star. However there would be no indigenous life on the planet as B class stars have life spans far too short (only a few million years) for life to develop on planets around them. But you could at least make it habitable for outsiders.
I remember this happening (spotlights shining through objects) many times in the past but have not noticed it recently. However I also had different settings back then, like shadows were disabled. Not sure if it is shadows or some other setting or just a change in the game but ....
To be honest I dunno how viable submarines are for this game since to make a real submergible vehicle you need ballast tanks (an ability to allow in varying amounts of sea water into the craft to stay neutrally buoyant at a certain depth). but I would suggest using a wing placed near the crafts center of mass, but configure them more like horizontal stabilizers on a plane. so as you are under propulsion you can essentially force large amounts of water up to keep the sub submerged.
It is always best to post the craft so other can examine it (like showing the mechanic your car rather then phoning them). However, are you making the canard from a fin? found out recently that does not work when making an aircraft rudder (based on a report). Try a wing with a control surface placed vertically or a structure panel.
“Press it 100 times for one unit!” Is this some kinda part resizing issue???? I dunno man I play on a PC and have these really nice part sizing sliders. If that’s even what above statement means.
What fuselage? You referring to the "Crew Compartment" and "Space Habitat"? Before these parts existed you'd have to use, most likely fuel tanks to make the main structure of a habitable structure. But fuel tanks can not accommodate Droonauts, but these can now!
Where's the confusion exactly? The fact that all fairings must start with a "fairing" base"? There is no real difference between a '"fairing base" and a "fairing" it's just that fairing base is the only fairing part that can actually attach to other rocket parts (the other two "fairing" and "faring nose cone" can only attach to other fairing parts).
If you want to get more detailed you can make the lower part of the LM housing from inlets (that will remain intact) and only the upper part from a fairing so they'll break away allowing clear removal of the LM. Might give more of a pleasing image to have part of the housing remain intact as you undergo LM docking and extraction.
You'll want an interstage on your upper most rocket stage! Attach the service module to that then disconnect the interstage from the SM so you can move it way above the rocket but keep it centered! Then attach a smaller diameter interstage inside the first interstage. That one you will attach the lunar module to and keep connected! after that you can move your SM & CM back down so it is just slightly above the LM then use parts connection tool to reattach it to the first wider interstage. Then all that's left is to carefully place and center a fairing base so that it covers up the space between the top of the wider interstage and the bottom of the SM structure! Of course there are other ways to go about it like using cargo bay doors like the Simple beast does but the process will be similar!
@t4zcomz C:\ .... users ....."user named folder".....AppData....LocalLow ..... Jundroo.... SimpleRockets2...... this will get you too where your saved game data is stored. The contract files are the located in the "career" then "default" then "Contracts" folder.
I had never flown a plane in this game until Carrier Mode came out so the whole flying experience to me was just a disaster! However I suspect the last two checkpoints (7 & 8) are/were intended to encourage the player to slow down to be able to hit them and then subsequently land on the runway. Does seem however Most Players do not do this and instead just weave an bob through them to a cartoonish landing!
Sometimes if you change a parameter (like on interstages, changing to Soyuz style then back to normal) this might trigger it's modifiers to the newer parts. At least that used to work for some parts they changed in the past!
It means they changed a lot of stuff on the parts (mass, price, etc). One example is: I noticed the interstages got quite a bit heavier! (the struts seem to be a bit lighter though) Anyhow career mode doesn't allow for these older parts I guess for balancing issues. It will also mess up a lot of stuff. I managed to get one of these craft launched somehow and the amount of fuel I needed to orbit Luna almost doubled throwing off my whole mission so. Beware!
@CloakPin DAMN IT THAT WORKED!!! I'm assuming you had DSC pad unlocked first. I had considered doing the same with my plane (didn't have DSC anything yet) after it couldn't set down gently enough but decided there was no way that was gonna pass. Wish I had now!
@LenatezSpaceAgencys Well you can still clone em and use them! Save it as a Sub-assembly. They won't work for transferring fuel but don't need em for that if you're just using them to connect something.
