Do you mean to suggest that the explosion of a craft/rocket in Simple Rockets 2 should be visually larger and more powerful if there is more fuel in the craft/rocket that explodes? If so, I think this is a great suggestion and have been wanting to see that feature implemented in the game for a while. The larger the rocket, the bigger the 'boom'. There must be some way to add that feature in a performance-efficient way. :)
I love Children of a Dead Earth, great game! Also, thanks for posting and sharing your new plans for realistic large ships, I'll definitely be following your updates. Best of luck on your engineering efforts. :)
I would also like full-depth underwater rendering of the planets/bodies in the solar system, that would allow for underwater rockets, submarines, torpedoes, and even underwater rocket subs and hyper-cavitating rocket torpedoes! Great suggestion!
@AndrewGarrison This is amazing! Keep up the great work, and thanks so much for going the extra mile to make a functional visual-programming system, that's difficult to code! :)
This is a feature a few of us have requested in the suggestions section of the forums, along with customizable/procedural landing legs. The game already has customizable/procedural landing gear (wheels). Hopefully in a future update they'll add more in-depth landing legs features, and I hope they simultaneously add a property to set landing-leg parts to be fully-deployed on the launchpad in the part configuration menu in the editor. Let us know if you get it to work with the current version of SR2, because I'd love to know what works, I've tinkered a lot with landing legs to try and achieve this, but failed so far. :)
@14ROVI Thanks for the compliments and for sharing your mod with us! Want to create a Discord channel or thread specifically for your mod elsewhere on these forums so we can collaborate? I'm a Fortran/Python/Lua programmer, graphic and sound designer (hobbyist for both programming and art), and a physical scientist for my career, so I might be able to volunteer some time on the mod. :)
@Cashewisacoolcat here's some reference material for you:
1. https://en.wikipedia.org/wiki/RIM-161StandardMissile3
2. https://en.wikipedia.org/wiki/ASM-135ASAT
You can try combinations of flaring maneuvers and repeated sets of long turns left or right while spiraling down in altitude in combination with airbrakes and reduced throttle to slow down to safe landing speeds. That's how real jet aircraft maneuver to slow down to safe landing speeds. Also, the more massive your craft and the more velocity it has, then the more momentum it will have. So, you could try reducing the mass of your craft's parts to make it easier for maneuvers and air-brakes to slow it down. See here: https://en.wikipedia.org/wiki/Momentum
@plane918273645 Thanks plane918, but I've made some truly monumental, gargantuan, behemoth battery packs inside the largest fuel tank sizes the game will allow me to construct, stacked end-to-end for dozens of meters in height, with each tank covered in as many of the largest solar panels possible, and get the whole craft to deep space with SRB's and nuclear thermal engines in the lower stages, I deploy the massive solar panel arrays and activate the ion thrusters and their ridiculously large battery packs, and the ion thrusters turn on and I set their throttles to about 5-10% power. Then, when I try to accelerate time just a little bit, the ion thrusters cut off. It seems no matter how close I am to the sun, and no matter how many solar panels or batteries I have on the craft, the ion thrusters can never get enough energy to stay powered on for more than a few in-game minutes. With time acceleration on at 2-3x in-game time, the ion thrusters all cut-off due to the battery packs being drained completely within a few real-world/real-time seconds. I've looked at the battery charging rates that my huge solar panel arrays provide in space at any point between Droo and the Sun, and they can never generate enough electricity to keep the ion thrusters of any size, fuel-efficiency, power or thrust-rating, for longer than a few real-world seconds, or a couple of real-world minutes with in-game time acceleration turned off. I think the only solution would be for the devs to add thermoelectric power generators as a customizable part we can place inside our rockets and connect to our battery packs. But, I wanted to ask you for a tutorial in case I was missing something important. Thanks!
With what spare time I have each day or two I try to help answer questions about building crafts here when I do my semi-daily check of the forums for updates and cool new builds. Kell does an amazing job, same with Mario of Aerojet-Mariodyne, Andrew G., and many other talented designers. So, it's not like this community isn't involved, there are quite a few outstanding contributors here. But, I concur that the more people actively offering help and guidance for SR2 and novice players the merrier.
