@Tallisar i also really want to make a wiki for my stuff, but i have no idea what to use
i've heard of this "Obsidian" software before, but i'm not sure if it's what i need or not; FANDOM would be a good choice, but, for both personal reasons and the fact that it's buggy as hell, i don't wanna use it
@Tallisar i mean right now Hypernova is basically the same deal, since i've gone ahead and decided to "rewrite" it (by that, i mean significantly change some aspects of part 1 and thus the backstory stuff, and also change parts 2-4 to reflect this, alongside general improvements), a lot of it is in my head too but at the same time i do have concept text for the first 2 parts in my notes app
oh hell yeah
now we got four worldbuilding projects that (at least somewhat) originated from SR2/JNO? (we got my Hypernova, Tallisar's lore with the Hyperants and stuff, Ceya's hard scifi lore, and now this too)
yo, a notification i got said you mentioned me on a post named "AtmosTest" or something like that, but that post (presumably a planet) got deleted so i couldn't see it
@Aludra877 hmm
there's no real "fix-all" solution for orbit validator issues, but the first thing i tend to do is reduce SOI sizes of many celestial bodies (especially those that orbit close to one another), so that the chance of the SOI's clipping (and thus the validator freaking out) is reduced; another thing is to ensure that there are no orbits that "clip" eachother (high-eccentricity stuff like comets, alongside binary planets with an identical orbit, are the most likely to be these) since that also gives the validator a stroke
aside from those tips i can't really help all that much, really just mess around a bit until it works
@deepfriedfrenchtoast agreed, i haven't seen anything from SFS2 yet but based on what i've heard it's definitely oriented towards the more casual side of the spaceflight sim demographic (which is a good thing overall), overall i'd say each of the three "franchises" — seeing as both have 2 games each — are each suited towards slightly different niches within spaceflight sims (personally, though, Juno has just the right balance for me, since it allows for realism but i can also just use it to mess around in for pure fun)
welp, i had so much fun with the drift car that i'm making a whole series of simple cars with various gimmicks and stuff
right now there's also an 8x8 with a basic suspension and a long boi that rotates/twists its entire body to turn, i'm also planning on a really OP one that has some, errrr,mild F-Zero inspirations
i don't have the most experience with either, but from what i have seen, XML alone carries a lot of the weight, it's possible to do a lot of crazy stuff with it but there will be a point where stuff is hard-coded into the game, otherwise you can modify things quite freely for the most part
as for dev console, it seems to handle the execution of tasks (i.e. some player inputs like spawning/removing crafts) or at least visualizes them, but you can input your own commands too (i myself literally only use it to access planet studio)
of course, the more you change it, the easier it is to straight up break the game, sometimes irrepairably, so i advise you make backups before doing anything crazy (this of course depends on how "deep" you wanna go)
and, again, i'm not an expert on this and this information comes purely from my limited experience and may be incorrect
having game mods be applicable per save file rather than globally would be quite nice (i myself can't benefit from it cause i'm on ios, but your example is a perfect reason why it'd be good to have)
@PZLAgencies yeah it was painful, you're absolutely correct
i've decided that i'm never going to any summer camp ever again, i've already gotten a large chunk of my free time stolen from me anyways (man, i just wanna have the "break" part or "summer break", y'know?)
