the default one on Miros/Iapetus uses some complicated expression thingy, but i might have an idea on how to do a simple ridge without that (it will just be a straight ridge, no wonky patterns or anything)
(make sure you have basic mode (mountain icon) disabled and the element links (square with an arrow coming out of its bottom side) enabled
you will need the following elements, in order from top to bottom:
- get position
- remap curve
- generate height
- update height
for the "get position", keep the values at 0,0,0 but move the "Y" slider from none to 0
the curve remap is the hardest, so i'll tell you the exact details of what to enter for a very simple one (you will need to create 3 more "dots" from the default 2)
- first dot: time -1, value 0
- second dot: time between -0.5 and -0.1, value 0
- third dot: time at 0, value 1
- fourth dot: time between 0.1 and 0.5, value 0
- fifth dot: time 1, value 0
it should look something like this: —^—
make sure the remap recieves the blue arrow from the "get position", and then make sure the blue arrow of the curve remap also is in the right place
for the generate height, feed the blue arrow of the curve remap into the input port, assign a height of like 5000 or whatever for the max and keep it at 0 for the min
finally, have the blue arrow from the generate height line up with the input port of the update height
do note that it isn't the most efficient solution (the generate height could be skipped entirely, for example, but i left it in for simplicity) and that it may not work if you already have existing terrain (i don't know if update height only affects the areas that are actually modified and leaves the rest as it is, or if it overwrites the whole terrain entirely)
@CoolGuy124 it's not "secret", it's just that planet studio isn't fully mobile compatible so they made it only available through dev console for mobile so that there are less bugs and whatnot
you will need to edit it in Planet Studio's system editor, i'll tell you how to get there
1. open menu (top of main screen)
2. tap settings
3. go to "controls"
4. tap the button with three dots at top right
5. tap "open dev console"
6. write "pl" into the dev console, PlanetStudio will pop up, click that
7. tap "execute", you will now be in Planet Studio menu
8. tap "load system"
9. find the Juno System and tap load, you can then edit it
in SP that's made with hollow fuselage + fuselage cutting
in SR2/JNO there is no proper fuselage cutting, though that clamp distance thing in the hidden properties menu has a similar function (you'll need to trial and error it unless you have some mod)
Io and Europa look absolutely fire (ironically, for the former), though i think the height/steepness of the spikes on Callisto are a little too extreme but that's probably just me
yes, in theory
i saw a mod once (can't remember if it was on the SP site or on here) that did let you convert SP crafts to SR2, so it is possible, however i don't know where to find it or if it even works with newer versions of the game
always appreciate it when some complicated scripting/programming thing gets to be explained simply and easily, regardless if it's by original developers or by large third-party sources
takes note, roblox. this is why JNO/SR2 is officially my favourite game now
@CloakPin yeah i've been wanting to suggest a "grip" option (as a slider, like the tire track strength) for biomes for a while now but never got to suggesting it
Fosoni: a (mostly) habitable world with towering mountain chains that create different "cells", each with a unique ecosystem exclusive to that cell isolated from all others, and the only way for terrestrial things to cross to other cells would be to risk climbing the mountains or cross through a valley area that can be found semi-rarely
ah, wing wobble
this is a fixable issue, though i don't know the exact steps, if i remember correctly you gotta increase or decrease the mass and/or drag of the wing (the actual functional one, not the cover)
@NikolaiUlshikov2006 ah, so it's the landing that's the problem? my only suggestion is to simply increase the power of the engine(s) used for landing (either by increasing size or other parameters or via XML) so that you can reduce your descent speed at a higher rate for a softer landing
i would suggest taking a look at the game's tutorials, especially the ones relating to orbiting, since things like Hohmann transfers are commonly used for getting from one celestial body to another, although i don't know if any of the ingame tutorials cover that
another thing you could do is find an automated craft that does the journey for you, observe what it does from start to finish then you could try to replicate it manually (i only suggest this if you have good memory though)
i'm not the best at advice like this but i'm sure other people will comment more useful tips eventually
my technique is to use the fog shader on the atmosphere, and set the scale height to a high number (like, 50) so it covers the whole surface then increase brightness/intensity as needed
it looks fairly realistic this way, but the only downside is that you visually won't be able to see any patterns on the surface though you'll still see them in the minimap
weight reduction, i guess?
