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    i think that for the damage turn off thing, there should be a button in tinker panel that updates the currently existing craft in the designer to be indestructible, meaning that this can be toggled on a per-craft basis so we can have both unrealistic and normal crafts together without constantly having to switch a thing in the settings

    +7 6 months ago
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    for real, whenever i just check in forums half of the posts are just "ZOMG CHECK OUT OUR NEWEST RIDEEE SHAREE SEERVIICE WITH THE 2837283737% SAFEST ROCKETS ON PLANNET EARTHE CAPABLE OF LIFTING 2 KAJILLION TONS TO LOWER EARTHED OREBET, BUKE YUR SATLET AND RID WIT US WE WILL GIVE FREE SPONESORSHIPPES ON OUR DICORD TWITR TITOK YUTUB AND ALL OUR 7 BAZILLION SOSAL MEDA ACONTS!!!!!"
    like, the legit iSpace and the actually decent quality of the other ones are fine, but there's just way too much of the low-quality ones and it's really spammy and boring

    +7 10 months ago
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    only 3 days left until us mobile peeps get it :D
    edit, march 18th, 21:25 UTC: might be delayed due to either not being ready or time zones
    edit 2, march 19th 15:22 UTC: not yet here, probably delayed for a rather important bug or idk
    edit 3, march 20th, 14:03 UTC: update is confirmed delayed, new release date unknown, this comment is now outdated.
    edit 4: i'm so dumb, actual update releases "somewhere in late March to early April"

    +6 8 months ago
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    you could use rotators and attach the fin on those, it's probably not the most efficient way but it's the easiest to make

    +5 6 months ago
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    solution: drive to the end of the runway with a ground vehicle, line it up, save the launch spot, and boom you have the launch location

    +4 3 months ago
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    it's probably something to do with albedo, since that affects the light it also affects heat, so that's probably why it's colder (at least that's how it works IRL, in-game there's no albedo system or whatever)

    +4 8 months ago
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    if anyone can't see the images, i tried to sum it up in words here:
    Basic: rapidly goes up to full power, then immediately goes a bit down then a bit up to almost full power, then goes down, goes flat for a while, and drops a bit at the end
    Ramp Up: goes from like 40% to 100% gradually
    Steady: always at 100% power
    Ramp Down: goes from 100% to like 40% gradually
    Impulse: goes full power for a really short while then goes to a very small amount of power for the remaining time

    +3 one month ago
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    if you enjoyed SP and want a "modern version" of it, along with additional space content, then yeah do buy it, it's worth it imo
    the flight physics are a little sloppy compared to SP but you can make a snappy craft if you know how, and both have built-in XML editing , but SR2 has far better parts (a lot of which are highly customizable) plus some of the annoyances can be minimized or eliminated completely (e.g. auto fuselage resizing)

    +3 3 months ago
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    hmm... those weird rifts are most likely caused by an "expression" modifier, until you get good stay away from those things, they are scary

    +3 4 months ago
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    not everyone has a pc to run modded SR2, plus a decent percentage of players (including me) come from SP which had weapons built into it from the start
    @AeroplaneBuilder

    +3 4 months ago
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    o7 lets all salute bois

    +3 4 months ago
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    i say keep it, the game's been around for many years and the majority of the playerbase certainly won't welcome such a massive change
    and while yes, people have made some incredible stuff, the game is just as usable for simple stuff as it is for those things, since nobody is mandated to building in only a certain building style/complexity.
    staying in the path of your roots sometimes is just the best answer (cringy metaphor but ya'll get the point)

    +3 5 months ago
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    i don't think tinker panel is getting removed, just that multiple parts are getting things that were previously only accesible by tinker panel (e.g. size editing)
    and also it's still there on the GIF with the part scale stuff
    @simpleaerospace

    +3 9 months ago
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    F

    +3 9 months ago
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    please stop my 0.1 brain cells can't handle this
    @YaMomzBox420

    +3 9 months ago
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    just asking, would it be possible to add the ability to change the skybox in planet studio's system editor, without doing all sorts of fancy code stuff?

    +3 1.2 years ago
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    i actually had some ideas for new docking port styles so i thought i'd share them here
    Basic - literally just what we have right now
    Sleek - a smoothened, futuristic design, essentially it is a flat cylinder that tapers down to a smaller radius and then to the actual docking part, basically it looks like an oversized rcs nozzle
    Expander - when docking is enabled it extends via some sort of telescoping mechanism, which can prevent collisions between docked crafts due to the port not being far enough
    Slot and Connector - one-way docking port, obviously inspired by SR1

    +2 10 days ago
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    mad respect for comparing the two as unbiased as possible

    +2 one month ago
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    at least you didn't read your own words incorrectly
    while writing this i literally read "progress" as "poggers" once
    @Ylias

    +2 one month ago
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    keep in mind that planet sizes in the game (both in site and game) are always given in radius, so be sure to remember that
    - start from the main menu
    - go to the button with the control panel button (it has little buttons and knobs and whatnot on it)
    - scroll down a bit, open all drop-down menus
    - you should see "planet radius" or something like that with almost always a non-decimal number in one of the later drop-down menus, that's the radius
    - edit said number to change radius

