@AnotherFireFox I missed your previous comment, sorry about that. I was wrong, actually NozzleRadius is used in flight calculations to calculate exit area. NozzleLength is not. It's only used in mass calculation. The game does not detect mesh and auto-calculate dimensions. There is a script that we attach to rocket engine parts, EngineComponentScript, that defines the size of the mesh that is used to calculate collider dimensions. Sorry about that. I should have looked more closely last time.
@RDeNatale Thanks for the video. That helps a lot. It looks to me that Mac is having trouble running the game at a smooth frame rate. It might only be getting a few frames per second, which is causing the large jumps when adjusting the throttle. I would recommend turning down some of the quality settings in Settings -> Quality. Reducing Resolution should help quite a bit. Also, disabling Image Effects and reducing Terrain quality. You can toggle the FPS display via the menu. Ideally, you will want 60 fps, but the game is playable at 30 fps. I would recommend reducing quality settings until you can get at least 30 fps. Let me know if that helps.
I'm really sorry to hear that. I've not heard of this particular issue before. Unfortunately, we cannot help with refunds on Steam. I wish we could. You can email us at games@jundroo.com and we can see what we can do from there.
I have not heard of this issue yet. Do you have any suggestions on how I can reproduce the issue? Is this just iOS or have you seen it on any other devices as well? Is the finger tool enabled? Can you provide a screenshot?
CraftBuilder.CreateBodyScript sets the angularDrag to ModApi.Constants.InitialRigidBodyAngularDrag and it's never changed after that. Changing BodyScript.RigidBody.angularDrag to 0 outside of atmospheric density would do the trick.
Having a small amount of angular drag helps improve the stability of the physics engine. Without any drag we've occasionally the physics engine go bananas as if energy is continuing to creep into its calculations. We also don't support angular velocity when entering warp mode, so just adding a touch of angular drag seemed like a reasonable solution.
With #2 are you referring to sitting in a chair or entering a command pod?
Edit: Nevermind. It looks like when returning to a seated position. This is a problem because on mobile you don't have access to throttle or the activate stage button. Thanks for letting us know.
Unfortunately, this build is taking exceedingly long for Apple to review. The build for TestFlight has been Waiting for Review for 8 days now. Normally they review the builds in 2-3 days.
I didn't realize that the MD RCS wasn't working well for players. It would be helpful to get some links to crafts that demonstrate the MD RCS working poorly.
@crowxe Ah, I see. Vectors should return their magnitude when used in operations that are expecting numbers, so if that wasn't happening then I would consider that a bug. If you still have any examples of it not working like that then I would be interested to see those so I can do what I can to fix them before the update comes out.
We try to respond to player feedback as much as we can, but we are a small team and can't get to everything. Also, I don't think I've seen any suggestion posts for the things you have mentioned, except the ascending/descending nodes.
I added a new expression to convert a vector between local and PCI coordinates. If no part ID is specified, then it will use the craft's local coordinate system (X = pitch axis, Y = yaw axis, Z = roll axis). If a part is specified, then it will use that part's local coordinate system. Hopefully, this will help you accomplish what you wanted with matrix calculations. This is about as complex as I can go at this point. @pedro16797 @swope @AnotherFireFox
@zzazza This is just a preview of the new Vizzy enhancements, but we still have a lot of other stuff we want to get in before we do a full beta on the new update. Not sure yet on the timeline, but I would hope we will be in beta within 2 weeks.
You should be able to set callFormat=“gamma” and it should show up in the custom expressions panel. If it doesn’t send me the program XML and I will investigate sometime over the winter break.
@Nethereal I'll add some 'system' variables with the next update to Vizzy to make this a little easier. I was thinking a "timer" variable which tracks how long the script has been alive since start and also a "deltaTime" which tracks how much time has passed in the game since the last frame. Currently, Vizzy runs in Unity's Update method, so time between updates is variable, but maybe an option in the Flight Program's part properties settings to run Vizzy in FixedUpdate so there's a constant amount of time that passes between updates calls.
@pedro16797 The custom expressions and instructions must exist in the same program XML where they are being used. I would recommend creating a "library" program XML file that you can import into any craft's program. Obviously, one downside to this is that if you make a tweak to a custom node in the library's XML file, then the places where it's already been imported will not inherit the change.
It's because they are beta crafts. Those are hidden by default to people who are not in the beta. When the update is released, I will remove the beta flag from those crafts.
@pedro16797 That brings up an interesting problem. How should Vizzy handle instructions that require non-time-warp modes, such as activating a stage? I think there are two options: 1) Vizzy should exit time-warp to 1x speed to activate the stage. 2) Vizzy should be disabled during time-warp.