@PZLAgencies 1. cycling, for a week, so yeah RIP my legs 2. iirc it's 10th gen (i wanted 11' screen with 512GB but my dad got me 13' screen with 1TB one... yeah it's too big for what i need but oh well i can't do anything about it now)
if you're only interested in the size, try to look up the statistics of the engine (what you'll be needing is "dimensions", these are things like the length, diameter, and weight — if possible, look up official papers on it, but plain old Wikipedia might work too), try to match those values inside the game by resizing the engine (note that you may need to use the hidden properties editor to change it more precisely), in one of the panels to the right the game will display your craft's dimensions in metres (height, length, width, + more), and make sure you make your control unit a very small command disc that you can then move inside the engine so that it doesn't add on any extra meters, after you're done with matching the size (note that the performance will likely not match, it is much more difficult to change that for jet engines unfortunately) you can save the engine as a subassembly or something (if you're planning on using it on a plane)
yeah, seems like the tables have turned this time around
but i'm actually kinda glad because it means i don't have to constantly update my stuff so that they work as intended in new versions :')
@SeeyaTheFurry k... y'all know i'm like 40 light years behind (i promise you guys, i'm totally not a Trappistan) so i have no clue what half of some of these words mean
@Alphabetaboom well, there's a lot of people who only play games just to blow stuff up, and you obviously need explosions to blow stuff up
as for its accessibility, i assume it's so that less experienced users don't accidentally put it in their rocket and cause the explosions to crash the game
@Tallisar i also really want to make a wiki for my stuff, but i have no idea what to use
+1 10 months agoi've heard of this "Obsidian" software before, but i'm not sure if it's what i need or not; FANDOM would be a good choice, but, for both personal reasons and the fact that it's buggy as hell, i don't wanna use it
@Tallisar i mean right now Hypernova is basically the same deal, since i've gone ahead and decided to "rewrite" it (by that, i mean significantly change some aspects of part 1 and thus the backstory stuff, and also change parts 2-4 to reflect this, alongside general improvements), a lot of it is in my head too but at the same time i do have concept text for the first 2 parts in my notes app
10 months agooh hell yeah
+1 10 months agonow we got four worldbuilding projects that (at least somewhat) originated from SR2/JNO? (we got my Hypernova, Tallisar's lore with the Hyperants and stuff, Ceya's hard scifi lore, and now this too)
aw yea
10 months ago@Tallisar there are already two characters with those exact names, they appear a bit later on
10 months ago(i can't tell if you're being ironic or not lol)
@Tallisar ah okey thanks
+1 10 months agoyo, a notification i got said you mentioned me on a post named "AtmosTest" or something like that, but that post (presumably a planet) got deleted so i couldn't see it
+1 10 months agoJUNO UPDATE
YIPPIE
also, to anyone who wants to see Oord directly, here you go
10 months agoi think the name is better suited for a planet or moon imo, so yeah
+1 10 months ago@Tallisar true, i did forget about it lol
+1 10 months agogas giants prove that blue&white is one of the best color combos
10 months ago(i have also contributed, with Talune from Worand)
@Aludra877 np
11 months ago@Aludra877 hmm
11 months agothere's no real "fix-all" solution for orbit validator issues, but the first thing i tend to do is reduce SOI sizes of many celestial bodies (especially those that orbit close to one another), so that the chance of the SOI's clipping (and thus the validator freaking out) is reduced; another thing is to ensure that there are no orbits that "clip" eachother (high-eccentricity stuff like comets, alongside binary planets with an identical orbit, are the most likely to be these) since that also gives the validator a stroke
aside from those tips i can't really help all that much, really just mess around a bit until it works
@Hyperant ecks dee dee dee dee dee dee dee dee dee
+1 11 months agoin the meantime imma prob just take a break from Juno, i'm too busy building in Trainz 2009 lmao
in the meantime, gg on 10k
+1 11 months ago@deepfriedfrenchtoast agreed, i haven't seen anything from SFS2 yet but based on what i've heard it's definitely oriented towards the more casual side of the spaceflight sim demographic (which is a good thing overall), overall i'd say each of the three "franchises" — seeing as both have 2 games each — are each suited towards slightly different niches within spaceflight sims (personally, though, Juno has just the right balance for me, since it allows for realism but i can also just use it to mess around in for pure fun)
11 months ago@Ceya would it be okay if you add this to your planet building guide compilation thingy?