    +2 one month ago
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    big pog

    +2 2 months ago
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    there's a few communication satellites scattered around Droo, and also some weird unreadable cursive text on a block and a bench near the new space center
    @geotorum

    +2 2 months ago
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    the legacy one ( ͡° ͜ʖ ͡°)

    +2 2 months ago
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    adding onto @SamTheFox comment:

    for the noise types:
    Cellular: also known as cracks noise due to being used for generating terrain cracks, it uses "cells" as seen by the name and has a variety of options which i won't explain
    Cubic - virtually never used, can't say much
    Cubic Fractal - rarely used, it looks somewhat natural but is incompatible with power noises
    Perlin - can be used for some basic shapes (e.g. on asteroids) but its fractal version is typically preferred over it
    Perlin Fractal - the most used one, it looks natural and is compatible with all fractal types
    Value - artificial looking square-like terrain, not reccommended
    Value Fractal - somewhat commonly used, but has the downside of having manmade-looking square-like terrain
    Value Fractal with Derivative - generates "bulges", generally not used often but does see some usage in unique terrain (e.g. the "spikes" in the venusian template)
    White Noise - its basically the no signal tv screen being used as a noise, should only be used on stars or gas giants as terrain generated with this type has buggy colliders


    for the 3 main fractal noise types:
    FBM - generic and natural looking
    Billow - puffy, bulging out
    Ridged Multi - opposite of Billow, very sharp mountain-like edges


    Powers: ranging from V1 to V3 (and a "Ridged Multi V2", without powers), these adjust some sections of the noise, with the "Power Exponent" parameter adjusting how harsh the modified sections are
    Ridged Multi V2 generally results in even sharper edges compared to its normal variant


    EDIT: adding my interpretations of what was also mentioned (or not) below


    Seed: this is basically what gives it the randomness, its just a random number (can be any number of digits, but randomizing it will always result in it being multidigit)
    Frequency: the "size" of the noise, higher numbers will make it smaller and more dense, and vice versa of course, reccommended to keep it at 0.25-1 for large terrain, 1-3 for normal terrain, and 2-10 for small and high detailed terrain
    Strength: adjusts how "harsh" the noise is, for example if the noise is used to generate mountains then higher strength will make the mountains taller, most celestial bodies have between 0.1-5 for normal stuff, but some have even lower values (e.g. 0.01) on high detailed creations to remove messiness and spikes
    Octaves: its essentially like a "round" in an arcade game or boxing match but with different parameters, which will be explained below, in general more octaves usually result in better looking terrain but also needs more computing power to use, most planets have 4-10 for most normal terrain, with sometimes 12 being used for extreme detail, and anything above 12 is not really worth it because it can take a while to load
    Lacunarity: this multiplies the "Frequency" parameter per each octave, this is 2 at default (e.g. with frequency 1, it goes from 1 in octave 1, to 2 in octave 2, to 4 in octave 3, etc.) but can be adjusted to any number (reccommended to not go above 3 as it can cause bugs)
    Gain: this multiplied the "Strength" parameter per each octave, this is 0.5 at default (e.g. with strength 1, it goes from 1 in octave 1, to 0.5 in octave 2, to 0.25 in octave 3, etc.), but it can also be adjusted to any number (recommended to not go above 1 as it can be buggy or just generally super spiky sometimes)
    (keep in mind Lacunarity and Gain are useless with only 1 octave)
    however if you do have a lot of octaves you can actually set them to negative values too and they will work too with some really interesting results though most are just spikes everywhere to hell and back
    Domain Warping: this is too complicated to explain here, and is generally used by medium experienced players (like me) and by planet studio pros, but essentially it adjusts the terrain further than what is capable without it

    +2 3 months ago
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    Nebra: epic water, epic colors, epic views, epic for flying
    Taurus: titan ripoff so its an automatic pog, kinda fun to fly in (even with the dense atmo), and also haha liquid methane bath goes brrr
    Jastrus: sick views

    +2 3 months ago
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    if you hover over them with mouse (PC) or just keep your finger above it for some time (mobile) it will show what each one does, but i'll try to explain as best as i can

    proportional: the main rotating power, this dictates how much force should be used when rotating towards a direction (e.g. prograde, retrograde, etc.), most crafts will have this around 5 to 50
    integral: an additional "booster force", this just adds more force if needed (although in a different way than proportional), many crafts have it at 0 but you generally don't need much of it
    derivative: the counter-force to proportional, this is used to prevent overshooting when turning, however too much of it will make the craft go crazy, so generally have it around 0 to 25

    also note that for planes the autopilot is present seperately for pitch and roll while for rockets it is combined into one

    +2 5 months ago
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    you might have collisions on the ramp enabled (which is understandable, as when working with anything that moves semi-independently of the main craft, disabling collisions is basically required to prevent glitches), if this is the cass then enable collisions on the ramp pieces and try to make it rotate just enough so it doesn't bug
    if collisions switched on/off aren't the case, well in that case i can't help you, sorry