i've previously made a post asking if it's worth using LH2 and wondering how efficient it really is when compared to the other two fuels, maybe you'll find something there
@Ylias very well then
i wasn't able to upload unlisteds today and tomorrow is a homework-doing day for me, so the next batch will likely only come next friday
takes one glance at Hybrid mode looks at SV80 and all my other crazy stuff "I guess we were just getting started all this time. Physics had feared me for long, but... this update... oh man, things are going to get out of hand very very quickly. And this isn't even the full release. I'd say this definitely deserves a HEHE BOI."
i think you mean the "default" rotation period that is displayed on the site and when you first place a planet in the system editor...
you can change that in XML, it's located somewhere near the top if i remember correctly, however it's in some super weird unit that i have no idea how to convert into any standard format
aye, i had it sorta similar over on SimplePlanes, but with a different account compared to this one, made it when i was 11 and had no idea you had to be 13, so when i sorta revealed my age i just got banned but wasn't even that mad and just waited it out until my 13th birthday as well
@Ylias yeah, i've delayed the uploading of all my posts until the start of my local summer break (June 16) where i'll upload with my unpredictable "schedule" again, really it's just so i can focus on school and other games and whatnot
my biggest active project for now is, by far, Zenith Galaxy 2.0, it's basically completed too but i still need to do testing, debugging, de-crashing, and a bunch of photoshoots... aside from that, the VB Exostar Collection is the only thing that'll be able to surpass ZG2.0, but i might have to cancel it since the app i use to edit XML files of the game no longer wants the files or folders to show up since the 1.0 update, so yeah...
oof, got a problem with the system
trying to replace the default Juno with Worand breaks the system editor, the default Juno is gone with but the UI still shows it as Juno, though in the "all planets in this system" Worand is correctly displayed
and it still does the same even if i load in another system and try to replace the star there as well
i would post a bug report, but as it has always been said by the developers, "Planet Studio is not supported for mobile" so there you go
i'm surprised too that one doesn't exist either
i could probably make it, but problem is that i don't have access to the heightmaps and the app i use to access outside-of-game features (including modifying orbit SMA's and importing images or textures so they actually show up in the selector in-game) no longer works normally with the game since 1.0+ :/
@PlanetFloof do you want me to make a basic planet with only the ridge i described above so you can try to copy it?
2.2 years agoayy nice congrats to y'all
+1 2.2 years agoi wonder what happens to the one who made the "BIG BLUE MEN" one, since it got 2nd in upvotes and 1st in creativity
the default one on Miros/Iapetus uses some complicated expression thingy, but i might have an idea on how to do a simple ridge without that (it will just be a straight ridge, no wonky patterns or anything)
(make sure you have basic mode (mountain icon) disabled and the element links (square with an arrow coming out of its bottom side) enabled
you will need the following elements, in order from top to bottom:
- get position
- remap curve
- generate height
- update height
for the "get position", keep the values at 0,0,0 but move the "Y" slider from none to 0
the curve remap is the hardest, so i'll tell you the exact details of what to enter for a very simple one (you will need to create 3 more "dots" from the default 2)
- first dot: time -1, value 0
- second dot: time between -0.5 and -0.1, value 0
- third dot: time at 0, value 1
- fourth dot: time between 0.1 and 0.5, value 0
- fifth dot: time 1, value 0
it should look something like this: —^—
make sure the remap recieves the blue arrow from the "get position", and then make sure the blue arrow of the curve remap also is in the right place
for the generate height, feed the blue arrow of the curve remap into the input port, assign a height of like 5000 or whatever for the max and keep it at 0 for the min
finally, have the blue arrow from the generate height line up with the input port of the update height
do note that it isn't the most efficient solution (the generate height could be skipped entirely, for example, but i left it in for simplicity) and that it may not work if you already have existing terrain (i don't know if update height only affects the areas that are actually modified and leaves the rest as it is, or if it overwrites the whole terrain entirely)
+5 2.2 years ago@SmarsoAero also same lol
2.2 years ago@FoxtrotTheSergal same