@pedro16797 I added some additional stuff to the main post. I do plan to include basic math functions and operators. Part interaction is definitely something I would like to consider. Good ideas, thanks!
@NoIDontWanna No, it wouldn't be able to do that. It would be a trial and error approach if you were using Vizzy to do something like getting your craft into orbit. Obviously you don't agree, but I enjoy that sort of thing.
@sflanker We're using Unity's cross product function and Unity uses the left-hand rule.
+1 4.7 years ago@zeropol @sflanker Thanks for letting me know. This will be fixed in the next update.
+2 4.7 years ago@AnotherFireFox I missed your previous comment, sorry about that. I was wrong, actually NozzleRadius is used in flight calculations to calculate exit area. NozzleLength is not. It's only used in mass calculation. The game does not detect mesh and auto-calculate dimensions. There is a script that we attach to rocket engine parts, EngineComponentScript, that defines the size of the mesh that is used to calculate collider dimensions. Sorry about that. I should have looked more closely last time.
+1 4.7 years ago@RDeNatale Thanks for the video. That helps a lot. It looks to me that Mac is having trouble running the game at a smooth frame rate. It might only be getting a few frames per second, which is causing the large jumps when adjusting the throttle. I would recommend turning down some of the quality settings in Settings -> Quality. Reducing Resolution should help quite a bit. Also, disabling Image Effects and reducing Terrain quality. You can toggle the FPS display via the menu. Ideally, you will want 60 fps, but the game is playable at 30 fps. I would recommend reducing quality settings until you can get at least 30 fps. Let me know if that helps.
+2 4.7 years ago@AnotherFireFox they are extrapolated. It’s a bit more complicated.
+1 4.7 years agoI'm really sorry to hear that. I've not heard of this particular issue before. Unfortunately, we cannot help with refunds on Steam. I wish we could. You can email us at games@jundroo.com and we can see what we can do from there.
+3 4.7 years agoThose params aren't used in any flight calculations. They are used in the calculation of the mass of the nozzle and its collider size.
+2 4.7 years agoOkay, thanks for the clarification.
4.7 years agoI have not heard of this issue yet. Do you have any suggestions on how I can reproduce the issue? Is this just iOS or have you seen it on any other devices as well? Is the finger tool enabled? Can you provide a screenshot?
4.7 years agoCraftBuilder.CreateBodyScript sets the angularDrag to ModApi.Constants.InitialRigidBodyAngularDrag and it's never changed after that. Changing BodyScript.RigidBody.angularDrag to 0 outside of atmospheric density would do the trick.
+2 4.7 years ago@AnotherFireFox Make a suggestion post and we'll get to it when we can.
+1 4.7 years agoHaving a small amount of angular drag helps improve the stability of the physics engine. Without any drag we've occasionally the physics engine go bananas as if energy is continuing to creep into its calculations. We also don't support angular velocity when entering warp mode, so just adding a touch of angular drag seemed like a reasonable solution.
+4 4.7 years ago@plane918273645 @MarioG @Shibe we just released an update that should fix this issue. Let us know if things are working for you now.
+2 4.7 years ago@plane918273645 @MarioG These should be fixed in the next update. Thanks for letting us know!
+1 4.7 years ago@MarioG @Shibe Thanks for letting us know. Can you provide some links to a few crafts that are having this issue?
4.7 years agoWith #2 are you referring to sitting in a chair or entering a command pod?
Edit: Nevermind. It looks like when returning to a seated position. This is a problem because on mobile you don't have access to throttle or the activate stage button. Thanks for letting us know.
4.7 years agoUnfortunately, this build is taking exceedingly long for Apple to review. The build for TestFlight has been Waiting for Review for 8 days now. Normally they review the builds in 2-3 days.
+1 4.7 years ago@crowxe The experimental branch should be updated now. You might need to exit the Steam client and re-open for it to notice there's an update.
+3 4.8 years ago@Sneezitz Mobile beta will start next week and with any luck, the final release (moblie and Steam) will be the week after that.
+7 4.8 years agoYes, craft solar position is the same as craft position + craft planet's solar position.
+1 4.8 years agoI didn't realize that the MD RCS wasn't working well for players. It would be helpful to get some links to crafts that demonstrate the MD RCS working poorly.
+8 4.8 years ago@crowxe Ah, I see. Vectors should return their magnitude when used in operations that are expecting numbers, so if that wasn't happening then I would consider that a bug. If you still have any examples of it not working like that then I would be interested to see those so I can do what I can to fix them before the update comes out.
