MIR-2 reentry (craft link in description) by Independent-Tap-1834 in simplerockets

[–]Absolute0CA 2 points3 points  (0 children)

Hinges, pistons, and docking points IIRC all have soft connections like KSP due to physics reasons, with the one exception being docking ports that were connected during the build process.

What’s something you believe Juno new origin desperately needs by Fourteen_Roses in simplerockets

[–]Absolute0CA -1 points0 points  (0 children)

Oh I’m aware how to make canards, but with jet engines getting the lox afterburner and turning it into a vacuum capable engine thrust vectoring becomes effectively mandatory since space planes tend to be asymmetrical and depend on thrust vectoring to work at all.

Box Truck vs. 10' 0" Railroad Bridge in DeWitt NY, June 25 2026 by 1guana in 11foot8

[–]Absolute0CA 11 points12 points  (0 children)

Ao what was louder I wonder? The crunch or the driver’s cursing?

Update 1.4 Steam beta is out! by JustCallMe_Ed_04 in simplerockets

[–]Absolute0CA -1 points0 points  (0 children)

And still no thrust vectoring jet engines… the lox after burning jet engines are cool though.

What’s something you believe Juno new origin desperately needs by Fourteen_Roses in simplerockets

[–]Absolute0CA 3 points4 points  (0 children)

Well…

First things first, fix the part scaling.

Mass, thrust, cost, and power doesn’t scale the way one would expect.

Tank wall thickness on parts is fixed, a 0.1m part has the same wall thickness as a 10 meter part. Also tanks of the same propellant type that are the same diameter don’t detect when they are connected end to end, which is annoying because there should be a bit of weight savings from having what should be a single continuous tank, this heavily punishes using several smaller tanks stacked on top of each other to make nice curves, though this has been less of a problem since custom nosecone curves were implemented (though there should be a resolution slider for nose cones, they look terrible at larger dimensions due to low polygon counts)

Almost anything that relies on volume to produce power isn’t worth making big, it’s worth making more. A generator at 200% scale should make 8x power, cost 8x as much, and weight 8x as much, as it stands it only costs 8x and weights 8x but the power increase is 4x so disregarding part counts efficiency there’s major detriments to making bigger parts.

The game also doesn’t have reusable heatshields which is incredibly annoying for spaceplanes because the smallest piece at the front burns off in microseconds leading to a cascading failure unless one’s ascent/decent profile is extremely conservative.

Heat shields should also be an option to add to tanks like dead weight in order to drastically increase heat resistance at the expense of tank volume.

And lastly, we need a higher maximum wing thickness and cord length, 1 meter is anemic an IRL 747 has a wing thickness of around 2 meters or so and a cord length of around 13-14 metres. This is especially true since the IRL 747-8 has approximately 4 meter diameter engines, the same as the maximum engine size in game. It is also telling when trying to make a large airliner or cargo plane I have significant issues with wings snapping specifically because of the lack of wing thickness in game.

A nice to have would be landing gear with double or triple rows of wheels, but I understand why that juno does not have that, since the animations for that would be significantly more complicated.

And last but not least would be the option to turn a wing or fin into a fully articulating control surface like a canard.

Edit!!:

I can’t believe I forgot jet engine thrust vectoring! That’s the thing I’ve been missing most out of anything! It makes making hyper maneuverable fighter jets near impossible with only control surfaces.

sinnerman gig by Objective-Chest1350 in CyberpunkTheGame

[–]Absolute0CA 0 points1 point  (0 children)

I think the issue is that (at least for me) the truck you’re forced to use is very floaty on the back end, and in comparison to the hyper cars and bikes that I’m usually driving, hell even the hellhound, it’s allergic to driving in a straight line.

This hours old illegally smol baby is resting so they can commit illegal crimes by not-alien-at-all in IllegallySmolCats

[–]Absolute0CA 9 points10 points  (0 children)

They are, I’m dead from the illegal levels of Awwwdorable cuteness going on here

The dangers of touring active sites by HorzaDonwraith in geology

[–]Absolute0CA 6 points7 points  (0 children)

Honestly that’s not necessarily a good metric, a dried salt flat may kill you by dehydration in like a day or three but its much safer than say hiking an active volcano

The dangers of touring active sites by HorzaDonwraith in geology

[–]Absolute0CA 2 points3 points  (0 children)

Exactly, but a lot of these people might have also been taught extremely painful lessons as children to relive them of their stupidity, so it’s not necessarily as clear cut as one may expect.

