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Rapportera problem med översättningen
I tried to update again but when I see the money go down just for a rolling fee, it cuts me the urge to play ... Sorry I come back to Vector ...
The real Internationnal Station if it has no more money, Is it down to the earth?
1. UI scaling i love that doing that made this from kinda playable for a VI man to playable forr a VI man however it doesnt seem to scale well with respect to screen resolution I.E it looks like the UI is scaling on a 4:3 aspect ration however my rig uses a 16:9 aspect ratio so some parts of the lower UI elements get cut off particularly with regards to menus such as those for research and the like.
2. UI layout is much more cleanly displayed and easier to figure out what is going on i like the horizontal layout vs the vertical layout from before
3. voice overs are nice i would like to see some in particular for research complete and one to let me know if i have any unemployed crew .
4. i like the map but i am not sure what purpose it has when i dont have any orbital elements to adjust as currently all the boost does is manage a 400 x 400 orbit which is nice but what if i wanted a polar orbit for example.
these represent my initial thoughts and will be updated as the development continues good work
Sandbox mode will be part of the next developer branch build, which should be up by this time next week.
I know you in particular don't like the money mechanic in Stable Orbit. Thanks for sticking around and trying the new build!
If they'd stop spending money on the ISS and thus no longer do all the things required to keep it up there, it would fall out of the sky within months.
The UI scaling is actually just a feature of Unity's UI system. I would like to offer even better UI scaling, but I am beholden to the capabilities (or lack thereof) of the Unity UI.
Happy to hear you like that change. I too feel the new one gives you a better at-a-glance view of what's going on with the station.
Noted. More voice cues are forthcoming.
The plan is to allow you to click one a spot on the map to make the station adjust course until it flies over that particular spot. I may also add some controls to control the inclination of the orbit, so you can try different ones.
Thanks for your feedback!
Thank you for answering all, I appreciate your work ...
How do I set up counter rotating gimbals? Can we have a switch to change the spin direction?
Yep. That's a bug. I'll look into it!
They currently only spin in one direction. I'll look into adding a button to reverse direction. Sounds like a neat little thing to have :)
I suspect Research would have started up again once the reseach that got hung up expired.
Still waiting on those Agro modules! :-)
Are the Agro modules going to have a transparent section or are they just sealed cans like everything else?
Thrusters (as implemented in Stable Orbit) are for altitude control only and thus will not counteract precession.
Yup. Research contracts are currently permanently assigned to a particular lab, which seemed like a good idea at the time. For the final version, I'm changing that to a queue of accepted research, from which each lab will pick the first suitable contract whenever it wants to start researching a new contract.
The intent is for them to have windows and show some of the plants inside. Whether or not that will actually happens depends on how well the modeling goes...
Yeah, the RCS module is not a pressurized module astronauts can pass through. So, if you put an RCS between a lab and a hab, you've created two separate sections.
Your crew will able to travel from section to section if you add an airlock to each section. Going from one section to the next means performing an EVA, which is a 5+ hour procedure... hence, your crew will not travel between sections to go from their assigned hab to work in a lab!
Not a bug, but something I noticed when you pause the game, put in 4 shuttle ports and resume the game, those 4 shuttle ports get their shuttles at the same time every time despite grounding. Maybe there should be some randomization as to individual shuttle pods getting delayed and/or flying out of sequence.
There's no randomization in the launch schedules of shuttle pods, beyond the various reasons for delays (power loss, shuttle accidents, etc). Additional randomness would indeed ensure things look a bit prettier (four shuttles arriving at the same time looks a bit "gamey"), but also unfairly punish players who just had two weeks without supplies thanks to an exploding shuttle pod...
Here is something that is new, the gimbaled sweep interects with a truss that was placed directly in the path of the rotating nodes. I guess you have not placed the checks for this in yet.
http://steamcommunity.com/sharedfiles/filedetails/?id=1120314661
There won't be a rotation button. I do plan to rework the automatic orientation code slightly and there will be some additional truss modules for corners and other cases soon.
Here is something that is new, the gimbaled sweep interects with a truss that was placed directly in the path of the rotating nodes. I guess you have not placed the checks for this in yet.
http://steamcommunity.com/sharedfiles/filedetails/?id=1120314661