You should be able to just disconnect the fuel adapter (from ALL connection points in the parts connection window) then remove them using the move tool The engines they were connected too will remain in the same spot this way. Then just simply reconnect those engines to the "surface" of the fuel tank the adapter was connected too. You should fine the engines will operate normally and that the fuel adapter was never really needed.
Is it a configuration issue? I assume it’s a spaceplane that takes off from a runway a goes into orbit? Is the configures set to “plane” not “rocket”. I’m not sure how you’d sort that mess out for a space plane but maybe you need 2 chips/discs on the craft one set to plane when flying and another set to rocket for when in orbit.
@HarlockG
+3 1.2 years agook my previous suggestion does not work but I found something that does. You'll have to do this in sandbox mode but, go into the tinker panel and click on "edit hidden properties". On one of the screens that appear you will see something labeled "version number" at the very bottom of the list. The part will say Version: 1 then Version: 2 bellow that. Make sure both are set to Version: 2 then "apply" that change at the top. This should convert the part to current modifiers without having to get a new part and go through all that! just know the vehicle may not perform the same as originally designed with the new changes.
I notice now that any data that contains a decimal doesn't display if there's 0 after the decimal. So for example: you'll be at 32.3 then 32.2 .... 32.1 and it'll go to 32 before hitting 31.9. The fact it doesn't display that 0 when its integer causes the data read out to jump left and right in a distracting way if the data is changing fast enough. I dunno maybe this is just me but it feels kinda odd and hard to read sometimes, having the 0 displayed would fix that instantly! I hate to always be critical in my comments but, maybe it's something to consider changing.
+3 1.3 years agoMimas Crater, at least that's what they're calling it in the career beta
+3 1.4 years agoNoticed the delta V readout changed in the designer info screen from m/s to km/s. Although 10-15 m/s difference isn't a big deal, but I can't tell if I'm at 1705 m/s now or 1792 m/s and I'm not liking the lack of specific detail.
+3 1.4 years agoI'm gonna assume you mean "allow astronauts to move from one command pod to another via the docking ports" rather then having to conduct a rather silly EVA to do so.
+3 2.1 years agoIn the designer there is an “additional” tab you can open. You can add fuel lines, protective heat coating and there’s a place where you cycle through where to place parts for staging. Just select “none” for any part you do not want to appear in the staging editor.
+2 24 days agoThere's a slider in game .... in the options tab for heat damage among other things.
+2 3 months ago.....
You can use the tinker panel to raise the thermal tolerance of solar panels if in sandbox game. Otherwise you're stuck with what's available
Have a feeling PZL and Bmnk are prolly one in the same. Behavior is the same, even the fact both seem very interested in Mostly’s profile picture.
+2 3 months agoFor spamming pings in a previous posting maybe? But I suspect you already know that…
+2 4 months agoWell I'm not sure when you last played career, and I don't play it myself. However they did have 3 "Rescue" missions in a Beta (many months ago) followed by 2 or 3 space station missions. The missions were only available in a "Hybrid" career game and they were immediately offered upon game start (basically they wanted players to test them out for bugs). I've not played since then so I don't know for sure but, looks like those contracts are still only in a hybrid game with no conditions on them. I'm honestly not real sure what, if anything, they're doing with the game anymore.
+2 4 months agoSo it’s clear to me now that career mode is nowhere near complete! The reason droods are useless and we have repetitive satellite missions is they are still working on adding more contracts (you can actually see in the game files where they have unfinished manned missions, Station Resupply missions, etc) I dunno when these missions will finally be implemented but when they are I think they will Adresse your first two points!
+2 1.1 years agoOh actually there is a way to change configuration without it rotating your craft. Just click on “reorientate on configuration change” it’ll change the chips configuration without rotating the craft!
+2 1.2 years agoSadly there's not a lot good tutorials out there for the game, at least not any I have found. There's a good number of videos but they're often a few years old and the maneuvers/tasks are clumsily performed (nothing I would teach). But I would think if you know KSP you would know what you're doing in this game. I've used a lot of KSP info to help me do things here!
