@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.
@DMNK99 think of it this way .... if you're driving forward, foot on the gas peddle, you're accelerating forward. take foot off the gas, your acceleration forward starts to decrease (what most call deceleration). eventually the car will just be coasting along at a constant speed (or velocity) that would be zero acceleration. But when the car begins to start sowing down (in forward velocity), That's now acceleration to the rear (still have a forward velocity that is decreasing, but rearward acceleration). Acceleration (and velocity) is a vector, always has a numeric unit, like 10 KPH, and a direction, forward/backward/up/down. And is never negative. At least that's the physics aspect of it.
@GEED it's still a part. just not in the parts list. I still have some old craft with em (just decretive detail) find an old craft with em and make a sub-assembly
Just lots of practice! My builds looked very simple and basic at first. only later after getting used to all the tools did I start to get more complex detailed designs! Might also help to download a look at other players builds for how to do stuff.
it's also my understanding that in the real world most of the reasons designers choose one fuel over another is logistical. The fact that you need more cryogenic facilities if you're using both LH2 and LOX. And then there's always those pesky hydrogen leaks that can take months to find and fix. And none of that is in the game so it's not applicable.
We'll the LH2 tanks are MASSIVE! That's what I have noticed when using it for a booster. But of course they're a lot lighter than RP-1 tanks even though the tanks nearly twice as big so. I think most of the difference between the fuels will be more noticeable when price is thing because without that who cares if your rocket is 40% bigger with LH2 then with RP-1. I use mostly RP-1 in my booster and almost exclusively LH2 in my upper stages.
Probably a heavily modified tinkered with engine that’s almost unrecognizable from anything in the game at this point? But if you want more specifics it might be worth downloading some of the SSTO craft already out there and examining what they use.
Craft mass will also make huge difference. Put one on a 500 kg. craft and you’ll see the apogee or perigee slowly ticking up a tenth of a kilometer. A significantly heavy craft you won’t notice anything for a while!
Just remember that in planet studio radius is given in meters (not kilometers)
And density can vary quite a bit depending on what the planet/moon is comprised of. Earth and Venus have density’s over 5 grams per cubic cm whereas the moon and mars have densities around 3.5 g/cm3. Ice moons mostly comprised of water (like Callisto or Triton) have even smaller densities of less then 2 g/cm3
Or might even be easier to just upload the game to this site, then you can download it
……..
But I dunno if the files will transfer correctly between PC and mobile devices.
Well there’s a difference between tower and erector! Do you want it erect the rocket or just at beside it?
………
Either way you basically have to build it in the same designer as your rocket and load them in together. You can go simple with just a parts that look like a building or a more complex scaffolding design using struts or strut shaped fuel tanks which will take a bit more time.
Well no…. I don’t really do planes in this game that’s why I bought Microsoft FlightSim a few years ago! I stick to rocketry and space here.
……….
But I have played around with planes a bit when I tested out career mode and I can say flying planes was definitely a lot different then what I was used too in flight sims! So it’s not just you! But with so many players flying planes there’s either a way to do them better then I did or you just get used to the odd characteristics. Not sure which is though.
@ForgottenGuy14 they have many times! (In the last for excessively pinging devs) however they keep setting up new accounts so! Unfortunately it’ll just be a game of Wack-a-mole for the foreseeable future.
Well you mean cause the combustion chamber is smaller? Given its nozzle throat size is a whopping 5 times that of the engine next to it, and that increasing troat size increases thrust by allowing more of the exhaust to escape out of the nozzle (or at a faster rate). It makes sense. My guess is that it is allowing those gasses to escape so fast (again 5 times as fast) that it doesn’t need a very large combustion chamber like the others have. This is my initial intuition….
Well back when I played career (been almost a year now) after completing some contracts they were almost immediately replaced with “duplicates”. I think I got quite a few for “Lunar Orbit” the only difference was the payout kept decreasing. So it may just keep giving you these contracts to accept as long as you want.
Interesting design for sure!
………
1. Make sure fuel in tanks are same as what the engine is set to use.
2. Check connections and insure the engine is connected to the “surface” of the fuel tank or nose cone
3. I once saw someone unknowingly set the engine to an activation group so it wasn’t starting in staging (they had to use the AG to start engine). See if that’s the case
…….
Beyond that I’d have to take a look at the craft myself and see what was going on.