Yes, great suggestion!!! Perhaps some modular/procedural dedicated launch tower docking clamp parts that can be resized from tiny to huge, with different attachment types, one of which could be dock-clamp plus fuel/oxidizer/power umbilical hoses, and some just to support the rocket on the launchpad vertically, so it doesn't have to rest on its engines on the ground. It would be awesome to be able to assign a stage for the clamps, umbilicals, etc... so they could detach in sequence automatically just as engines are firing. :)
Yes, please post this in the Suggestions forum section, I'd also love to see this added to the game with some sort of rope/cable physics and the ability to customize what the rope/cable is made from, e.g... fiber-rope, carbon-fiber, kevlar, steel chain-link, threaded steel cable, titanium-threaded cable, etc... so you can have different strength cables with different rigidity, elasticity, and tensile strength values you can customize to be able to carry/drag light or super-heavy objects without the cable breaking. :)
You need to manually place a fuel adapter nozzle part and manually position it on the bottom of the fuel tank where you want the additional engine. The additional engines can be attached to the fuel adapter part. Best of luck! :)
An aerospace engineering sandbox where you can design and fly rockets, ballistic missiles, jet-powered aircraft, hybrid jet-rocket spacecraft and aircraft, landers, rovers, cars, tanks, and many other vehicular contraptions using a wide variety of customizable pieces and parts in any way you want. It uses a fairly realistic physics simulation with Classical Mechanics (Newtonian Physics) implemented quite accurately. It is also available via Steam for PC on Windows, and as an Android smartphone app available on the Google Play Store. It's a fantastic game and I highly recommend it if you're into engineering sandboxes with pilotable/controllable vehicles. :)
rincorvia, thanks for teaching science! I highly recommend Universe Sandbox 2 as well, it's a really powerful astronomy and physics educational "game", you'll need Steam for that as well though. Good luck!
If living characters are added to SR2, it would be cool if they were humanoid/bipedal creatures approximately resembling humans but concealed by the space suits they are wearing all the time. It would be really cool if the "pilots" also had basic pathfinding AI, inverse-kinematics for walking, and were able to be controlled by mouse + keyboard from first or third person with some basic arm/hand functions for pushing buttons, grabbing small objects, etc... Then they'd actually be useful when they exit a lander craft on a distant planet like Cylero. :)
@Kell Thanks for the clarification! I humbly suggest you put the Delta-V units on your .PNG chart to help others who might have the same question in the future. Thanks and keep up the awesome work! :D
@diegoavion84 Yeah, will you be making any sort of comics, photos, videos, or any other media using Simple Rockets 2 (its game engine/the game) as part of this project?
I have it ported and partially running on my PDP-1 Mini-computer! Check out this gameplay footage I recorded on my 8mm phone camera: https://youtu.be/eePWlLKm_Bg?t=4
Wow, great work! :)
4.8 years agoNice work!
4.8 years agoThanks again for another enjoyable SR2O article!
4.8 years agoAwesome guide, thanks!
4.8 years agoThanks once again, Andrew! Keep up the great work! :)
4.8 years agoDo you mean to suggest that the explosion of a craft/rocket in Simple Rockets 2 should be visually larger and more powerful if there is more fuel in the craft/rocket that explodes? If so, I think this is a great suggestion and have been wanting to see that feature implemented in the game for a while. The larger the rocket, the bigger the 'boom'. There must be some way to add that feature in a performance-efficient way. :)
4.8 years agoI love Children of a Dead Earth, great game! Also, thanks for posting and sharing your new plans for realistic large ships, I'll definitely be following your updates. Best of luck on your engineering efforts. :)
4.8 years agoHelium!
4.9 years agoWow!
4.9 years agoThanks so much! Keep up the great work! :)
4.9 years agoI would also like full-depth underwater rendering of the planets/bodies in the solar system, that would allow for underwater rockets, submarines, torpedoes, and even underwater rocket subs and hyper-cavitating rocket torpedoes! Great suggestion!