    +2 5 months ago
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    try to enable Fuel Line in advanced properties on the fuel tank, engine, and battery, and anything that connects those parts, this will ensure that resources will go to their destination regardless of connections

    +2 5 months ago
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    yeah, that works, but it's difficult to get accurate gravity values with that
    @Ylias

    +2 5 months ago
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    yes, but make it toggleable so people won't have to update their builds

    +2 6 months ago
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    that is a legendary roast towards humanity, is it okay if i screenshot it?
    @TronicOrbital

    +2 6 months ago
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    congrats :)
    i don't think i'll reach it soon xd

    +2 7 months ago
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    bro these look like real life celestial bodies, fr

    +2 8 months ago
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    funnily enough, i actually "predicted" that WW3 would start with this conflict, who knows if it actually will tho
    @JodIsNotAFurry

    +2 9 months ago
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    i'm not 100% sure, though cracks and canyons are similar, so you could try cellular noise with low frequency and Distance 2 Sub or another type
    here's an example of something with canyons i made (it's just an online backup)

    +2 9 months ago
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    okay, okay, the Jundroo Machine made me smile more than it should have - that said, i forgot to even write a review for your games lol, will do in the future though :)

    +2 11 months ago
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    something similar to Titan would be cool, with a THICC atmosphere and some lakes scattered around

    +2 11 months ago
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    10 days left, poggers

    +2 11 months ago
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    ZOMG Y IZZ DEARE NO TEKST IN DHE POOST DEESE IZE AWTRAGUOUS IAM GONA REEPROT YUOR ACUOT ADN HAHA GTE BANED FORE 736363 YERAES HAHAHA KIDO

    (as said by the title of the post, this is completely satire and is not intended to offend anyone)

    +2 11 months ago
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    i'll get to work on that, thanks for suggesting!
    @ChalxAerospace

    +2 1.2 years ago
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    i made a quick build featuring some parts with stability modifier for those who want to have stability modifier on parts after updating but can't due to lacking mod support, they can just grab a part from there. (the rest is explained in the description of the thing)

    +2 1.3 years ago
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    QOL features are basically much more minor features that are just there to make the user experience better
    @iAEROSPACE

    +2 1.3 years ago
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    here are some i've made up:
    - rocky planet/moon with fairly deep canyons, where an otherwise thin atmosphere piles up into a thicker one
    - EXTREMELY puffy ultra-low density gas giant with a strange pattern in its clouds
    - cold planet with lakes of liquid nitrogen/oxygen
    - a semi-habitable planet which has recently started the runaway greenhouse effect, with already a decently thick (~3 kg/m^3) atmosphere and clouds that obscure like 90% of the surface
    - very tiny asteroid moon which is absolutely dominated by some sort of alien base
    - large atmosphereless rocky planet, with some very deep craters and whatnot

    +1 13 hours ago
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    me when i see le epik f-fortin:
    le pog levls increes

    +1 13 days ago
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    yep lol
    @Gen3ralInterstel1ar

    +1 22 days ago
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    right... even with my poor memory i'll try to help as much as i can


    to add textures to celestial body, simply go to the texture tab (appearance of a square filled with diagonal lines), press the plus to add one. you'll be directed to the current celestial body folder (in game), leave out of there and into the Terrain Textures (i think its called that?) folder where you'll find all of the textures. simply pick a texture you like, hit confirm or add or whatever, and bam you have the texture, you can also adjust its brightness (sometimes textures may make the surface very dark or very bright) and strength (to increase or decrease detail; you can also put this into negative values to get some really funky stuff); this goes the same for ring textures although their textures appearances can't be configured, only the size of the ring


    to add textures to the game itself, you need to find the SupportFiles folder in the CelestialDatabase folder of the game (keep in mind that there are two of these, one for your own creations and one for downloaded ones), however the paths leading to these are of course different on each device, so i can't help too much there. once you've found the folder, paste/add the texture into it, you can try to make your own texture, which, while it is doable, you notably expressed your "skill at being bad", so the only other option is to download terrain textures, there are a multitude of sites but almost all of them require an overpriced subscription and maybe even additional payment just to get the texture, either way you need to look for the keyword seamless in order to get smooth and clean textures

    +1 23 days ago
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    yeah, ZG is going to take a while for me too, since i'm solo + busy with irl stuff
    @Gen3ralInterstel1ar

    +1 23 days ago
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    yes, you do need to edit the XML externally, i haven't seen any mods that let you have an "overload for PS" that would let you edit values within the game
    anyways, i hope to see your star cluster soon :)
    @Gen3ralInterstel1ar

    +1 24 days ago
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    @Gen3ralInterstel1ar yeah true lol

    +1 25 days ago
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    i'm guessing this is just an oversight, the test dummy was removed in 920 but you forgot to remove the "ragdoll physics" setting in the options, just sayin'

    +1 25 days ago