Negative mesh for visuals only (not supporting collisions) might be possible with a technique like this. It still wouldn't be easy, but it seems like it should be possible.
Typically the wobbling happens when two bodies are connected and they have very different masses. Increasing the mass of the connected bodies helps to improve performance. Increasing the stability modifier is a way to trick the game into increasing the inertia tensor of a body without needing to increase mass. Removing an unnecessary body (as you did) is also a great option.
@Mod Square thumbnails are tricky. It attempts to crop out a reasonable square from the middle, but I know that doesn't always look great. At some point in the future, I would like to improve it a bit.
@CasualCrusade @pedro16797 Looks like you are using an outdated version of the game. Can you try updating and let us know if you are still having the problem.
We will most likely release on GOG with the final release. Or at least try to. They don't let just any game on there, so we have to fill out an application.
@Mod I was wondering if anybody would notice that. The Start Streaming button is right next to the Start Recording button...who designed that! At least throw up a confirmation dialog, OBS!
@MarioG You had a lot of great builds! I didn't realize how many builds of yours I had used until I started writing out the credits for the video's description.
I would like to thank @Kell and @Gregrox for their great suggestions! Also, thank you to all of the beta testers who helped us get this update ready. Especially @pedro16797, who I believe submitted nearly 4.7 million bug reports!
Version 0.7.0.5 is now live on Steam for everyone. Thanks for all the help beta testing, everyone! We will be back tomorrow to start promoting the update on all of our marketing channels. We're letting the update percolate overnight to see if any major issues arise before starting our marketing efforts.
@AnotherFireFox Yes, I was going to talk with you about de-nurfing. I ran out of time because it turns out it was a bit trickier than I anticipated (at least to do it well). I realized that this would be far better suited for a mod. Nathan is finishing up the mod support over the next few weeks. After that is released, it will be very easy to customize all of the existing engines to have independent efficiency settings. I can give you some example code to do exactly that. Also, with modding support you should be able to add new engine types, nozzle types, and fuel types (but, currently you would need to use our models).
@Kell @Gregrox You guys are real sticklers for the thrust power. Hey, at least I'm not violating the laws of physics this time! I have been thinking about how it could work tonight, but it's not likely to happen as it would require significant code changes and (IMO) not a lot of benefit to the player.
It's a tough problem to solve. The bug report is here. Make sure you upvote it so you'll get a notification when we fix it.
+1 5.3 years agoNot yet. We are working on it. Hopefully late August or early September. You can read the post here for more information.
5.4 years ago@Bmcclory good question! Maybe mobile?
+7 5.4 years agoThe next time the game crashes can you email your log file to us at games at jundroo dot com? You can find it here:
5.4 years ago%APPDATA%\..\LocalLow\Jundroo\SimpleRockets 2\output_log.txt
lol @AstronautPlanes, stay warm!
5.4 years ago@Bmcclory Philip is a helluva salesman.
+2 5.4 years agoNegative mesh for visuals only (not supporting collisions) might be possible with a technique like this. It still wouldn't be easy, but it seems like it should be possible.
+5 5.5 years agoThat's an interesting technique. Certainly looks easier than calculating mesh intersections.
+5 5.5 years ago@pedro16797 @Kell @swope @MarioG I just released a new beta (v0.7.1.4) that should fix some of the staging frustrations. More details here.
+4 5.5 years ago@ikarus7779 It's not available yet. There might be a 1-2 week lag for the education version after Steam version is released.
+2 5.5 years ago@swope Sorry about that. Does this sound like the issue you are experiencing?
5.5 years agoYes, sounds like a nice service :)
+8 5.5 years ago@lliamlegoguy Yes, we plan to release on mobile this year.
+4 5.5 years agoTypically the wobbling happens when two bodies are connected and they have very different masses. Increasing the mass of the connected bodies helps to improve performance. Increasing the stability modifier is a way to trick the game into increasing the inertia tensor of a body without needing to increase mass. Removing an unnecessary body (as you did) is also a great option.
+2 5.5 years agoIncrease mass scale of the wheels and also try increase stability modifier just slightly for wheels and any other small parts connected to the wheels.
5.5 years ago@Kell It's tricky, but something that'd like to get to eventually. It would be cool for planets to cast shadows on each other.
+4 5.5 years ago@Icantthinkofaname Yes! But the roadmap really does help us understand what players want and we very well may re-prioritize based on player demand.