4.9 years ago@Insanity You're on a roll! Very impressive work! :)
4.9 years ago@Insanity Great work! Thanks! :)
4.9 years agoYes, that would be awesome! The more fuel and oxidizer types available the better, I say! :)
4.9 years agoGreat post! :)
4.9 years ago@14ROVI Well, I might just do that Rovi, take care and I'm greatly looking forward to seeing your mod(s) when they're released! :)
4.9 years agoРепортаж, товарищ
4.9 years ago@AndrewGarrison This is amazing! Keep up the great work, and thanks so much for going the extra mile to make a functional visual-programming system, that's difficult to code! :)
4.9 years agoThis is a feature a few of us have requested in the suggestions section of the forums, along with customizable/procedural landing legs. The game already has customizable/procedural landing gear (wheels). Hopefully in a future update they'll add more in-depth landing legs features, and I hope they simultaneously add a property to set landing-leg parts to be fully-deployed on the launchpad in the part configuration menu in the editor. Let us know if you get it to work with the current version of SR2, because I'd love to know what works, I've tinkered a lot with landing legs to try and achieve this, but failed so far. :)
4.9 years ago@14ROVI Thanks for the compliments and for sharing your mod with us! Want to create a Discord channel or thread specifically for your mod elsewhere on these forums so we can collaborate? I'm a Fortran/Python/Lua programmer, graphic and sound designer (hobbyist for both programming and art), and a physical scientist for my career, so I might be able to volunteer some time on the mod. :)
4.9 years agoAwesome!
5.0 years ago@Cashewisacoolcat You're welcome! Can't wait to see what ASAT designs you come up with. :)
5.0 years ago@Cashewisacoolcat here's some reference material for you:
5.0 years ago1. https://en.wikipedia.org/wiki/RIM-161StandardMissile3
2. https://en.wikipedia.org/wiki/ASM-135ASAT
You can try combinations of flaring maneuvers and repeated sets of long turns left or right while spiraling down in altitude in combination with airbrakes and reduced throttle to slow down to safe landing speeds. That's how real jet aircraft maneuver to slow down to safe landing speeds. Also, the more massive your craft and the more velocity it has, then the more momentum it will have. So, you could try reducing the mass of your craft's parts to make it easier for maneuvers and air-brakes to slow it down. See here: https://en.wikipedia.org/wiki/Momentum
5.0 years agoPerhaps you could try adding some air-brakes? https://en.wikipedia.org/wiki/Airbrake(aeronautics)
5.0 years agoNice tutorial, thanks! :)
5.0 years ago@plane918273645 Link is much appreciated, that's a cool ion-powered craft! Thanks!
5.0 years ago@plane918273645 Thanks plane918, but I've made some truly monumental, gargantuan, behemoth battery packs inside the largest fuel tank sizes the game will allow me to construct, stacked end-to-end for dozens of meters in height, with each tank covered in as many of the largest solar panels possible, and get the whole craft to deep space with SRB's and nuclear thermal engines in the lower stages, I deploy the massive solar panel arrays and activate the ion thrusters and their ridiculously large battery packs, and the ion thrusters turn on and I set their throttles to about 5-10% power. Then, when I try to accelerate time just a little bit, the ion thrusters cut off. It seems no matter how close I am to the sun, and no matter how many solar panels or batteries I have on the craft, the ion thrusters can never get enough energy to stay powered on for more than a few in-game minutes. With time acceleration on at 2-3x in-game time, the ion thrusters all cut-off due to the battery packs being drained completely within a few real-world/real-time seconds. I've looked at the battery charging rates that my huge solar panel arrays provide in space at any point between Droo and the Sun, and they can never generate enough electricity to keep the ion thrusters of any size, fuel-efficiency, power or thrust-rating, for longer than a few real-world seconds, or a couple of real-world minutes with in-game time acceleration turned off. I think the only solution would be for the devs to add thermoelectric power generators as a customizable part we can place inside our rockets and connect to our battery packs. But, I wanted to ask you for a tutorial in case I was missing something important. Thanks!