+1 4.8 years agoWe try to respond to player feedback as much as we can, but we are a small team and can't get to everything. Also, I don't think I've seen any suggestion posts for the things you have mentioned, except the ascending/descending nodes.
+7 4.8 years agoI'm glad to hear you are enjoying the new Vizzy features. I am a bit concerned though, what was messed up when you first downloaded it?
4.8 years agoI also added a new string expression that makes string formatting much easier. It uses C#'s String.Format method.
+2 4.8 years agoI added a new expression to convert a vector between local and PCI coordinates. If no part ID is specified, then it will use the craft's local coordinate system (X = pitch axis, Y = yaw axis, Z = roll axis). If a part is specified, then it will use that part's local coordinate system. Hopefully, this will help you accomplish what you wanted with matrix calculations. This is about as complex as I can go at this point. @pedro16797 @swope @AnotherFireFox
+3 4.8 years ago@swope I could add a PCI To Local and Local To PCI transform operations that take a vector and return a vector.
+3 4.8 years ago@pedro16797 Thanks, it will be fixed in the next update.
+1 4.8 years agoIt would be nice to have. Is there a suggestion post for it yet?
4.8 years ago@pedro16797 @swope Thanks for the feedback. Velocity -> Acceleration is in PCI coordinates as well.
+1 4.8 years ago@zzazza This is just a preview of the new Vizzy enhancements, but we still have a lot of other stuff we want to get in before we do a full beta on the new update. Not sure yet on the timeline, but I would hope we will be in beta within 2 weeks.
+2 4.9 years agoTagging a few people who were involved in the Vizzy Enhancements post:
+3 4.9 years ago@pedro16797 @swope @huuminberd @kell @Nethereal @McDuetchVan @NoIDontWanna
@swope Okay, glad to hear you got it working!
4.9 years agoYou should be able to set callFormat=“gamma” and it should show up in the custom expressions panel. If it doesn’t send me the program XML and I will investigate sometime over the winter break.
+1 4.9 years ago@pedro16797 Sure, but you can feel free to put it all in a single suggestion post. I'll let you bend the rules this one time! Thanks! :D
4.9 years ago@pedro16797 Yes, that can be done.
4.9 years ago@Nethereal I'll add some 'system' variables with the next update to Vizzy to make this a little easier. I was thinking a "timer" variable which tracks how long the script has been alive since start and also a "deltaTime" which tracks how much time has passed in the game since the last frame. Currently, Vizzy runs in Unity's Update method, so time between updates is variable, but maybe an option in the Flight Program's part properties settings to run Vizzy in FixedUpdate so there's a constant amount of time that passes between updates calls.
+4 4.9 years ago@MetalNickA We are planning to release this update this week.
+1 4.9 years ago@DPSAircraft Good feedback, thank you.
+1 4.9 years ago@pedro16797 The custom expressions and instructions must exist in the same program XML where they are being used. I would recommend creating a "library" program XML file that you can import into any craft's program. Obviously, one downside to this is that if you make a tweak to a custom node in the library's XML file, then the places where it's already been imported will not inherit the change.
4.9 years ago@Insanity I see. I'll try to keep that in mind for the next update.
4.9 years ago@disisto4433 Not currently. That will be available in the next update after 0.8.400.
4.9 years ago@Insanity Not currently.
4.9 years agoIt's because they are beta crafts. Those are hidden by default to people who are not in the beta. When the update is released, I will remove the beta flag from those crafts.
+1 4.9 years agoPlease post suggestions in the Suggestion section of the website. Also, ensure that your suggestion posts are limited to a single idea per post.
5.0 years ago@RogueVest12 Did you purchase SimpleRockets 2 from Google Play?
+1 5.0 years ago@pedro16797 That brings up an interesting problem. How should Vizzy handle instructions that require non-time-warp modes, such as activating a stage? I think there are two options: 1) Vizzy should exit time-warp to 1x speed to activate the stage. 2) Vizzy should be disabled during time-warp.
5.1 years ago@pedro16797 I added some additional stuff to the main post. I do plan to include basic math functions and operators. Part interaction is definitely something I would like to consider. Good ideas, thanks!
+1 5.1 years ago@NoIDontWanna No, it wouldn't be able to do that. It would be a trial and error approach if you were using Vizzy to do something like getting your craft into orbit. Obviously you don't agree, but I enjoy that sort of thing.
5.1 years agoVery interesting suggestion, @pedro16797.
+1 5.1 years ago