+1 2.2 years ago@CoolGuy124 it's not "secret", it's just that planet studio isn't fully mobile compatible so they made it only available through dev console for mobile so that there are less bugs and whatnot
+1 2.2 years agoyou will need to edit it in Planet Studio's system editor, i'll tell you how to get there
2.2 years ago1. open menu (top of main screen)
2. tap settings
3. go to "controls"
4. tap the button with three dots at top right
5. tap "open dev console"
6. write "pl" into the dev console, PlanetStudio will pop up, click that
7. tap "execute", you will now be in Planet Studio menu
8. tap "load system"
9. find the Juno System and tap load, you can then edit it
@SmarsoAero yeah lider is the mod i meant lol
2.2 years agoin SP that's made with hollow fuselage + fuselage cutting
2.2 years agoin SR2/JNO there is no proper fuselage cutting, though that clamp distance thing in the hidden properties menu has a similar function (you'll need to trial and error it unless you have some mod)
@Dereric oh, sorry, someone already solved it previously (they only posted an unlisted and tagged me on it) but thanks anyways
2.2 years agoIo and Europa look absolutely fire (ironically, for the former), though i think the height/steepness of the spikes on Callisto are a little too extreme but that's probably just me
+1 2.2 years ago@Supermatmike cheers
2.2 years agoyes, in theory
2.2 years agoi saw a mod once (can't remember if it was on the SP site or on here) that did let you convert SP crafts to SR2, so it is possible, however i don't know where to find it or if it even works with newer versions of the game
always appreciate it when some complicated scripting/programming thing gets to be explained simply and easily, regardless if it's by original developers or by large third-party sources
2.2 years agotakes note, roblox. this is why JNO/SR2 is officially my favourite game now
@CloakPin yeah i've been wanting to suggest a "grip" option (as a slider, like the tire track strength) for biomes for a while now but never got to suggesting it
+1 2.2 years agoFosoni: a (mostly) habitable world with towering mountain chains that create different "cells", each with a unique ecosystem exclusive to that cell isolated from all others, and the only way for terrestrial things to cross to other cells would be to risk climbing the mountains or cross through a valley area that can be found semi-rarely
+2 2.2 years ago@AlphaAreospace lol true it does
2.2 years ago@ChinmayShukla oof, no idea then, sorry
2.2 years agoah, wing wobble
2.2 years agothis is a fixable issue, though i don't know the exact steps, if i remember correctly you gotta increase or decrease the mass and/or drag of the wing (the actual functional one, not the cover)
if you mean the RSS solar system, then that tag already exists (in fact it is the only tag available for systems)
2.2 years ago@AlphaAreospace YES
Polyphemus Hyper Super Duper Turbo Ultra Giga Mega Max Pro Gold Deluxe Limited Extra Collector's Final Edition
2.2 years ago@RenkoUsami oof, sad
2.2 years ago@NikolaiUlshikov2006 ah, so it's the landing that's the problem? my only suggestion is to simply increase the power of the engine(s) used for landing (either by increasing size or other parameters or via XML) so that you can reduce your descent speed at a higher rate for a softer landing
2.2 years agoi would suggest taking a look at the game's tutorials, especially the ones relating to orbiting, since things like Hohmann transfers are commonly used for getting from one celestial body to another, although i don't know if any of the ingame tutorials cover that
2.2 years agoanother thing you could do is find an automated craft that does the journey for you, observe what it does from start to finish then you could try to replicate it manually (i only suggest this if you have good memory though)
i'm not the best at advice like this but i'm sure other people will comment more useful tips eventually
@AlphaAreospace pl
2.3 years agoplne
2.3 years agohere's a link for anyone interested though you can easily change it yourself via XML
+1 2.3 years ago@EpsilonSpaceOrganization good luck in that case :)
2.3 years agoyou need a minimum of 100 points to use images
2.3 years agomy technique is to use the fog shader on the atmosphere, and set the scale height to a high number (like, 50) so it covers the whole surface then increase brightness/intensity as needed
+2 2.3 years agoit looks fairly realistic this way, but the only downside is that you visually won't be able to see any patterns on the surface though you'll still see them in the minimap
@topfuel300 yeah the trial-and-error of PID tuning is indeed painful
2.3 years agoyeah we really need a yaw PID lol
2.3 years agodivide by 1000, since the radius in PS is in metres
+1 2.3 years ago@ElmerTheCat ah, my bad then
2.3 years agoi basically never use nuclear engines so i can't help with that, sorry
weight reduction, i guess?