5.0 years agoWith what spare time I have each day or two I try to help answer questions about building crafts here when I do my semi-daily check of the forums for updates and cool new builds. Kell does an amazing job, same with Mario of Aerojet-Mariodyne, Andrew G., and many other talented designers. So, it's not like this community isn't involved, there are quite a few outstanding contributors here. But, I concur that the more people actively offering help and guidance for SR2 and novice players the merrier.
5.0 years agoGreat suggestion! Awesome to hear that you're adding this feature next week, Andrew! :)
5.0 years agoYes, great suggestion!!! Perhaps some modular/procedural dedicated launch tower docking clamp parts that can be resized from tiny to huge, with different attachment types, one of which could be dock-clamp plus fuel/oxidizer/power umbilical hoses, and some just to support the rocket on the launchpad vertically, so it doesn't have to rest on its engines on the ground. It would be awesome to be able to assign a stage for the clamps, umbilicals, etc... so they could detach in sequence automatically just as engines are firing. :)
5.0 years agoWell-done! Keep up the good work! :)
5.0 years agoYes, please post this in the Suggestions forum section, I'd also love to see this added to the game with some sort of rope/cable physics and the ability to customize what the rope/cable is made from, e.g... fiber-rope, carbon-fiber, kevlar, steel chain-link, threaded steel cable, titanium-threaded cable, etc... so you can have different strength cables with different rigidity, elasticity, and tensile strength values you can customize to be able to carry/drag light or super-heavy objects without the cable breaking. :)
5.0 years agoYou need to manually place a fuel adapter nozzle part and manually position it on the bottom of the fuel tank where you want the additional engine. The additional engines can be attached to the fuel adapter part. Best of luck! :)
5.0 years agoAn aerospace engineering sandbox where you can design and fly rockets, ballistic missiles, jet-powered aircraft, hybrid jet-rocket spacecraft and aircraft, landers, rovers, cars, tanks, and many other vehicular contraptions using a wide variety of customizable pieces and parts in any way you want. It uses a fairly realistic physics simulation with Classical Mechanics (Newtonian Physics) implemented quite accurately. It is also available via Steam for PC on Windows, and as an Android smartphone app available on the Google Play Store. It's a fantastic game and I highly recommend it if you're into engineering sandboxes with pilotable/controllable vehicles. :)
5.0 years agoNice!
5.0 years ago@Planefun I'm not new to this game, but I still run into issues with building large crafts, thanks so much for the offer of help! Take care. :)
5.0 years agorincorvia, thanks for teaching science! I highly recommend Universe Sandbox 2 as well, it's a really powerful astronomy and physics educational "game", you'll need Steam for that as well though. Good luck!
5.1 years agoYes, you should buy Simple Rockets 2, if you enjoy engineering sandboxes!
5.1 years agoIf living characters are added to SR2, it would be cool if they were humanoid/bipedal creatures approximately resembling humans but concealed by the space suits they are wearing all the time. It would be really cool if the "pilots" also had basic pathfinding AI, inverse-kinematics for walking, and were able to be controlled by mouse + keyboard from first or third person with some basic arm/hand functions for pushing buttons, grabbing small objects, etc... Then they'd actually be useful when they exit a lander craft on a distant planet like Cylero. :)
5.1 years ago@Kell Great, thanks for your continuing hard work! :)
5.1 years ago@Kell Thanks for the clarification! I humbly suggest you put the Delta-V units on your .PNG chart to help others who might have the same question in the future. Thanks and keep up the awesome work! :D
5.1 years agoAre the "Required Delta-V" units in meters-per-second or kilometers? Thanks!
5.1 years agoI can't wait to see it, Kell!
5.1 years agoYes please! :)
5.1 years agoWOW! Very impressive craft you've built! :)
5.1 years ago@diegoavion84 Yeah, will you be making any sort of comics, photos, videos, or any other media using Simple Rockets 2 (its game engine/the game) as part of this project?
5.1 years agoI have it ported and partially running on my PDP-1 Mini-computer! Check out this gameplay footage I recorded on my 8mm phone camera: https://youtu.be/eePWlLKm_Bg?t=4
5.1 years agoAwesome!
5.1 years agoWOW! This is a very comprehensive tutorial, and was very helpful to me, thanks for making this! :)
5.2 years ago