+1 11 months ago@ExplorationAerospace oof, yeah, i forgot mobile has a lite version now
11 months ago@ExplorationAerospace the menu button is in a slightly different place now, but yes
11 months agowelp, i had so much fun with the drift car that i'm making a whole series of simple cars with various gimmicks and stuff
one year agoright now there's also an 8x8 with a basic suspension and a long boi that rotates/twists its entire body to turn, i'm also planning on a really OP one that has some, errrr,mild F-Zero inspirations
@deepfriedfrenchtoast color blend does not like anything, it's like a spoiled child that's more of a picky eater than i am and ever have been
+3 one year ago@Vee
+1 one year agoit's currently on hold, because i'm also taking a soft break from the game (posting ZG2 was a nightmare) for some time
nah, that mug is too based for that
one year agoand besides, i also drink it (at dinner), at all times of the year
@Isosceles51 ooh yes
one year ago@Isosceles51 yea, a few basic cars and trucks (including airport vehicles), more than one ship, and a few basic airplanes and rockets
one year ago@VectorY yeah, it's a good idea to backup if you're doing stuff with XML
one year agoidk if dev console can do anything as drastic as XML editing can
i don't have the most experience with either, but from what i have seen, XML alone carries a lot of the weight, it's possible to do a lot of crazy stuff with it but there will be a point where stuff is hard-coded into the game, otherwise you can modify things quite freely for the most part
one year agoas for dev console, it seems to handle the execution of tasks (i.e. some player inputs like spawning/removing crafts) or at least visualizes them, but you can input your own commands too (i myself literally only use it to access planet studio)
of course, the more you change it, the easier it is to straight up break the game, sometimes irrepairably, so i advise you make backups before doing anything crazy (this of course depends on how "deep" you wanna go)
and, again, i'm not an expert on this and this information comes purely from my limited experience and may be incorrect
having game mods be applicable per save file rather than globally would be quite nice (i myself can't benefit from it cause i'm on ios, but your example is a perfect reason why it'd be good to have)
+2 1.1 years agomost notable are the actual RSS planets, for some reason all of their stats are at 0 when displayed on the website
1.1 years ago@PZLAgencies idk myself at this point lol
1.1 years agoalso oof
@PZLAgencies also, 10th gen ipad air
1.1 years ago@PZLAgencies yeah it was painful, you're absolutely correct
+1 1.1 years agoi've decided that i'm never going to any summer camp ever again, i've already gotten a large chunk of my free time stolen from me anyways (man, i just wanna have the "break" part or "summer break", y'know?)
@PZLAgencies 1. cycling, for a week, so yeah RIP my legs 2. iirc it's 10th gen (i wanted 11' screen with 512GB but my dad got me 13' screen with 1TB one... yeah it's too big for what i need but oh well i can't do anything about it now)
1.1 years ago@CloakPin unfortunately i did not
1.1 years ago@Renshusuru yeah i was bogged down by summer camp, r.i.p. those 7 days that were stolen from me
+1 1.1 years ago@PZLAgencies i know what to look for, problem is that it doesn't show up
1.1 years ago@PZLAgencies sorry, i can't help because i myself don't know how to make the validator stop whining about everything
+1 1.1 years agoif you're only interested in the size, try to look up the statistics of the engine (what you'll be needing is "dimensions", these are things like the length, diameter, and weight — if possible, look up official papers on it, but plain old Wikipedia might work too), try to match those values inside the game by resizing the engine (note that you may need to use the hidden properties editor to change it more precisely), in one of the panels to the right the game will display your craft's dimensions in metres (height, length, width, + more), and make sure you make your control unit a very small command disc that you can then move inside the engine so that it doesn't add on any extra meters, after you're done with matching the size (note that the performance will likely not match, it is much more difficult to change that for jet engines unfortunately) you can save the engine as a subassembly or something (if you're planning on using it on a plane)
1.1 years agoyeah, seems like the tables have turned this time around
+2 1.1 years agobut i'm actually kinda glad because it means i don't have to constantly update my stuff so that they work as intended in new versions :')
ooo this one's good
1.2 years ago@SeeyaTheFurry k... y'all know i'm like 40 light years behind (i promise you guys, i'm totally not a Trappistan) so i have no clue what half of some of these words mean
+1 1.2 years ago@Vee ok but wdym by "preach"
1.2 years ago1. this isn't the church
2. i'm an atheist anyways
@Vee ???
1.2 years agostill the best celestial body in the stock system
1.2 years agoi unfortunately haven't found that either
1.2 years agoi know the folder we're looking for is called CelestialDatabase but it does not appear for me
@LeMagicBaguette literally me half the time
+1 1.2 years ago@ChaseyWasey oh lol
1.2 years ago@ChaseyWasey what's that
1.2 years ago@Alphabetaboom well, there's a lot of people who only play games just to blow stuff up, and you obviously need explosions to blow stuff up
1.2 years agoas for its accessibility, i assume it's so that less experienced users don't accidentally put it in their rocket and cause the explosions to crash the game
its only purpose is to make stuff go boom
1.2 years agoit has by far the most explosive power in the game