i've previously experienced a very similar issue that i named the "engine cutoff bug" (ECUB), it also involves entering planet SOI's that causes the orbit to break and makes engines not work (i've made a few posts about it, will add links soon)
it's quite possible that we're dealing with the same bug, but strangely, for me the bug has ceased to exist since around version 1.0 came out and i can enter all planet SOI's fine without the ECUB happening, but strangely it still affects you somehow
i do know a temporary fix for this though:
you need to make a simple planet (blank template works best) and add a launch location on it, and i suggest you also set its size to the minimum
then, add this planet as a moon to the planet that causes the bug, update launch spots, and save the system
after that, spawn in the temporary new planet and land on the bugged planet and save a launch location, then go back to get rid of the temporary planet and its launch spot from the system editor
you could also try simply adding a launch spot to the bugged planet itself, not sure if that works though
@JanusIndustries basically, go to atmosphere tab, hit the arrows where it says "sky" and there should be one where it's "terrain" instead of "sky", there will be noon color, sunset color, and ambient lighting for day/night respectively
out of those, adjusting the noon color will give the result you're looking for, however the daytime ambient lighting also works like this when closer to the surface
@Luckwut that clashes with number 4 though
as i said, i'm too lazy to make a planet with a quality higher than "severely modified template" or "generic altitude-based-biome planet"
i don't know if this is what you're looking for, but there is a "Time to Apoapsis/Periapsis" parameter, in the tab with the control panel icon, the second block "orbit (Apoapsis)" has a drop-down menu in which a "Time to Apoapsis/Periapsis" can be found, which you should be able to use with any kind of mathematical operation
can you post the vehicle unlisted? that way we can download it and see what's wrong for ourselves and figure out a better solution
anyways, here are some general fixes i know of
- reduce steering angle of wheels
- steering should be on front wheels only, i won't go into detail but rear-wheel-steering-only cars are usually very slippery due to how physics work, if you know how easy it is to spin a normal car out in reverse then just take that but in the opposite direction (this also applies to real life)
- lower the centre of gravity via lowering the main body or raising the wheels, this may not help with spinning out but it will help with preventing it from rolling over
- add downforce by adding wings to the side and rotating them so they face downwards
- if all else fails, you can edit hidden properties and mess with their grip to make them sticky (look for the "extremum" and "asymptote" attributes, lower number is usually more grippy but that's not always the case), though of course it means you won't be able to use it in career mode unless you do more fiddling around in the hidden property editor
@Brixxter
i noticed that too but didn't think much of it since i'm on ios only
though, now that i think about it, they're probably going to make a chart for the mod of what you can enter to make it generate stuff
so for example, enter 1 in this type of tag to generate trees and 2 to generate rocks, etc, enter R,G,B in another tag to determine the color, enter X,Y,Z in yet another tag to determine size, enter a number in another tag to set frequency, etc etc etc
that's the most likely plausible way i could imagine it happening
and even if the devs don't make an official chart, then a fanmade one is surely going to be made eventually as well
since it was mentioned that this will be available for custom planets too, i have one more question:
will players who cannot and do not have the mod (mostly mobile peeps of course) still be able to define and edit parameters for their planets' terrain scatter, even if they can't directly visualise it (since they don't have the mod)?
@Pedro i was also wondering, since this is a KSP modder we're talking about, i guess that partially confirms the two games and their communities are on good or atleast neutral-good terms?
