you seem to be using the "Crew Compartment" part, which can only withstand a limited amount of pressure; its counterpart is the "Space Habitat", which can withstand outer space but carries much less people in it
i assume you're in career mode and haven't unlocked the latter yet, so if you wanna get Droods to orbit your best bet would be to just put them in command pods for now
@Coop1999 yoo thanks so much
i don't have Discord for... reasons (it's a long story) but whatever
let's see what i can yoink from this
"A battle between the space between the suns for no reason, logic, or home behind" between the suns? home behind? possible hint at interstellar update???
"Closed of the dreams, turning to starless terrain" can't say much, but "starless terrain" might imply a world with an atmosphere dense enough to block out the stars (this is a setting that can be toggled in planet studio; additionally, water does reflect stars if you have that setting enabled), so this may be a possible hint at Oord, a different new/to-be-added planet in the Juno system, or a planet in a potential new system
@ExplorationAerospace that's just an artifact of the terrain generation (billow noise + domain warping), they definitely wouldn't step down to that level
@deepfriedfrenchtoast i've been wanting to play around with the angular velocity thing too, but problem is i have no idea how to do so (plus idk how to make them not fall to the ground if they suddenly were given physics like that)
still, it would be cool for, who knows... dyson spheres???
i don't know exactly how to do it, but there's two methods i know of:
for both of these you need to enable Show Advanced Properties under Additional Settings
1. change the Input using the arrows until you land on "AG 1" or "AG 10" (AG 2 to 9 are of course between them), these correspond to the activation groups, though i don't use these myself as the last time i checked they don't always seem to work
2. change the Input using the arrows until you land on "FD.MachNumber", then add ">=0" on the end of it ("FD.MachNumber>=0" — this essentially makes the input controller behave as an "always on" thing), after that all you need to do is assign the rotator to an AG and it should work (i myself use this method as 1. it works pretty much 99%+ of the time 2. it is compatible with crafts that have more activation groups than the default 10, and a lot of my creations are like that)
hope this helped :)
and TBA means "to be added"; related are TBD ("to be determined", sometimes "to be done") and TBC ("to be continued", also sometimes an abbreviation for tuberculosis in medical context)
@lafario select the heat shield, go to the same hidden properties menu, go to "Config" and search for "maxTemperature", increase that (keep in mind that the values displayed in both the tinker panel and the hidden properties editor are in Kelvin)
@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
@Hyperant @VectorY
i once found a video that has all the music in the game including their names and their high-speed versions, though it's quite old link here
@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
@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)
@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
craters are a good choice if you don't wanna modify existing terrain
simple rearrange the crater curve, make sure the "peak" is at value 1 and location around 0.2 to 0.5, the volcano's pit is between value -1 and 0.5ish, and the bottom is at 0
also, for some reason, when i'm in the folder itself, it shows that 10.2k things are in it, yet when i'm outside of it, it only shows that there are around 3.4k things in it
you seem to be using the "Crew Compartment" part, which can only withstand a limited amount of pressure; its counterpart is the "Space Habitat", which can withstand outer space but carries much less people in it
5 months agoi assume you're in career mode and haven't unlocked the latter yet, so if you wanna get Droods to orbit your best bet would be to just put them in command pods for now
@Coop1999 yoo thanks so much
i don't have Discord for... reasons (it's a long story) but whatever
let's see what i can yoink from this
5 months ago"A battle between the space between the suns for no reason, logic, or home behind"
between the suns? home behind? possible hint at interstellar update???
"Closed of the dreams, turning to starless terrain" can't say much, but "starless terrain" might imply a world with an atmosphere dense enough to block out the stars (this is a setting that can be toggled in planet studio; additionally, water does reflect stars if you have that setting enabled), so this may be a possible hint at Oord, a different new/to-be-added planet in the Juno system, or a planet in a potential new system
@ExplorationAerospace that's just an artifact of the terrain generation (billow noise + domain warping), they definitely wouldn't step down to that level
5 months ago@Tallisar oh
5 months ago@deepfriedfrenchtoast i've been wanting to play around with the angular velocity thing too, but problem is i have no idea how to do so (plus idk how to make them not fall to the ground if they suddenly were given physics like that)
5 months agostill, it would be cool for, who knows... dyson spheres???