Ok somehow I didn’t compute the part about "engines on rotators" ….. I’ve ALWAYS had to attach engines to “fuel tanks”. You can run fuel through a “strut” and a "rotator" (I have done it myself) but there needs to be fuel tank (and it can be a relatively small tank) on the other side to hold some fuel. Then connect the engine to that small tank. I think that should work.
Surly I don’t have to rebuild every craft part by part! I do appreciate the updates but it does get annoying how they keep changing parts after you’ve spent all the time on these crafts.
....
New contract offers have requirements before being offered, most of the prerequisite requirements are unlocking technology nodes. If you keep unlocking them it'll eventually be offered.
Makes total sense! And no there is not! I know it is a tad annoying but unfortunately the way the coloring system is set up you'd have to do a major overhaul to the files to implement color scheme saving like that
@leozp111 lololol naw don’t take it personally! I swear CloakPin is just a joker, not trying to irritate you. That just their wacky way of saying “no” (which is the correct answer to your inquiry). Even if you had both mobile and PC versions I do t think there’s an easy way to sync your files (might not be an issue for you but would drive me insane!)
As far as the fuel concerns, it’ll take an advanced knowledge of orbits and maneuvers to orbit efficiently!
……
Getting to Tydos is easy part. While in route adjust your approach so you flyby at the same inclination as Nebra and so your perigee to Tydos is very close to that at which Nebra orbits at. Then orbit Tydos! You can either use a lot of fuel to get an orbit around Tydos that’s just bit larger or smaller then that of Nebra (and eventually Nebra/your craft will catch up and enter Nebras sphere of influence to orbit) or you can enter a highly eccentric orbit around Tydos and use gravity assists of the moons to decrease your orbit little by little until you get close to the same orbit as Nebra
Or what? What specifically is the issue? Orbiting should be very straightforward! Just get going towards Tydos, in transit adjust your approach so that you flyby at the same inclination that Nebra orbits, get into orbit around Tydos then get an encounter the same way you would with Luna!
…….
It’s gonna take a metric crap ton of fuel cause Tydos and it’s gravity is so massive!
They happen ALL the time! Now there isn't any Corona visible but I see Luna and Brigo occlude Juno all the time. Even seen Droo occlude Juno from a lunar orbit.
Yeah cause as far as the games concerned, it’s not two craft but one! I’m not aware of anyway to override this condition unless you wanna launch them separately and dock them in orbit.
Well the measurable atmosphere (where the gauge in the info panel begins to register at 0.01 m/g) is around 78,200 meters! You can verify this by observing a craft on reentry
……
But there is definitely still atmosphere above that point (observable through orbital decay that happens to objects around Droo). Ive observed orbital decay on satellites up to at least 730 km as well as what seem to be slight changes in an orbit once a craft gets 1200-1000 km from Droo. Once a craft is above 2000 km it seems all atmospheric effects cease.
Yeah …. No. In my experience “validating game files” ALWAYS screws up custom planetary systems!
……
So now you have to find all the planets that were in that system and redownload them from the site.
Some of the planet files are missing. Was it a custom system? Did you try “validating game files.
…….
Try re-downloading the exact planets and associated files that were part of the planetary system. If they’re no longer available … well you basically screwed.
Well sure looks like there is less in the free version. Limited number of crafts, no procedural parts, no tinker panel, No Vizzy programing, limited sandbox game features and very limited Carrer game features.
I'll assume you mean how do you get it so there's a different number of panels in the different rows!
.........
it's done in the tinker panel. "edit hidden properties" "solarPanelAray" then the line "RowSizeOverride". By default it will be -1 -1 -1 -1. just enter the dimensions (number of panels) you want for each row.
@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 1.3 years agoThere will be custom careers that can be played with other systems eventually, but they’re not quite there yet!
+1 1.3 years ago@DMNK99 think of it this way .... if you're driving forward, foot on the gas peddle, you're accelerating forward. take foot off the gas, your acceleration forward starts to decrease (what most call deceleration). eventually the car will just be coasting along at a constant speed (or velocity) that would be zero acceleration. But when the car begins to start sowing down (in forward velocity), That's now acceleration to the rear (still have a forward velocity that is decreasing, but rearward acceleration). Acceleration (and velocity) is a vector, always has a numeric unit, like 10 KPH, and a direction, forward/backward/up/down. And is never negative. At least that's the physics aspect of it.
+1 1.3 years agois this the heliosyncronous orbit mission? launch from Ali Pad at a heading of about 192 degrees. that should get close enough to 100 degrees.
