There are a lot of great suggestions here! Thank you everyone for your input. I will try and incorporate as much as I can, but I do expect that I won't be able to get to all of it.
@pedro16797 The program generated is currently somewhat readable XML, so you could conceivably code that way. It's not nearly as nice as a normal programming language, but it would certainly be possible to write something that could convert from a very basic language and output those XML elements. The flight program will be stored in the command pod/chip under a FlightProgram modifier, but other parts would be able to add that modifier via XML so a single craft could have several programs running at once. At least, that's the plan for now.
@swope I currently have user-defined variables and control flow via if, else, and repeat instructions. Arrays are not on the list (hehe), but I agree those would be nice. Custom functions are a stretch goal of mine, hopefully I will have enough time to get to those.
@RDasher No node editing in Vizzy. It's taking more of an instruction "stacking" approach, but it will still allow expressions to be embedded in other expressions like in Scratch. My stretch goal is to get custom functions with local variables implemented, which would allow for recursion.
@Bmcclory The reason we aggressively unload crafts from the physics engine is more due to precision than performance. When crafts are far away from the origin they become far more glitchy and unstable. We could possibly allow players to tweak the distance if they are okay with that behavior.
@nico412 It's important to keep in mind that the flight program will only be able to execute when a craft is active, or close enough to the active craft to have its physics enabled (1km).
This happens when your velocity is in Target mode. Your prograde and retrograde directions are based on your speed relative to your target. Prograde becomes the direction you are moving away from the craft and retrograde becomes the opposite of that. You can quickly zero out your relative velocity by locking retrograde and burning to 0m/s target velocity.
Typically this happens when your device is requesting the desktop version of the site, but you need to request the mobile version. On iOS 12.x you can just close the tab and open a new one. Maybe iOS 13.x works a bit different. You can try what this page suggests.
@Rsouissi can you contact us at games@jundroo.com with the email you used to purchase the game on Google Play and we can try to help you troubleshoot this issue.
It’s true the game actually does perform fairly well on an iPhone 6 but the OS is pretty aggressive about killing the app when it thinks it’s using too much memory so we didn’t feel right advertising that it works well on 1GB Apple devices. If you leave your settings low and turn music off and reduce the Resolution % and you can probably play it without much crashing.
Would it be possible to submit a bug report from within the game? I know that would be quite tricky if you can't read the text. Otherwise, yes please upload some screenshots and also can you upload your log file? You can find it here:
If you guys have a favorite YouTuber (other than McLovin, of course), let them know that they can contact us for early access to the SR2 mobile version for iOS or Android.
@Kell Yes, we will release an iOS update next week.There are some more things we'd like to get in the iOS build before we release. The Android version had some issues, so we wanted to get that one out sooner.
@SupremeDorian His account has access to the beta, so if he installs it on your device and leaves his account logged in then I suppose that would work. But, that's a lot of trust! I don't know that I would trust my brother that much!
@Ehelium2 An iOS device with 2GB of RAM should run the game fine. Even the iPhone 6 actually runs the game fairly well, but since it only has 1GB of RAM, it usually crashes because it runs out of memory. Android has the opposite problem where older devices don't run the game quite as well, but they have loads of extra RAM.
There are a lot of great suggestions here! Thank you everyone for your input. I will try and incorporate as much as I can, but I do expect that I won't be able to get to all of it.
+4 5.1 years ago@pedro16797 The program generated is currently somewhat readable XML, so you could conceivably code that way. It's not nearly as nice as a normal programming language, but it would certainly be possible to write something that could convert from a very basic language and output those XML elements. The flight program will be stored in the command pod/chip under a FlightProgram modifier, but other parts would be able to add that modifier via XML so a single craft could have several programs running at once. At least, that's the plan for now.
5.1 years ago@swope I currently have user-defined variables and control flow via if, else, and repeat instructions. Arrays are not on the list (hehe), but I agree those would be nice. Custom functions are a stretch goal of mine, hopefully I will have enough time to get to those.
+1 5.1 years ago@RDasher No node editing in Vizzy. It's taking more of an instruction "stacking" approach, but it will still allow expressions to be embedded in other expressions like in Scratch. My stretch goal is to get custom functions with local variables implemented, which would allow for recursion.
+1 5.1 years ago@Bmcclory The reason we aggressively unload crafts from the physics engine is more due to precision than performance. When crafts are far away from the origin they become far more glitchy and unstable. We could possibly allow players to tweak the distance if they are okay with that behavior.
+2 5.1 years ago@SupremeDorian No plans for a built-in tutorial, but it would certainly be worth putting together a YouTube video to explain some of this.
+2 5.1 years ago@nico412 It's important to keep in mind that the flight program will only be able to execute when a craft is active, or close enough to the active craft to have its physics enabled (1km).
5.1 years ago@XPERIM Contact us at games@jundroo.com
+2 5.1 years agoThis happens when your velocity is in Target mode. Your prograde and retrograde directions are based on your speed relative to your target. Prograde becomes the direction you are moving away from the craft and retrograde becomes the opposite of that. You can quickly zero out your relative velocity by locking retrograde and burning to 0m/s target velocity.
