No, spacecraft placed in catalog scripts are like planets, they are static objects that cannot be controlled.When spacecraft are placed into an orbit by a script, will it be possible to pilot the spacecraft out of orbit?
No, spacecraft placed in catalog scripts are like planets, they are static objects that cannot be controlled.When spacecraft are placed into an orbit by a script, will it be possible to pilot the spacecraft out of orbit?
So I presume it will also be impossible to place a piloted spacecraft into a static orbit from within the game without the need to open a text editor and type the orbit parameters after closing the application.No, spacecraft placed in catalog scripts are like planets, they are static objects that cannot be controlled.When spacecraft are placed into an orbit by a script, will it be possible to pilot the spacecraft out of orbit?
Not necessarily. The plan is for spacecraft to stay on their orbits when not maneuvering. But this remains to be perfected.
I think scripted object will be almost only stations and buildings on the ground, or satellites. Something you don't need to move, but just keep in the same place or orbit every time. I don't see any reason for making scripted spacecraft and then make them pilotable...
Gameplay? Things like the scenarios in Kerbal Space Program. Stop this ship from crashing into the planet; rendezvous with the Explorer in this shuttle from this planet; reach this station from this moon, etc.
That can be done without making the static spacecraft pilotable. Just spawn a spacecraft at position x, at time y, with velocity vector z, and give the user control of it. There's your scenario. I think there's a misunderstanding here about what exactly the "scripted spacecraft" are. They're spacecraft models, but act like planets and moons. They're on static Keplerian orbits with regular planetary rotation parameters and cannot be controlled. Much like the spacecraft in Celestia.
ahhh, you mean scripting more like a mission creator... this is an advanced gameplay, don't think SpaceEngineer has time to spent on this at this point of development.
As an owner of the Rift who was eagerly waiting for this update, I'm sad to read that, but I perfectly understand the reasons.Sorry for delaying VR, but I was forced to shift priorities. VR is a tiny part of "SE market", I spent on it too much time and it still require a lot of work. But 0.981 will have almost full VR support (no native Oculus Touch, because I don't have them).
Yes, but will SteamVR work even with games that are not on Steam? I'll have to launch it as a non-Steam game and it will work?Nantes, no native support but Oculus touch will work through SteamVR. When beta testing started I specifically gathered people who have Oculus touch to test it out and so far it seems to work fairly well through SteamVR.