well, whatever the case may be, i'm looking forward to career mode and the other new stuff. it's still SR2 as it was, just with a completely new appearance, but still very similar inside. and hey, i'm sure devs won't mind too much it still being called SR2 by many users
also, yeah, what happened with the poll? didn't the original name get the highest score in the end, even if all of the people trying to unfairly imbalance were excluded and the whole thing got filtered and de-biased?
honestly i only really made it so different from traditional scifi stuff is because i'm fed up with every scifi military using naval names for space-related stuff when the two are completely different, like you can't just compare a spacecraft to a battleship (same reason why i use "spacecraft" over "spaceship" in most cases), because while yes the two may have similar sizes and weights but even then they control nothing like eachother, so that's why when the lore becomes more developed i'll make my custom exclusive space-military ranking and vehicle classes when i have the time and resources lol
@Wenhop
is it only in the 999 beta? the PlanetStudio_ToggleTerrainGenerationAdvancedSettings command doesn't show up or even get recognized for me
if it is currently in the beta right now, it's no problem for me, since i plan to release ZG 2.0 (which includes a majority of the celestial bodies i want to add clouds to) only after 999 or 1.0 releases, plus i still have a bunch of VB stuff to release before it
i saw a leak/smeakpeek video about this update, and there was a menu panel that had celestial bodies in semi-3d and check marks if you've landed on it, orbited it, etc. - once the full update goes live, will this panel also be available in sandbox mode? it would be cool to see regardless of how hard or easy it is to reach them
just wondering, will it be possible to at least adjust the opacity of the designer UI? while i can't personally test the beta (since i don't have SR2 on PC), i generally dislike translucent UI's, so i was wondering if we will be able to do any adjustments to it once the full thing releases
it doesn't work, it doesn't activate at any mach number
do i need to adjust something on the input controller (like output/axis, min/max values, etc)?
@ChaoticGraviton
try turning terrain physics on (it's in the main tab where you set name, description, radius, etc), if it was already on then it's a bug with the game, i've had it multiple times too
large fuel tanks do that too, obviously it is overflowing the integer limit
but hey, who cares, free money from launching rockets because taxpayers are so impressed by the sheer chonkiness! :D
carbon fibre is love, carbon fibre is life
memes aside, you should definitely add carbon fibre to your fanmade list, having extremely high costs but also being very lightweight, strong, and having good heat tolerance
@Wenhop i already wrote how i'd organize the posts, statistics and whatnot first, then the text description/explanation
@Gen3ralInterstel1ar it's mostly just for extraterrestrial objects and systems (i already have quite a lot planned) but i might add some other topics too
i actually had some ideas for new docking port styles so i thought i'd share them here Basic - literally just what we have right now Sleek - a smoothened, futuristic design, essentially it is a flat cylinder that tapers down to a smaller radius and then to the actual docking part, basically it looks like an oversized rcs nozzle Expander - when docking is enabled it extends via some sort of telescoping mechanism, which can prevent collisions between docked crafts due to the port not being far enough Slot and Connector - one-way docking port, obviously inspired by SR1
i'm pretty sure you can upload more than 4, i heard the devs implemented that feature into this game and site too (it originated from SP) but it didn't work due to some reason so they disabled it, though that was a fairly long time ago so maybe they have since fixed and re-enabled it?
@SamTheFox
yeah, it does sound really weird, and the afterburner gives it a bit more meaty feel but otherwise it definitely lacks the high pitch that jet engines are known for
yes, that too, sometimes i use the connection menu and disable annoying sticky attach points, its super useful, but as you said rather underused
@plane918273645
right... even with my poor memory i'll try to help as much as i can
to add textures to celestial body, simply go to the texture tab (appearance of a square filled with diagonal lines), press the plus to add one. you'll be directed to the current celestial body folder (in game), leave out of there and into the Terrain Textures (i think its called that?) folder where you'll find all of the textures. simply pick a texture you like, hit confirm or add or whatever, and bam you have the texture, you can also adjust its brightness (sometimes textures may make the surface very dark or very bright) and strength (to increase or decrease detail; you can also put this into negative values to get some really funky stuff); this goes the same for ring textures although their textures appearances can't be configured, only the size of the ring
to add textures to the game itself, you need to find the SupportFiles folder in the CelestialDatabase folder of the game (keep in mind that there are two of these, one for your own creations and one for downloaded ones), however the paths leading to these are of course different on each device, so i can't help too much there. once you've found the folder, paste/add the texture into it, you can try to make your own texture, which, while it is doable, you notably expressed your "skill at being bad", so the only other option is to download terrain textures, there are a multitude of sites but almost all of them require an overpriced subscription and maybe even additional payment just to get the texture, either way you need to look for the keyword seamless in order to get smooth and clean textures
you need to decrease the grid size and angle snap values in the designer
if it still doesn't go to the right spot, place the parts just floating in the designer and move them to the correct spot with the translation tool, then use the connection menu to connect the part(s) to the body
yes, you do need to edit the XML externally, i haven't seen any mods that let you have an "overload for PS" that would let you edit values within the game
anyways, i hope to see your star cluster soon :)
@Gen3ralInterstel1ar
you need to edit the SMA's of the celestial bodies in the system's XML file, so far its the only way to get orbits beyond whatever the normal limit is
@Gen3ralInterstel1ar
i'm guessing this is just an oversight, the test dummy was removed in 920 but you forgot to remove the "ragdoll physics" setting in the options, just sayin'
funny, i once tried to do a single-launch space station back in my KSP days, but since i had zero knowledge of orbital mechanics back then it kinda just got shot out into kerbol orbit, good times lol
but hey, since i'm thinking about that, maybe i could recreate that same thing over on SR2 with much better knowledge, is it okay if i do that?