+6 5.6 years agoBe sure to upvote the mobile suggestion!
+5 5.6 years agoYes and yes.
+10 5.6 years ago@CasualCrusade If you submit a bug report we can investigate the issue. Submit from flight view after you have seen the black orbit lines.
5.6 years ago@PlanesofJundroo No, we don't have any plans to do that. Video is hard to do right, and YT does an awesome job.
5.6 years ago@Chancey21 Spotlights aren't officially supported yet. The community is still small so they aren't very useful at the moment.
+2 5.6 years agoThat's a lot of support. What do you think, @Mod? Do you want to be a moderator?
+3 5.6 years agoThanks!
+1 5.6 years ago@Mod Square thumbnails are tricky. It attempts to crop out a reasonable square from the middle, but I know that doesn't always look great. At some point in the future, I would like to improve it a bit.
5.6 years ago@CasualCrusade @pedro16797 Looks like you are using an outdated version of the game. Can you try updating and let us know if you are still having the problem.
5.6 years ago@Lizardman06 Contact us at games@jundroo.com and we will see what we can do.
+4 5.6 years agoWe will most likely release on GOG with the final release. Or at least try to. They don't let just any game on there, so we have to fill out an application.
5.6 years agoThank you so much for the support, everyone!
+9 5.6 years ago@PrinceCaspian Thanks! That's great to hear!
+2 5.6 years ago@KraZIvan Yes, flight instructors would meet our requirements.
+2 5.6 years ago@Mod I feel honored!
+1 5.6 years ago@Mod I was wondering if anybody would notice that. The Start Streaming button is right next to the Start Recording button...who designed that! At least throw up a confirmation dialog, OBS!
+1 5.6 years ago@Exospaceman Nathan will probably start on that after he finishes mod support. Not sure how long it will take.
5.6 years ago@Kell Unfortunately that's the highest resolution I have available :(
+2 5.6 years ago@KraZIvan Thanks! It's a great craft!
+1 5.6 years ago@Shoot2kill No, I think I said they wouldn't make 0.7.0.x, but should (hopefully) make 0.7.1.x
+2 5.6 years ago@MarioG You had a lot of great builds! I didn't realize how many builds of yours I had used until I started writing out the credits for the video's description.
+4 5.6 years agoI would like to thank @Kell and @Gregrox for their great suggestions! Also, thank you to all of the beta testers who helped us get this update ready. Especially @pedro16797, who I believe submitted nearly 4.7 million bug reports!
+7 5.6 years ago@Bmcclory just all of the ways in which we can reach people to let them know about the update: social media, email, blog post, etc.
5.6 years ago@Mod haha, that's our secret, we've always been insane!
+1 5.6 years agoVersion 0.7.0.5 is now live on Steam for everyone. Thanks for all the help beta testing, everyone! We will be back tomorrow to start promoting the update on all of our marketing channels. We're letting the update percolate overnight to see if any major issues arise before starting our marketing efforts.
+4 5.6 years agoI love ya @pedro16797, but you gotta watch the language on here. I removed your comment.
5.6 years ago@MarioG Unfortunately we won't have time for that with this update.
+1 5.6 years ago@AnotherFireFox Yes, I was going to talk with you about de-nurfing. I ran out of time because it turns out it was a bit trickier than I anticipated (at least to do it well). I realized that this would be far better suited for a mod. Nathan is finishing up the mod support over the next few weeks. After that is released, it will be very easy to customize all of the existing engines to have independent efficiency settings. I can give you some example code to do exactly that. Also, with modding support you should be able to add new engine types, nozzle types, and fuel types (but, currently you would need to use our models).
+4 5.6 years ago@AnotherFireFox lol, I can add in some XML mod options to override the efficiency settings.
+5 5.6 years ago@MarioG Kell asked for that too. We don't have time to add it now, but maybe someday. It is an elegant power cycle.
+3 5.6 years ago@MarioG next update will include new texture options for bell, cone and delta nozzles.
+3 5.6 years ago@MorrissetteAirplaneCo yep it appears to be related to deleting wings with control surfaces. It will be fixed in the next update.
+1 5.6 years ago@Kell @Gregrox You guys are real sticklers for the thrust power. Hey, at least I'm not violating the laws of physics this time! I have been thinking about how it could work tonight, but it's not likely to happen as it would require significant code changes and (IMO) not a lot of benefit to the player.
+3 5.6 years ago