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)
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
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
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
i've previously experienced a very similar issue that i named the "engine cutoff bug" (ECUB), it also involves entering planet SOI's that causes the orbit to break and makes engines not work (i've made a few posts about it, will add links soon)
it's quite possible that we're dealing with the same bug, but strangely, for me the bug has ceased to exist since around version 1.0 came out and i can enter all planet SOI's fine without the ECUB happening, but strangely it still affects you somehow
i do know a temporary fix for this though:
you need to make a simple planet (blank template works best) and add a launch location on it, and i suggest you also set its size to the minimum
then, add this planet as a moon to the planet that causes the bug, update launch spots, and save the system
after that, spawn in the temporary new planet and land on the bugged planet and save a launch location, then go back to get rid of the temporary planet and its launch spot from the system editor
you could also try simply adding a launch spot to the bugged planet itself, not sure if that works though
link 1
1.9 years agolink 2
link to my solution
same here
1.9 years ago@Luckwut ah okay
1.9 years ago@JanusIndustries yes
1.9 years ago@JanusIndustries basically, go to atmosphere tab, hit the arrows where it says "sky" and there should be one where it's "terrain" instead of "sky", there will be noon color, sunset color, and ambient lighting for day/night respectively
1.9 years agoout of those, adjusting the noon color will give the result you're looking for, however the daytime ambient lighting also works like this when closer to the surface
@LeMagicBaguette my mental health has been like this for a few years, i've gotten used to it by now
1.9 years ago@Luckwut that clashes with number 4 though
1.9 years agoas i said, i'm too lazy to make a planet with a quality higher than "severely modified template" or "generic altitude-based-biome planet"
select the chair the drood is sitting in, there will be several blue buttons, click those and attach the selected limb to a part
1.9 years agoi don't know if this is what you're looking for, but there is a "Time to Apoapsis/Periapsis" parameter, in the tab with the control panel icon, the second block "orbit (Apoapsis)" has a drop-down menu in which a "Time to Apoapsis/Periapsis" can be found, which you should be able to use with any kind of mathematical operation
1.9 years ago@PlanetFloof alright, i'll upload it soon again
1.9 years agoedit: here
@Spenzerointernational yep
1.9 years ago@Plasmeturia alright, nice
1.9 years agocan you post the vehicle unlisted? that way we can download it and see what's wrong for ourselves and figure out a better solution
1.9 years agoanyways, here are some general fixes i know of
- reduce steering angle of wheels
- steering should be on front wheels only, i won't go into detail but rear-wheel-steering-only cars are usually very slippery due to how physics work, if you know how easy it is to spin a normal car out in reverse then just take that but in the opposite direction (this also applies to real life)
- lower the centre of gravity via lowering the main body or raising the wheels, this may not help with spinning out but it will help with preventing it from rolling over
- add downforce by adding wings to the side and rotating them so they face downwards
- if all else fails, you can edit hidden properties and mess with their grip to make them sticky (look for the "extremum" and "asymptote" attributes, lower number is usually more grippy but that's not always the case), though of course it means you won't be able to use it in career mode unless you do more fiddling around in the hidden property editor
okay, that other post contained an email account and a request to email them
1.9 years agowhatever this is i don't wanna get scammed bro
this is epic, but sadly the text editor i use no longer lets me access most of the files for the game, not even the settings or anything :/
1.9 years agowhat
1.9 years agoi've had this issue as well, no idea how to fix it, best idea i have is to just mess with the sliders and maybe it will work
1.9 years ago@Brixxter
1.9 years agoi noticed that too but didn't think much of it since i'm on ios only
though, now that i think about it, they're probably going to make a chart for the mod of what you can enter to make it generate stuff
so for example, enter 1 in this type of tag to generate trees and 2 to generate rocks, etc, enter R,G,B in another tag to determine the color, enter X,Y,Z in yet another tag to determine size, enter a number in another tag to set frequency, etc etc etc
that's the most likely plausible way i could imagine it happening
and even if the devs don't make an official chart, then a fanmade one is surely going to be made eventually as well
since it was mentioned that this will be available for custom planets too, i have one more question:
1.9 years agowill players who cannot and do not have the mod (mostly mobile peeps of course) still be able to define and edit parameters for their planets' terrain scatter, even if they can't directly visualise it (since they don't have the mod)?
@ChaseWilsons yes but i keep forgetting about everything :skull:
2.0 years ago@Pedro i was also wondering, since this is a KSP modder we're talking about, i guess that partially confirms the two games and their communities are on good or atleast neutral-good terms?
2.0 years ago@Drood1538408 alright, thanks
2.0 years agoconsidering it's fairly old, i already have some ideas for what to make
@HorizonsTechnologies fr
2.0 years ago@HorizonsTechnologies fr though
2.0 years agoi'm confused
@PlanetFloof do you want me to make a basic planet with only the ridge i described above so you can try to copy it?
2.0 years ago@SmarsoAero also same lol
2.0 years agoyou will need to edit it in Planet Studio's system editor, i'll tell you how to get there
2.0 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
2.0 years agoin SP that's made with hollow fuselage + fuselage cutting
2.0 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
2.0 years ago@Supermatmike cheers
2.0 years agoyes, in theory
2.0 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
2.0 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
2.0 years ago@AlphaAreospace lol true it does
2.0 years ago@ChinmayShukla oof, no idea then, sorry
2.0 years agoah, wing wobble
2.0 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)
2.0 years ago@AlphaAreospace YES
Polyphemus Hyper Super Duper Turbo Ultra Giga Mega Max Pro Gold Deluxe Limited Extra Collector's Final Edition
2.1 years ago@RenkoUsami oof, sad
2.1 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
2.1 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
2.1 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
2.1 years agoplne
2.1 years ago@EpsilonSpaceOrganization good luck in that case :)
2.1 years agoyou need a minimum of 100 points to use images
2.1 years ago@topfuel300 yeah the trial-and-error of PID tuning is indeed painful
2.1 years agoyeah we really need a yaw PID lol
2.1 years ago@ElmerTheCat ah, my bad then
2.1 years agoi basically never use nuclear engines so i can't help with that, sorry
weight reduction, i guess?
2.1 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