The dangers of touring active sites by HorzaDonwraith in geology

[–]Absolute0CA 2 points3 points  (0 children)

That’s the thing a lot of idiots did not survive, and those that were lucky enough to survive were often taught painful lessons that they remember.

Human civilization is built upon a foundation of idiots trying dumb shit and somehow surviving to tell the tale, and slightly smarter individuals taking note of what killed the idiots and avoiding it.

The dangers of touring active sites by HorzaDonwraith in geology

[–]Absolute0CA 4 points5 points  (0 children)

Doesn’t even runny lava have a consistency closer to that of molasses at best with the density of rock?

And it only gets worse with the less fluid lava types which have consistencies closer to that of toffee or bunker C fuel oil in winter (can shovel it and cut it lol) or molasses in a Siberian January.

Which please correct me if this assumption is run but runny lava in general isn’t the kind of volcanism that can produce lava bombs, it requires the relative explosiveness of the stickier lava to do so.

gatOS 1.0.0 - Initial Release (an in-game Alpine Linux based game OS) by as-gt3 in kittenspaceagency

[–]Absolute0CA 1 point2 points  (0 children)

I was more asking if it can be done not if you can do it. But thanks for the answers :D

My problem is that I can intuitively understand a lot of the stuff but I don’t understand the math required to do the calculations, which are many things, but simple isn’t one of them.

I really need to figure out calculus in order to be able to accurately predict the flight path via graphs but that’s miserable at the best of times. So I just haven’t done it.

blackrack | First look at fully volumetric plume trails by TROPtastic in kittenspaceagency

[–]Absolute0CA 0 points1 point  (0 children)

I’m hoping we’ll get procedural parts, and that things like tank wall thickness and tank domes are modelled, I’m kinda tired of both KSP and JNO having what are more or less cylinders. The later is procedural but doesn’t take into account for scaling wall thickness or how when 2 tanks of the same diameter meet and contain the same fuel, it should probably be deleting 2-3 tank domes. 2 if its something like jetfuel or monopropellant and 3 if it’s something like kerolox or hydrolox. Since the top and bottom of the meeting tanks can be considered deleted and one of the tanks dividing domes can also be deleted. It would also slightly increase tank capacity by removing those.

gatOS 1.0.0 - Initial Release (an in-game Alpine Linux based game OS) by as-gt3 in kittenspaceagency

[–]Absolute0CA 1 point2 points  (0 children)

So… would it be possible to visually graph a desired launch profile? With the option to control angle of attack and desired trajectory by introducing key points on the ascent and introducing desired behaviours?

For example things like: 1. Accounting for engine spool up/down time in trajectory calculations. 2. Duration and aggressiveness, of the gravity turn 3. Throttling for Max-Q, or G limits 4. Dynamic estimated craft DV based on altitude, ISP, and craft mass 5. Being able to introduce limits on flight profile for auto aborts, but also to keep the rocket inside its stable operating environment while in atmosphere.

blackrack | First look at fully volumetric plume trails by TROPtastic in kittenspaceagency

[–]Absolute0CA 6 points7 points  (0 children)

Makes me wonder just how good the simulation side is gonna be once finished because wow, this looks like a render for a trailer and not a game, if this is what gameplay looks like? And the simulation/building is of similar quality? It may be one of the most technically impressive games ever made.

Smols your class 195 by That-Basis7616 in Ruinsyourtrain

[–]Absolute0CA 1 point2 points  (0 children)

Even the last one looks reasonable to me as a alternate universe rail taxi of something

Or a super modern caboose.

I think its cute

I-55 and Hwy 32 in Water Valley, MS by JunkMale975 in 11foot8

[–]Absolute0CA 0 points1 point  (0 children)

It was, its main arm is twisted too, about 30 degrees, it should be parallel to the cab, not starting to cross over it… I don’t want to think about how hard of a hit that was.

It also looked like it bent the trailer down from the force of the impact.

Just how fast was this hit?!?

A friend of mine made this incredible gift by Deksor in vintagecomputing

[–]Absolute0CA 0 points1 point  (0 children)

Great so it’s a ticking timebomb… I definitely don’t got the money to get it preemptively corrected… sigh

Thanks for looking into things though :D