yeah, imagine a combination of the new name and the old one, best of both worlds lol
+4 3.0 years agoall jokes aside JunoRockets actually sounds pretty cool
+2 3.0 years agoyeah, exactly the same here
3.0 years ago@TheBirdy
note: i don't have the beta of the game, so i can't check it myself, i have too many things to risk lol
3.0 years agoit's entirely possible if you make the atmosphere short enough in the planet editor
3.0 years agoan actually funny joke or meme - meh
3.0 years agoJimpleRockets2 - [WHEEEEEEEEEEEZE]
well, whatever the case may be, i'm looking forward to career mode and the other new stuff. it's still SR2 as it was, just with a completely new appearance, but still very similar inside. and hey, i'm sure devs won't mind too much it still being called SR2 by many users
+5 3.0 years agoalso, yeah, what happened with the poll? didn't the original name get the highest score in the end, even if all of the people trying to unfairly imbalance were excluded and the whole thing got filtered and de-biased?
lol the SR2 logo on the site doing the "i don't feel so good" fadeaway is actually pretty funny tho
+3 3.0 years agoyeah, i noticed that too
3.0 years agohowever, in SR2 you can simply enable the ability for normal rocket engines to be usable in warp mode via XML editing
yes, like in the original SR
3.0 years agowhen i get the update it's gonna help speed demons like me a lot lol
@Themaxest
honestly i only really made it so different from traditional scifi stuff is because i'm fed up with every scifi military using naval names for space-related stuff when the two are completely different, like you can't just compare a spacecraft to a battleship (same reason why i use "spacecraft" over "spaceship" in most cases), because while yes the two may have similar sizes and weights but even then they control nothing like eachother, so that's why when the lore becomes more developed i'll make my custom exclusive space-military ranking and vehicle classes when i have the time and resources lol
+1 3.0 years ago@Wenhop
i think it is this video but i am not sure, you may need to use a translator however
3.0 years ago@TTfree479
i see
3.0 years agodoes it stay when you leave PS or no?
edit: tried it, it does stay, even after you leave the game
@eyov2
is it only in the 999 beta? the
+2 3.0 years agoPlanetStudio_ToggleTerrainGenerationAdvancedSettingscommand doesn't show up or even get recognized for meif it is currently in the beta right now, it's no problem for me, since i plan to release ZG 2.0 (which includes a majority of the celestial bodies i want to add clouds to) only after 999 or 1.0 releases, plus i still have a bunch of VB stuff to release before it
yes, yes, yes and yes
3.0 years agoi saw a leak/smeakpeek video about this update, and there was a menu panel that had celestial bodies in semi-3d and check marks if you've landed on it, orbited it, etc. - once the full update goes live, will this panel also be available in sandbox mode? it would be cool to see regardless of how hard or easy it is to reach them
+3 3.0 years agojust wondering, will it be possible to at least adjust the opacity of the designer UI? while i can't personally test the beta (since i don't have SR2 on PC), i generally dislike translucent UI's, so i was wondering if we will be able to do any adjustments to it once the full thing releases
3.0 years agonaw fam my ocd not liking this
+1 3.0 years agosure, i'll go upload it unlisted
3.0 years ago@Reberbri
it is just the ordinary throttle input for the rocket engine, 0 minimum, 1 maximum, output, standard
3.0 years ago@ChaoticGraviton
it doesn't work, it doesn't activate at any mach number
3.0 years agodo i need to adjust something on the input controller (like output/axis, min/max values, etc)?
@ChaoticGraviton
try turning terrain physics on (it's in the main tab where you set name, description, radius, etc), if it was already on then it's a bug with the game, i've had it multiple times too
3.0 years ago@DragoranosSR2 once they're released, sure
3.0 years ago@TronicOrbital yeah lol, especially with the crazy kind of stuff i tend to make...
