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    By default the properties, inputs, and instructions should be for the current craft, but it would be useful to be able to script for other crafts that are not currently selected.

    Yes, I know this is what I suggested in the past.

    +1 5.7 years ago
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    Craft properties:

    • angle of attack
    • angle of sideslip
    • flight path angle
    • pitch error (difference between nav sphere selection and current pitch)
    • heading error (difference between nav sphere selection and current heading)
    • roll error (do any modes try to maintain a roll angle?)
    • linear velocities (north, east, down)
    • linear accelerations (north, east, down)
    • Euler angles (pitch, roll, heading)
    • angular rates (P, Q, R)
    • dynamic pressure
    • static pressure
    • Mach number
    • Reynolds number
    • weight
    • thrust
    • drag
    • lift
    • lateral force
    • moments of inertia
    • center of mass (x, y, z relative to datum)
    • x, y, z relative to target
    • angles to target

    +9 5.7 years ago
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    Why not hydrogen?

    +1 5.7 years ago
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    The experience of a sonic boom depends on where the observer is. You hear booms when the shocks cross over you. The shocks are created continuously while the craft is supersonic.

    5.7 years ago
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    How about visible sonic booms (shocks) also?

    Visible shocks suggestion

    5.7 years ago
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    "simple" rockets

    +7 5.7 years ago
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    Do a ~~barrel~~ aileron roll!

    5.8 years ago
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    Build a robot arm with hinges, rotators, and pistons.

    6.0 years ago
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    The pros use a digital flight control system. This is something robots do much better than humans.

    +1 6.0 years ago
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    Eventually there may be career-mode save games. Sandboxes are like creative mode in Minecraft instead of survival (limited resources).

    +1 6.0 years ago
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    AI

    I think there should be two kinds of automation from the player point of view.

    1. An advanced avionics chip that executes scriptable missions (cheap mode: commands on timers, mid mode: feedback control, expensive: commands like "hohman transfer to target")

    2. Astronaut characters with skills developed from relevant flight experience

    Anyway, this stuff only matters if/when career mode is a thing

    6.0 years ago
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    But they caught a fairing!

    +1 6.0 years ago
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    @NathanMikeska - it sounds interesting, but I probably won't have an opportunity to tinker with it for a few months.

    6.0 years ago
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    Does the mod API let new challenges be added?

    +3 6.0 years ago
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    I think it's a good mod idea.

    6.0 years ago
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    @Kell - I also get them confused. And then there's the Labor Day vs Memorial Day that I somehow flip-flop.

    +1 6.0 years ago
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    @Kell - I reject your point (1) because a lot veterans are alive. Maybe you are thinking of Memorial Day.

    I think the key difference is that there is no central authority that governs all celebrations. In USA, New Years Day is one day, but in Thailand they take a whole week (Songkran).

    The origins and purposes of Veterans Day and Pride Month are different, so it's unreasonable to expect them to have the same conventions.

    +1 6.0 years ago
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    Also, I wanted to use a controller for RCS during docking, but I couldn't find a way to map XYZ translation commands separately from PQR rotation commands.

    6.0 years ago
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    @GabetheDoge - I did some tinkering with the mapping. If I remember correctly, I used the sticks similar to an RC airplane controller with the analog sticks, except for throttle which I mapped increase/decrease throttle to the shoulder buttons on the controller.

    The big problem I had was managing the camera angle. If/when SR2 gets a chase camera mode or a cockpit view, it will be much easier to fly with a controller.

    6.0 years ago
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    Oh, one other thing I've noticed in my experience in the world... Animal metaphors for people generally don't translate well across cultures.
    I really have no idea what you mean when you say you are a monkey.

    +2 6.0 years ago
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    @AnotherFireFox - you know I love you so I hope you don't mind some unsolicited English advice... When you say "Make a short video..." it reads like a command to me, the reader.
    If the subject of the sentence is Andrew, you should include his name. Also, it may be considered rude to write this request as a command. Please consider softening the tone to be a request: "@AndrewGarrison, would you please make a short video about using the RocketEngine script to make a new engine from scratch?"


    I hope you don't mind the suggestion.

    +2 6.0 years ago
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    Are you asking Andrew to make a short video of making an engine?
    Are you asking the community?
    Your picture looks more like a dog than a monkey. ;)
    Are you a code monkey?

    +1 6.0 years ago
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    This posting confuses me.

    6.0 years ago
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    It's been a long time since tried that.

    6.0 years ago
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    I've used PS4 and Steam controllers for flying spaceplanes.

    My recollection is that the PS4 was best. The Steam controller touch pads were unacceptable for control, if I remember correctly.

    6.0 years ago
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    Gravatar I think.

    +1 6.0 years ago
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    It appears this mod needs to be updated for the new version. (I'm using 0.7.2.0 beta right now.)

    +2 6.1 years ago
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    Does SP have a "flat Earth" map? Keeps the math easier if you aren't doing international flights.

    Clearly SR2 had a curved planet.

    +2 6.1 years ago
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    @PurpleSeba888 - looks like KSP 1.2 Loud & Clear introduced the comms networks as a stock feature in Oct 2016: https://steamcommunity.com/games/220200/announcements/detail/992307425716418792

    The mods before that were RemoteTech and AntennaRange (maybe others).

    6.1 years ago
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    @PurpleSeba888 - let modders do it first. Eventually take the best parts and make it stock. I'm fairly sure KSP had comms mods before comms were a stock thing (approximately 2014?)

    +1 6.1 years ago
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    Jundroo is a small team. I'd rather they open a mod API and let enthusiasts tackle the simulation of various domains that are auxiliary to the rocketry itself.

    6.1 years ago
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    Numeric input fields for pro/retrograde, radial in/out, and normal up/down would also help. Maybe with clickable +/- increment buttons.

    +2 6.1 years ago
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    This suggestion reminds me I was going to try using git on a gamedata folder.

    6.1 years ago
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    @AtlantikWall45 - use a low-pass filter.

    6.1 years ago
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    X-15 had skids for main landing gear.
    Dream Chaser has a skid for the nosegear.

    6.1 years ago
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    @AndrewGarrison - very similar.

    For me, this bug is the most rage-quit-enducing.

    6.1 years ago
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    I'm still having some trouble with the staging changing in the editor when I change something on the rocket.

    +1 6.1 years ago
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    Or....

    1. build a simple craft
    2. fly to wherever you want a station.
    3. press F6, call it "station goes here"
    4. build a big complicated space station in the editor
    5. launch the station at "station goes here"

    +1 6.1 years ago
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    I think it's something that a lot of players want, and you're right that it will help make the game more engaging.

    But I think there's a lot of other features and fixes to do first.

    I think KSP was out for three years before it got EVA.

    +1 6.1 years ago
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    By the way, it's been suggested previously.

    6.1 years ago
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    Could there also be a tool to select the place in a parking orbit of a planet to escape the planet SoI tangent to the planets' orbit around the sun?

    +1 6.1 years ago
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    When mod support becomes a thing, I expect there will be some community-developed career modes.

    +1 6.1 years ago
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    @Stormfur - I don't always play with Legos, but when I do I build EV3 robots with kids.

    6.1 years ago
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    I think induced drag is there, but it's optimistic and works better at low speeds, low accels.

    I think SR2 is based on UnityFS, which seems more oriented toward general aviation than fast, heavy spaceplanes.

    +1 6.1 years ago
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    Sure why not? 🎭

    6.2 years ago
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    @LiamW - no, but I have heard of Strigiphilus garylarsoni

    6.2 years ago
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    @LiamW - is science not very serious sometimes?

    That's a silly hypothesis.

    6.2 years ago