+2 1.2 years agoyeah there aren't a lot of good SR2 (now juno) videos around to be honest. But there are a ton for Kerbel Space Program and with something like this those videos should be as relevant for this game as for that one!
+2 1.3 years agoYet it’s still a saved location, just nothing there so maybe they are redoing it and it will return in a future update
+2 1.5 years agoI'm hoping we get "scientific parts” when career mode comes out. As much as I’ve enjoyed this game, once you get your craft into orbit (or landed on the surface) there’s not a lot to do whereas in reality that’s often just the start of a “mission”.
+2 1.5 years agoOk so density = mass divided by its volume
+2 1.5 years agoSo … mass is density multiplied by volume right?
You can easily get volume using the radius
The electric pump fed engines seem to use a lot of energy with the 0.9.905 update! is that the intended outcome? I need a 1.1 GJ battery just to keep a 20.1 kN pixie engine runing for 57 seconds.
+2 2.1 years agoIt means “NO WORKIE”. Possible the files are curupted in some way. Was this a sandbox downloaded from the site here? If so could be verified by another that it’s broke.
+1 8 days agoPosted 4 days ago
+1 11 days ago“Yes, I mean that, 1.3.109 is finally coming to beta on all platforms! If no serious bug is found in the coming week, 1.3 will be rolling out of beta soon :)”
…..
So I guess as long as no real problematic bugs are found they’ll release the full update after this week. That’s how I read it.
https://www.simplerockets.com/Forums/View/272043/Patch-1-3-109
+1 11 days ago“Additional settings” tab. “Stage activation” cycler. So yeah if just set that to “none” it should disappear from the staging editor
+1 24 days agoScam bots lolol. Naw welcome to the world of widespread legalized gambling!
+1 2 months ago……
Not that it’s for me to make any moral judgments over gambling but. I just saw a few months ago you can place bets on which jerseys the teams will be wearing! Surly it’s gone a bit too far no?
Or increase the planets distance from the star. However there would be no indigenous life on the planet as B class stars have life spans far too short (only a few million years) for life to develop on planets around them. But you could at least make it habitable for outsiders.
+1 2 months agoI remember this happening (spotlights shining through objects) many times in the past but have not noticed it recently. However I also had different settings back then, like shadows were disabled. Not sure if it is shadows or some other setting or just a change in the game but ....
+1 3 months agoR.I.P. that fuselage ... to pieces ....
+1 4 months agoHow big a payload! 30 tons … 50 tons
+1 4 months agoTo be honest I dunno how viable submarines are for this game since to make a real submergible vehicle you need ballast tanks (an ability to allow in varying amounts of sea water into the craft to stay neutrally buoyant at a certain depth). but I would suggest using a wing placed near the crafts center of mass, but configure them more like horizontal stabilizers on a plane. so as you are under propulsion you can essentially force large amounts of water up to keep the sub submerged.
+1 4 months agoIt is always best to post the craft so other can examine it (like showing the mechanic your car rather then phoning them). However, are you making the canard from a fin? found out recently that does not work when making an aircraft rudder (based on a report). Try a wing with a control surface placed vertically or a structure panel.
+1 4 months agoJust keep clear of the Ionizing sort ... Well not Dr. Manhattan but ... the rest of us
+1 4 months agoI’m right on your heals with 3100 hours in 22 months!!!
+1 4 months ago“Press it 100 times for one unit!” Is this some kinda part resizing issue???? I dunno man I play on a PC and have these really nice part sizing sliders. If that’s even what above statement means.
+1 4 months agoWhat fuselage? You referring to the "Crew Compartment" and "Space Habitat"? Before these parts existed you'd have to use, most likely fuel tanks to make the main structure of a habitable structure. But fuel tanks can not accommodate Droonauts, but these can now!
+1 4 months agoWhere's the confusion exactly? The fact that all fairings must start with a "fairing" base"? There is no real difference between a '"fairing base" and a "fairing" it's just that fairing base is the only fairing part that can actually attach to other rocket parts (the other two "fairing" and "faring nose cone" can only attach to other fairing parts).