+1 3.0 years ago@DragoranosSR2 don't forget osmium :)
+1 3.0 years agolarge fuel tanks do that too, obviously it is overflowing the integer limit
+1 3.0 years agobut hey, who cares, free money from launching rockets because taxpayers are so impressed by the sheer chonkiness! :D
carbon fibre is love, carbon fibre is life
+1 3.0 years agomemes aside, you should definitely add carbon fibre to your fanmade list, having extremely high costs but also being very lightweight, strong, and having good heat tolerance
@FrankX yeah, i've suggested custom loading screens for custom systems too, i hope it gets added sometime tbh
+2 3.0 years ago1 or 4
3.0 years agoyes
+1 3.0 years agoyep, good idea, defo using that technique, thanks
3.0 years ago@YaMomzBox420
@Wenhop i already wrote how i'd organize the posts, statistics and whatnot first, then the text description/explanation
+1 3.0 years ago@Gen3ralInterstel1ar it's mostly just for extraterrestrial objects and systems (i already have quite a lot planned) but i might add some other topics too
yep lol
3.1 years ago2.2 lacunarity and 0.7 gain on the clouds looks really darn good
@Luckwut
i actually had some ideas for new docking port styles so i thought i'd share them here
+2 3.1 years agoBasic - literally just what we have right now
Sleek - a smoothened, futuristic design, essentially it is a flat cylinder that tapers down to a smaller radius and then to the actual docking part, basically it looks like an oversized rcs nozzle
Expander - when docking is enabled it extends via some sort of telescoping mechanism, which can prevent collisions between docked crafts due to the port not being far enough
Slot and Connector - one-way docking port, obviously inspired by SR1
obviously the other crafts are lit too
3.1 years agome when i see le epik f-fortin:
+1 3.1 years agole pog levls increes
i'm pretty sure you can upload more than 4, i heard the devs implemented that feature into this game and site too (it originated from SP) but it didn't work due to some reason so they disabled it, though that was a fairly long time ago so maybe they have since fixed and re-enabled it?
3.1 years ago@SamTheFox
yeah, it does sound really weird, and the afterburner gives it a bit more meaty feel but otherwise it definitely lacks the high pitch that jet engines are known for
3.1 years agoyes, that too, sometimes i use the connection menu and disable annoying sticky attach points, its super useful, but as you said rather underused
3.1 years ago@plane918273645
yep lol
+1 3.1 years ago@Gen3ralInterstel1ar
yeah for rings you need to use a program that can create png's
3.1 years ago@DragoranosSR2
right... even with my poor memory i'll try to help as much as i can
to add textures to celestial body, simply go to the texture tab (appearance of a square filled with diagonal lines), press the plus to add one. you'll be directed to the current celestial body folder (in game), leave out of there and into the Terrain Textures (i think its called that?) folder where you'll find all of the textures. simply pick a texture you like, hit confirm or add or whatever, and bam you have the texture, you can also adjust its brightness (sometimes textures may make the surface very dark or very bright) and strength (to increase or decrease detail; you can also put this into negative values to get some really funky stuff); this goes the same for ring textures although their textures appearances can't be configured, only the size of the ring
to add textures to the game itself, you need to find the SupportFiles folder in the CelestialDatabase folder of the game (keep in mind that there are two of these, one for your own creations and one for downloaded ones), however the paths leading to these are of course different on each device, so i can't help too much there. once you've found the folder, paste/add the texture into it, you can try to make your own texture, which, while it is doable, you notably expressed your "skill at being bad", so the only other option is to download terrain textures, there are a multitude of sites but almost all of them require an overpriced subscription and maybe even additional payment just to get the texture, either way you need to look for the keyword seamless in order to get smooth and clean textures
+1 3.1 years agoyeah, ZG is going to take a while for me too, since i'm solo + busy with irl stuff
+1 3.1 years ago@Gen3ralInterstel1ar
you need to decrease the grid size and angle snap values in the designer
3.1 years agoif it still doesn't go to the right spot, place the parts just floating in the designer and move them to the correct spot with the translation tool, then use the connection menu to connect the part(s) to the body
yes, you do need to edit the XML externally, i haven't seen any mods that let you have an "overload for PS" that would let you edit values within the game
+1 3.1 years agoanyways, i hope to see your star cluster soon :)
@Gen3ralInterstel1ar
you need to edit the SMA's of the celestial bodies in the system's XML file, so far its the only way to get orbits beyond whatever the normal limit is
3.1 years ago@Gen3ralInterstel1ar
oh lol
3.1 years ago@Souperplane
@Gen3ralInterstel1ar yeah true lol
+1 3.1 years agoi'm guessing this is just an oversight, the test dummy was removed in 920 but you forgot to remove the "ragdoll physics" setting in the options, just sayin'
+1 3.1 years agofunny, i once tried to do a single-launch space station back in my KSP days, but since i had zero knowledge of orbital mechanics back then it kinda just got shot out into kerbol orbit, good times lol
+1 3.1 years agobut hey, since i'm thinking about that, maybe i could recreate that same thing over on SR2 with much better knowledge, is it okay if i do that?