+1 1.3 years ago@GEED it's still a part. just not in the parts list. I still have some old craft with em (just decretive detail) find an old craft with em and make a sub-assembly
+1 1.3 years agoJust lots of practice! My builds looked very simple and basic at first. only later after getting used to all the tools did I start to get more complex detailed designs! Might also help to download a look at other players builds for how to do stuff.
+1 1.3 years agoit's also my understanding that in the real world most of the reasons designers choose one fuel over another is logistical. The fact that you need more cryogenic facilities if you're using both LH2 and LOX. And then there's always those pesky hydrogen leaks that can take months to find and fix. And none of that is in the game so it's not applicable.
+1 1.3 years agoWe'll the LH2 tanks are MASSIVE! That's what I have noticed when using it for a booster. But of course they're a lot lighter than RP-1 tanks even though the tanks nearly twice as big so. I think most of the difference between the fuels will be more noticeable when price is thing because without that who cares if your rocket is 40% bigger with LH2 then with RP-1. I use mostly RP-1 in my booster and almost exclusively LH2 in my upper stages.
+1 1.3 years agoProbably a heavily modified tinkered with engine that’s almost unrecognizable from anything in the game at this point? But if you want more specifics it might be worth downloading some of the SSTO craft already out there and examining what they use.
+1 1.5 years agoCraft mass will also make huge difference. Put one on a 500 kg. craft and you’ll see the apogee or perigee slowly ticking up a tenth of a kilometer. A significantly heavy craft you won’t notice anything for a while!
+1 1.5 years agoThat little blue plume shooting out the back is trying to tell you how much he sucks!
+1 1.5 years agoI got 4/3 times Pi times radius cubed ...... but they actually have spherical volume calculators online if you serch for em!
+1 1.6 years agoJust remember that in planet studio radius is given in meters (not kilometers)
+1 1.6 years agoAnd density can vary quite a bit depending on what the planet/moon is comprised of. Earth and Venus have density’s over 5 grams per cubic cm whereas the moon and mars have densities around 3.5 g/cm3. Ice moons mostly comprised of water (like Callisto or Triton) have even smaller densities of less then 2 g/cm3
Or might even be easier to just upload the game to this site, then you can download it
an hour ago……..
But I dunno if the files will transfer correctly between PC and mobile devices.
Well there’s a difference between tower and erector! Do you want it erect the rocket or just at beside it?
22 hours ago………
Either way you basically have to build it in the same designer as your rocket and load them in together. You can go simple with just a parts that look like a building or a more complex scaffolding design using struts or strut shaped fuel tanks which will take a bit more time.
You should have an “upload” butting in the designer! It’s in the same tab as the load/save craft function is.
22 hours agook I think I found it. In the "RocketEngine" tab where it reads "IgnitionOverride"
3 days agoI looked for it but didn’t see it! I’ll have to look agian, do you know what the property is called in the tinker panel, which page
3 days agoWell no…. I don’t really do planes in this game that’s why I bought Microsoft FlightSim a few years ago! I stick to rocketry and space here.
4 days ago……….
But I have played around with planes a bit when I tested out career mode and I can say flying planes was definitely a lot different then what I was used too in flight sims! So it’s not just you! But with so many players flying planes there’s either a way to do them better then I did or you just get used to the odd characteristics. Not sure which is though.
@ForgottenGuy14 they have many times! (In the last for excessively pinging devs) however they keep setting up new accounts so! Unfortunately it’ll just be a game of Wack-a-mole for the foreseeable future.
5 days agoWell you mean cause the combustion chamber is smaller? Given its nozzle throat size is a whopping 5 times that of the engine next to it, and that increasing troat size increases thrust by allowing more of the exhaust to escape out of the nozzle (or at a faster rate). It makes sense. My guess is that it is allowing those gasses to escape so fast (again 5 times as fast) that it doesn’t need a very large combustion chamber like the others have. This is my initial intuition….
5 days agoJust keep unlocking tech tiles many contract types are dependent on them being unlocked.
8 days ago"Attempt to auto-fix" works but absolutely changes flight performance (many parts have gotten much lighter).
8 days agoWell back when I played career (been almost a year now) after completing some contracts they were almost immediately replaced with “duplicates”. I think I got quite a few for “Lunar Orbit” the only difference was the payout kept decreasing. So it may just keep giving you these contracts to accept as long as you want.
9 days agoInteresting design for sure!
10 days ago………
1. Make sure fuel in tanks are same as what the engine is set to use.
2. Check connections and insure the engine is connected to the “surface” of the fuel tank or nose cone
3. I once saw someone unknowingly set the engine to an activation group so it wasn’t starting in staging (they had to use the AG to start engine). See if that’s the case
…….