+2 5.1 years agoIt may take a few hours for it to show up on Google Play and iOS.
5.1 years agoI'm planning on adding support for SimplePlanes styles mirroring next week.
+4 5.1 years agoJust threw up in my mouth a little.
+19 5.1 years agoTypically this happens when your device is requesting the desktop version of the site, but you need to request the mobile version. On iOS 12.x you can just close the tab and open a new one. Maybe iOS 13.x works a bit different. You can try what this page suggests.
5.2 years agoWhat happens?
+2 5.2 years ago@Shibe We don't have any plans for a console version of the game.
5.2 years ago@Rsouissi can you contact us at games@jundroo.com with the email you used to purchase the game on Google Play and we can try to help you troubleshoot this issue.
5.2 years agoPlease contact us at games@jundroo.com with the email you used to purchase the game and we can try to help you troubleshoot the issue.
5.2 years agoIt’s true the game actually does perform fairly well on an iPhone 6 but the OS is pretty aggressive about killing the app when it thinks it’s using too much memory so we didn’t feel right advertising that it works well on 1GB Apple devices. If you leave your settings low and turn music off and reduce the Resolution % and you can probably play it without much crashing.
+3 5.2 years ago@SupremeDorian yep, that’s correct! Thanks for answering!
+2 5.2 years agoYou should be able to. What happens when you try to download?
+4 5.2 years agoAre you Android players able to get the game now from Google Play?
+4 5.2 years agoIt should be available for Android shortly. I'm not sure what's going on, Google Play is always a bit of a mystery to us.
+9 5.2 years ago@Allglad Let me know if restarting or re-installing helps to fix the issue.
5.2 years agoWhat country do you live in? You can try restarting your phone and/or re-installing and see if that helps.
5.2 years agoIt should be available early morning in the CST time zone.
+8 5.2 years agoYes, $4.99 USD.
+4 5.2 years agoWould it be possible to submit a bug report from within the game? I know that would be quite tricky if you can't read the text. Otherwise, yes please upload some screenshots and also can you upload your log file? You can find it here:
~/Library/Application Support/com.jundroo.SimpleRockets2/
Or here:
+1 5.2 years ago~/Library/Logs/Unity/Player.log
@ComposerFreak Thanks for letting me know!
+3 5.2 years ago@KraZIvan @yopo @ComposerFreak @Roswell We don't have an s-pen at the office. Does SR2 work with your s-pen?
+1 5.2 years ago@SupremeDorian that’s okay, thanks for trying!
+2 5.2 years ago@SupremeDorian Okay, thanks!
+2 5.2 years agoIf you guys have a favorite YouTuber (other than McLovin, of course), let them know that they can contact us for early access to the SR2 mobile version for iOS or Android.
+8 5.2 years ago@rincorvia that’s the problem. SR1 does have DRM unfortunately. If we ever do another PC build for SR1 we can look into ripping that out.
5.2 years agoUnfortunately, we don't have SR1 available as part of the education discount. We currently only have SR2 and SP.
+5 5.2 years ago@Kell Yes, we will release an iOS update next week.There are some more things we'd like to get in the iOS build before we release. The Android version had some issues, so we wanted to get that one out sooner.
+3 5.3 years ago@CoBros2 no it shouldn’t and we hopefully will have that fixed in the next update.
5.3 years agoYep
5.3 years ago@AstronautPlanes I just sent the Android email now.
+1 5.3 years ago@kerothehero yes
+1 5.3 years ago@kerothehero CTRL+A, CTRL+C, CTRL+V is what the selection process turned out to be.
+1 5.3 years ago@SupremeDorian His account has access to the beta, so if he installs it on your device and leaves his account logged in then I suppose that would work. But, that's a lot of trust! I don't know that I would trust my brother that much!
+1 5.3 years ago@Cephues We've had about 250 people sign up, so we cannot include everyone in the beta test.
+4 5.3 years ago@Lizardman06 Those who were selected will receive an email from us within a few days with instructions on how to begin beta testing.
+4 5.3 years ago@McDuetchVan You could check the
5.3 years agofuelSource.FuelType.Id
to just add to certain fuel types. Check the Propulsion.xml for fuel type IDs.@McDuetchVan Something like this should do the trick:
+1 5.3 years ago@Bmcclory You do not need to fill out this form if you already did so on the one I linked on Discord. It's actually the same form.
+5 5.3 years ago@Kell which post?
5.3 years ago@wwwNews222com lol, yep you can land those F-16s on Cylero all you want on mobile!
+5 5.3 years ago@Ehelium2 An iOS device with 2GB of RAM should run the game fine. Even the iPhone 6 actually runs the game fairly well, but since it only has 1GB of RAM, it usually crashes because it runs out of memory. Android has the opposite problem where older devices don't run the game quite as well, but they have loads of extra RAM.
+1 5.3 years ago@pedro16797 thanks!
+2 5.3 years ago