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- For the Spaceship Hopper prototype, the word "a" should be removed. It should say, "This prototype will be able to tell you if the idea of building plane-sized Spaceships is stupid or not."
Until now I have been using https://github.com/earthxgame/languages
a smol offtop question: how do you like the 0.3.2?
I feel bad saying this, since I know you worked so hard on it, but with the new research system, I don't feel like I'm designing rockets anymore. I'm just kind of along for the ride, and it's not nearly as interesting. You wrote that it provides more freedom, but to me, "freedom" means being able to mix and match components in a variety of creative ways. Possibly in ways that SpaceX didn't in real life.
The failure chance goes down for existing rockets, and realistically it should at least require building a new rocket (except for static firing), unless I'm missing something. I do like not having to create a new design just to add a flight camera.
Prototyping
I do like the new prototyping system. I would prefer it if half of the continent wasn't reserved for prototyping facilities. I don't know if you could make it so they were removed after they were no longer needed or not. I think the Prototype window needs information on what rocket that particular prototype applies to. I think the Test button should change to "Maxed" when performing further tests will do nothing, and no longer be clickable.
Does rocket companies static fire every rocket IRL? I wasn't aware of that. If that's correct, then maybe static firing and prototype testing should be allowed to happen simultaneously.
The capsules could use a Last Flight button now that they get more expensive to refurbish after every flight.
I like the changes to the Giga Factory.
The new art and effects are cool.
Not related to 3.2, but when destroying a hangar, the game needs to try to move the contents to another hangar, rather than requiring the player to destroy everything in the hangar to make it work. I always run into this when I transition from medium to large hangars.
2) If you upgrade something, you have to also pay for it. That payment includes an "imaginary" component installation on each of the existing vehicles.
3) We are already working with rykllan to allow static fires/tests at the same time. SpaceX static fires every booster before a flight (even the used one), but for game purposes, we decided that you will have to static fire only the new ones (or skip it). Static fire is not necessary for Superheavy tho, and the refurbishment takes place after many flights, which makes the difference between normal/casual rockets vs modern rockets even bigger - that was the intentional action.
4) I will probably add that, for now, you can just remove the capsule :D
5) Thanks :D
6) Thanks x2 :D
7) Yes, it is sitting on my todo for 0.3.2.5 update :)
Soo yeah, thx for the feedback and I hope you will get used to the new mechanics :D
Thanks, will fix later!
Btw. I finally found a weekend to add EX to localizor, it should be much easier for everyone, including me, to correct stuff if needed ^^
https://www.localizor.com/earthx
- "It really means a lot for me!" should be "It really means a lot to me!"