i don't know exactly how to do it, but there's two methods i know of:
5 months agofor both of these you need to enable Show Advanced Properties under Additional Settings
1. change the Input using the arrows until you land on "AG 1" or "AG 10" (AG 2 to 9 are of course between them), these correspond to the activation groups, though i don't use these myself as the last time i checked they don't always seem to work
2. change the Input using the arrows until you land on "FD.MachNumber", then add ">=0" on the end of it ("FD.MachNumber>=0" — this essentially makes the input controller behave as an "always on" thing), after that all you need to do is assign the rotator to an AG and it should work (i myself use this method as 1. it works pretty much 99%+ of the time 2. it is compatible with crafts that have more activation groups than the default 10, and a lot of my creations are like that)
hope this helped :)
@Tallisar thanks
and TBA means "to be added"; related are TBD ("to be determined", sometimes "to be done") and TBC ("to be continued", also sometimes an abbreviation for tuberculosis in medical context)
6 months ago@lafario select the heat shield, go to the same hidden properties menu, go to "Config" and search for "maxTemperature", increase that (keep in mind that the values displayed in both the tinker panel and the hidden properties editor are in Kelvin)
6 months ago@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
6 months agoaw yea
6 months ago@Tallisar there are already two characters with those exact names, they appear a bit later on
6 months ago(i can't tell if you're being ironic or not lol)
JUNO UPDATE
YIPPIE
also, to anyone who wants to see Oord directly, here you go
6 months agogas giants prove that blue&white is one of the best color combos
6 months ago(i have also contributed, with Talune from Worand)
@Hyperant @VectorY
7 months agoi once found a video that has all the music in the game including their names and their high-speed versions, though it's quite old
link here
@Aludra877 np
7 months ago@Aludra877 hmm
7 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
@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)
7 months ago@ExplorationAerospace oof, yeah, i forgot mobile has a lite version now
8 months ago@ExplorationAerospace the menu button is in a slightly different place now, but yes
8 months ago@QuantumSpaceIndustries i already have one, CelestialDatabase simply doesn't show up anywhere
8 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
8 months 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
nah, that mug is too based for that
9 months agoand besides, i also drink it (at dinner), at all times of the year
@Isosceles51 ooh yes
9 months ago@Isosceles51 yea, a few basic cars and trucks (including airport vehicles), more than one ship, and a few basic airplanes and rockets
9 months ago@VectorY yeah, it's a good idea to backup if you're doing stuff with XML
9 months 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
9 months 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
most notable are the actual RSS planets, for some reason all of their stats are at 0 when displayed on the website
9 months ago@PZLAgencies idk myself at this point lol
9 months agoalso oof
@PZLAgencies also, 10th gen ipad air
9 months ago@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)
9 months ago@CloakPin unfortunately i did not
10 months ago@PZLAgencies i know what to look for, problem is that it doesn't show up
10 months 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)
10 months agoooo this one's good
10 months ago@Vee ok but wdym by "preach"
11 months ago1. this isn't the church
2. i'm an atheist anyways
@Vee ???
11 months agostill the best celestial body in the stock system
11 months agoi unfortunately haven't found that either
11 months agoi know the folder we're looking for is called CelestialDatabase but it does not appear for me
@ChaseyWasey oh lol
11 months ago@ChaseyWasey what's that
11 months 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
11 months 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
11 months agoit has by far the most explosive power in the game
craters are a good choice if you don't wanna modify existing terrain
11 months agosimple rearrange the crater curve, make sure the "peak" is at value 1 and location around 0.2 to 0.5, the volcano's pit is between value -1 and 0.5ish, and the bottom is at 0
also this
11 months agoalso, for some reason, when i'm in the folder itself, it shows that 10.2k things are in it, yet when i'm outside of it, it only shows that there are around 3.4k things in it
one year ago@StephanieBread weird
one year agowell, i can't help any further, it's an issue that i have no knowledge of
my solution is to just turn on fuel line on everything
one year agoif that doesn't work, then idk
@FunkPunk nice
one year agoi don't have the beta since i always wait for final update release
@Pedro @FunkPunk YES YES YES I'M NOT THE ONLY ONE WHO EXPERIENCES THIS
one year agoboth, really
one year agoi usually listen to music on my phone though