Juno: New Origins

Juno: New Origins

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DeltaV
Is there a way to see how much DeltaV you have? I've only noticed fuel percentage maybe I'm missing something.
Originally posted by ptarpley:
This is one of our highest rated suggestions[www.simplerockets.com] and is at the top of our roadmap (under "Prospects")[www.simplerockets.com] we'll be adding it soon.
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Showing 1-7 of 7 comments
jacksawild Nov 10, 2018 @ 5:37am 
At the moment it's:

ln(wet mass/dry mass) * 9.8 * isp

which makes it difficult as there is no borderless mode so you can't use a second monitor to do the calculation. The planet size is about the same as Kerbin, so it's about 3.5 km/s for low orbit.


Hopefully they'll add a dv readout in the build section along with a TWR.
The author of this thread has indicated that this post answers the original topic.
ptarpley  [developer] Nov 10, 2018 @ 7:15am 
This is one of our highest rated suggestions[www.simplerockets.com] and is at the top of our roadmap (under "Prospects")[www.simplerockets.com] we'll be adding it soon.
Last edited by ptarpley; Nov 10, 2018 @ 6:47pm
Mikeska  [developer] Nov 10, 2018 @ 7:45pm 
Originally posted by Saturn Black:
Originally posted by jacksawild:
The planet size is about the same as Kerbin, so it's about 3.5 km/s for low orbit.

Lol There goes my interest in this game.
Our home planet (Droo) has a radius of 1,274,200 meters, which I believe is slightly over twice the radius of Kerbin? Anyway, its all stored in XML which you are free to play around with. Increasing planet sizes is fairly easy to do, however not everything may function correctly at the moment (the launchpad is currently positioned specifically for our current radius), but we hope to improve the support for doing this (and eventually adding a planet/solar system creator to the game).
taskforce58 Nov 11, 2018 @ 6:24am 
Where is the XML file located? I looked around Steam\steamapps\common\SimpleRockets2\SimpleRockets2_Data but couldn't seem to find it.
Mikeska  [developer] Nov 11, 2018 @ 7:01am 
The solar system XML is here:
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems\__default__\SolarSystem.xml

That particular file will be overwritten though every time the game runs. If you want to hack around with the XML, you'll need to take a few steps.

First, look in you settings XML file :
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\Settings.xml

The first line points to a gameStateId (probably a GUID). Find a folder of that same id in your game states folder:
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\GameStates\

Open up your flight state's XML:
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\GameStates\[Game_State_ID]\Active\FlightState.xml

Change the first line's 'solarSystemId' to something other than '__default__'.

Now go and copy the following folder and rename it to the same solar system id you just chose in the previous step.
%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems\__default__\

Open that folder and then open the SolarSystem.xml file within. Change the 'id' at the top to match your new solar system id.

You should now be set up to use your new solar system for your current save game. Feel free to play around with the XML and see what you can do. :)
taskforce58 Nov 11, 2018 @ 11:44am 
Much thanks.

I took a quick look at the solar system data, only checked out the Sun, Droo and Luna, which roughly corresponds to our Sun, Earth and Moon. Basically they are a shrink down version of their real life counter part:

- the radius is 1/5 of the real one.
- the mass is 1/25 of the real one.
- the orbits are also 1/5 the size of the real one, with the same eccentricity. I only compared the semi-major axis, but haven't checked in detail like the argument of periapsis or ascending node longitude.

100km circular orbit around Droo should have an orbital velocity of 3,402 m/s with a period of 42m 18s. 300km is 3,179 m/s and 51m 52s.
Last edited by taskforce58; Nov 11, 2018 @ 11:49am
Empiro Nov 12, 2018 @ 2:59pm 
My hope is that this game will be able to handle much larger planets well. Having a smaller scale default planet is good for the average player and people who don't want to have 10+ minute launches.

A big problem in KSP is that the engine isn't designed for real-scale, and the RO mod has many quirks (performance, poor collision detection with the surface, etc.) all caused by insufficient precision. In addition, the game can't handle things like axial tilt.
Last edited by Empiro; Nov 12, 2018 @ 3:04pm
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Date Posted: Nov 10, 2018 @ 5:24am
Posts: 7