2.3 years agoi've previously made a post asking if it's worth using LH2 and wondering how efficient it really is when compared to the other two fuels, maybe you'll find something there
aight, cya, and gl
+1 2.3 years ago@ElmerTheCat ah
2.3 years agoalso, i'm wondering, what is this ominous "The Jump" that was mentioned in the hybrid mode part?
2.3 years ago@Ylias very well then
+3 2.3 years agoi wasn't able to upload unlisteds today and tomorrow is a homework-doing day for me, so the next batch will likely only come next friday
takes one glance at Hybrid mode
+1 2.3 years agolooks at SV80 and all my other crazy stuff
"I guess we were just getting started all this time. Physics had feared me for long, but... this update... oh man, things are going to get out of hand very very quickly. And this isn't even the full release. I'd say this definitely deserves a HEHE BOI."
i think you mean the "default" rotation period that is displayed on the site and when you first place a planet in the system editor...
+1 2.3 years agoyou can change that in XML, it's located somewhere near the top if i remember correctly, however it's in some super weird unit that i have no idea how to convert into any standard format
aye, i had it sorta similar over on SimplePlanes, but with a different account compared to this one, made it when i was 11 and had no idea you had to be 13, so when i sorta revealed my age i just got banned but wasn't even that mad and just waited it out until my 13th birthday as well
+3 2.3 years ago@Ylias yeah, i've delayed the uploading of all my posts until the start of my local summer break (June 16) where i'll upload with my unpredictable "schedule" again, really it's just so i can focus on school and other games and whatnot
+1 2.3 years agomy biggest active project for now is, by far, Zenith Galaxy 2.0, it's basically completed too but i still need to do testing, debugging, de-crashing, and a bunch of photoshoots... aside from that, the VB Exostar Collection is the only thing that'll be able to surpass ZG2.0, but i might have to cancel it since the app i use to edit XML files of the game no longer wants the files or folders to show up since the 1.0 update, so yeah...
as far as i remember, vizzy does have rad-to-deg and deg-to-rad converters so you could use those i guess
+1 2.3 years agooof, got a problem with the system
2.3 years agotrying to replace the default Juno with Worand breaks the system editor, the default Juno is gone with but the UI still shows it as Juno, though in the "all planets in this system" Worand is correctly displayed
and it still does the same even if i load in another system and try to replace the star there as well
i would post a bug report, but as it has always been said by the developers, "Planet Studio is not supported for mobile" so there you go
i'm surprised too that one doesn't exist either
2.3 years agoi could probably make it, but problem is that i don't have access to the heightmaps and the app i use to access outside-of-game features (including modifying orbit SMA's and importing images or textures so they actually show up in the selector in-game) no longer works normally with the game since 1.0+ :/
@ChaoticGraviton awesome, that's what i remembered too, it isn't a feature right now but will be later
2.3 years agoi don't think you can change the input, but idk maybe in some update they finally added that?
2.3 years agoreddish-orange ig
2.3 years agohell yes, do it, i'd love to see how you'll make the other planets
+1 2.3 years ago