Beyond that I’d have to take a look at the craft myself and see what was going on.
Ok somehow I didn’t compute the part about "engines on rotators" ….. I’ve ALWAYS had to attach engines to “fuel tanks”. You can run fuel through a “strut” and a "rotator" (I have done it myself) but there needs to be fuel tank (and it can be a relatively small tank) on the other side to hold some fuel. Then connect the engine to that small tank. I think that should work.
11 days agoAt the front!!!
12 days ago…….
Surly I don’t have to rebuild every craft part by part! I do appreciate the updates but it does get annoying how they keep changing parts after you’ve spent all the time on these crafts.
12 days agoof contracts is irrelevant
....
26 days agoNew contract offers have requirements before being offered, most of the prerequisite requirements are unlocking technology nodes. If you keep unlocking them it'll eventually be offered.
Makes total sense! And no there is not! I know it is a tad annoying but unfortunately the way the coloring system is set up you'd have to do a major overhaul to the files to implement color scheme saving like that
one month ago@leozp111 lololol naw don’t take it personally! I swear CloakPin is just a joker, not trying to irritate you. That just their wacky way of saying “no” (which is the correct answer to your inquiry). Even if you had both mobile and PC versions I do t think there’s an easy way to sync your files (might not be an issue for you but would drive me insane!)
one month agoAs far as the fuel concerns, it’ll take an advanced knowledge of orbits and maneuvers to orbit efficiently!
one month ago……
Getting to Tydos is easy part. While in route adjust your approach so you flyby at the same inclination as Nebra and so your perigee to Tydos is very close to that at which Nebra orbits at. Then orbit Tydos! You can either use a lot of fuel to get an orbit around Tydos that’s just bit larger or smaller then that of Nebra (and eventually Nebra/your craft will catch up and enter Nebras sphere of influence to orbit) or you can enter a highly eccentric orbit around Tydos and use gravity assists of the moons to decrease your orbit little by little until you get close to the same orbit as Nebra
Or what? What specifically is the issue? Orbiting should be very straightforward! Just get going towards Tydos, in transit adjust your approach so that you flyby at the same inclination that Nebra orbits, get into orbit around Tydos then get an encounter the same way you would with Luna!
one month ago…….
It’s gonna take a metric crap ton of fuel cause Tydos and it’s gravity is so massive!
They happen ALL the time! Now there isn't any Corona visible but I see Luna and Brigo occlude Juno all the time. Even seen Droo occlude Juno from a lunar orbit.
one month agoDo they even use battery?
one month agoThat’s prolly the best/easiest option! Or go with an Apollo command/lunar module configuration where you dock after orbit. Thays also very doable!
2 months agoYeah cause as far as the games concerned, it’s not two craft but one! I’m not aware of anyway to override this condition unless you wanna launch them separately and dock them in orbit.
2 months agoWell the measurable atmosphere (where the gauge in the info panel begins to register at 0.01 m/g) is around 78,200 meters! You can verify this by observing a craft on reentry
2 months ago……
But there is definitely still atmosphere above that point (observable through orbital decay that happens to objects around Droo). Ive observed orbital decay on satellites up to at least 730 km as well as what seem to be slight changes in an orbit once a craft gets 1200-1000 km from Droo. Once a craft is above 2000 km it seems all atmospheric effects cease.
Yeah …. No. In my experience “validating game files” ALWAYS screws up custom planetary systems!
2 months ago……
So now you have to find all the planets that were in that system and redownload them from the site.
Some of the planet files are missing. Was it a custom system? Did you try “validating game files.
2 months ago…….
Try re-downloading the exact planets and associated files that were part of the planetary system. If they’re no longer available … well you basically screwed.
Well sure looks like there is less in the free version. Limited number of crafts, no procedural parts, no tinker panel, No Vizzy programing, limited sandbox game features and very limited Carrer game features.
3 months agoWhat sucks about having a free trial version exactly?
3 months agoI'll assume you mean how do you get it so there's a different number of panels in the different rows!
3 months ago.........
it's done in the tinker panel. "edit hidden properties" "solarPanelAray" then the line "RowSizeOverride". By default it will be -1 -1 -1 -1. just enter the dimensions (number of panels) you want for each row.
https://www.reddit.com/r/EliteDangerous/comments/6g0khb/lazymansgoldilockszonechartnowwith100less/
3 months ago………
Also maybe worth a look