+1 1.1 years agoIf you want to get more detailed you can make the lower part of the LM housing from inlets (that will remain intact) and only the upper part from a fairing so they'll break away allowing clear removal of the LM. Might give more of a pleasing image to have part of the housing remain intact as you undergo LM docking and extraction.
+1 1.1 years agoThe Scrunky rocket is a good example of the technique I described bellow.
https://www.simplerockets.com/c/Ry6Od5/Scrunkly
+1 1.1 years agoYou'll want an interstage on your upper most rocket stage! Attach the service module to that then disconnect the interstage from the SM so you can move it way above the rocket but keep it centered! Then attach a smaller diameter interstage inside the first interstage. That one you will attach the lunar module to and keep connected! after that you can move your SM & CM back down so it is just slightly above the LM then use parts connection tool to reattach it to the first wider interstage. Then all that's left is to carefully place and center a fairing base so that it covers up the space between the top of the wider interstage and the bottom of the SM structure! Of course there are other ways to go about it like using cargo bay doors like the Simple beast does but the process will be similar!
+1 1.1 years ago@t4zcomz C:\ .... users ....."user named folder".....AppData....LocalLow ..... Jundroo.... SimpleRockets2...... this will get you too where your saved game data is stored. The contract files are the located in the "career" then "default" then "Contracts" folder.
+1 1.1 years agoI had never flown a plane in this game until Carrier Mode came out so the whole flying experience to me was just a disaster! However I suspect the last two checkpoints (7 & 8) are/were intended to encourage the player to slow down to be able to hit them and then subsequently land on the runway. Does seem however Most Players do not do this and instead just weave an bob through them to a cartoonish landing!
+1 1.1 years agoyes it's a common issue. the "collision boxes" for those containers is very funky! Thicker parts can help ensure that this does not occur.
+1 1.1 years agoYeah I hate the new locations but it's only cause I got so used to where they were!
+1 1.2 years agoSometimes if you change a parameter (like on interstages, changing to Soyuz style then back to normal) this might trigger it's modifiers to the newer parts. At least that used to work for some parts they changed in the past!
+1 1.2 years agoIt means they changed a lot of stuff on the parts (mass, price, etc). One example is: I noticed the interstages got quite a bit heavier! (the struts seem to be a bit lighter though) Anyhow career mode doesn't allow for these older parts I guess for balancing issues. It will also mess up a lot of stuff. I managed to get one of these craft launched somehow and the amount of fuel I needed to orbit Luna almost doubled throwing off my whole mission so. Beware!
+1 1.2 years ago@CloakPin DAMN IT THAT WORKED!!! I'm assuming you had DSC pad unlocked first. I had considered doing the same with my plane (didn't have DSC anything yet) after it couldn't set down gently enough but decided there was no way that was gonna pass. Wish I had now!
+1 1.2 years ago@LenatezSpaceAgencys Well you can still clone em and use them! Save it as a Sub-assembly. They won't work for transferring fuel but don't need em for that if you're just using them to connect something.
+1 1.2 years agoYuri: My god it's full of stars.
+1 1.2 years agoLol you tried to take them into space in a 747 cabin!!!!
+1 1.2 years agoYou should be able to just disconnect the fuel adapter (from ALL connection points in the parts connection window) then remove them using the move tool The engines they were connected too will remain in the same spot this way. Then just simply reconnect those engines to the "surface" of the fuel tank the adapter was connected too. You should fine the engines will operate normally and that the fuel adapter was never really needed.
+1 1.2 years agoIs it a configuration issue? I assume it’s a spaceplane that takes off from a runway a goes into orbit? Is the configures set to “plane” not “rocket”. I’m not sure how you’d sort that mess out for a space plane but maybe you need 2 chips/discs on the craft one set to plane when flying and another set to rocket for when in orbit.
+1 1.2 years agohttps://imgur.com/a/5Z0mYRJ
This player just landed along the mountain side!
+1 1.2 years ago