@GermanWarMachine @imadium We plan to be able to add, remove, and name activation groups for crafts, so you should be able to support however many you need. However, only the first 6 or so can be tied to a keyboard shortcut.
@marcox43 It's conceivable that a few parts will be able to be ported over from SP to SR2, such as fuselage pieces and wings, but several parts won't be compatible.
@Wadzworth929 You could use them to cover engines if you wanted to. It's something I had not considered until I saw Kevin doing that exact thing yesterday.
@Authros The fairings do have colliders after separation, but they have a limited lifetime. Once the rocket moves too far away, they are removed from the scene, never to be seen again. We aren't going to have an escape launch system part, but I'm sure you'll be able to make one yourself that would be much better than what we could do.
@EternalDarkness @deusalgor I'm sure you will find many clever things to do with these fairings and I'm excited to see what you come up with. I must say though, one potential problem with using them for a fuselage is that they don't allow connections on their surface. However, you could easily use them to encompass your craft in a shell, with any number of parts (wings, wheels, etc) clipping through them.
@Cwillis With a fuel pipeline, I assume you are after a way to tell an engine to use other fuel tanks that may not be directly above it. We don't have a fuel pipeline part, so I will have to think about how this could work in SR2.
@JoshMan Several parts have a way to scale them via the part properties, and the part takes that into consideration when calculating price. The mod support will come after the initial Steam Early Access release.
@Mod Not sure how we're going to tackle lights yet. They are quite costly (for performance) if they are real lights. Maybe on PC only we can do that. Not sure yet.
@GINGER01 Any fuselage block can have stripes. You can see my applying stripes to the engine housing at 0:25. Normal smoothing is experimental/advanced, but will let players decide the max angle surfaces of a fuselage should be smoothed. Visual style lets you change between different textures for fuselages. I'll cover the rotate and nudge tools in the future. I'm not sure what you mean by separators, but if you mean interstages, then yes we have those implemented.
@jamesPLANESii They are the same wings from SP, so they don't have flaps. Those sound like cool ideas. I hope we can find time to spend more time on the wings before release.
@Awsomur We're still planning on another SimplePlanes update. SR2 will be superior to SP in almost every way, but I know some players will still stick with SP.
@GermanWarMachine I'm not aware of a way to do infinite fuel, but I'm sure some clever player out there will figure it out. If not, there's always mod support.
@Jarebear10 there are electrical parts in the game that will require batteries and those parts will need to recharge. Currently the only parts that use it are the ion engine and the gyroscope, but we will likely add more in the future.
We will post more planets as we continue developing them.
@GermanWarMachine @imadium We plan to be able to add, remove, and name activation groups for crafts, so you should be able to support however many you need. However, only the first 6 or so can be tied to a keyboard shortcut.
+1 6.6 years ago@imadium How many do ya need?
+1 6.6 years ago@QingyuZhou We're a tiny dev team and it's hard to devote the time to multiple projects at once. We've tried in the past and it just doesn't work.
+1 6.6 years ago@Seanbon007 We don't have solid rocket fuel yet, but when we do, yes they would use the fuselage part and be resizable.
+1 6.6 years ago@marcox43 It's conceivable that a few parts will be able to be ported over from SP to SR2, such as fuselage pieces and wings, but several parts won't be compatible.
+1 6.6 years ago@goboygo1 We plan to add measures to catch cheating during career mode.
+1 6.6 years ago@JoshMan Sure. If you want to donate then just buy our other games :)
+1 6.6 years ago@Jetspeed1001 Not sure yet, but I believe there's a lot of demand for that so we may need to add it at some point.
+1 6.6 years ago@Wadzworth929 You could use them to cover engines if you wanted to. It's something I had not considered until I saw Kevin doing that exact thing yesterday.
+1 6.6 years ago@Authros The fairings do have colliders after separation, but they have a limited lifetime. Once the rocket moves too far away, they are removed from the scene, never to be seen again. We aren't going to have an escape launch system part, but I'm sure you'll be able to make one yourself that would be much better than what we could do.
+1 6.6 years ago@EternalDarkness @deusalgor I'm sure you will find many clever things to do with these fairings and I'm excited to see what you come up with. I must say though, one potential problem with using them for a fuselage is that they don't allow connections on their surface. However, you could easily use them to encompass your craft in a shell, with any number of parts (wings, wheels, etc) clipping through them.
+1 6.7 years ago@MrTyTheGreat Unfortunately, no.
+1 6.7 years ago@Mastercrafter429 Yes, you can customize fairings just like you can customize fuselage pieces.
+1 6.7 years ago@Cwillis With a fuel pipeline, I assume you are after a way to tell an engine to use other fuel tanks that may not be directly above it. We don't have a fuel pipeline part, so I will have to think about how this could work in SR2.
+1 6.7 years ago@JoshMan Several parts have a way to scale them via the part properties, and the part takes that into consideration when calculating price. The mod support will come after the initial Steam Early Access release.
+1 6.7 years ago@Djolox We are starting with metric and plan to add an imperial option.
+1 6.7 years ago@Mod Not sure how we're going to tackle lights yet. They are quite costly (for performance) if they are real lights. Maybe on PC only we can do that. Not sure yet.
+1 6.7 years ago@WNP78 @A3 Thanks for the link.
Wow!
+1 6.7 years ago@JoshMan We do plan to have lights.
+1 6.7 years ago@chancey21 Really? That's good to know. What about just right-click clone to drag up a new piece?
+1 6.7 years ago@Fjorge :D
+1 6.7 years ago@Skywalket I'm actually working on those this week, and yes you can build custom shaped fairings, using the same fuselage tools you see in the video.
+1 6.7 years ago@GINGER01 Any fuselage block can have stripes. You can see my applying stripes to the engine housing at 0:25. Normal smoothing is experimental/advanced, but will let players decide the max angle surfaces of a fuselage should be smoothed. Visual style lets you change between different textures for fuselages. I'll cover the rotate and nudge tools in the future. I'm not sure what you mean by separators, but if you mean interstages, then yes we have those implemented.
+1 6.7 years ago@WeSeekANARCHY We will have resizable wheels, so there's nothing that can stop you.
+1 6.7 years ago@PhantomBladeCorp They are still the blocky ones from SP, but I do hope to find some time to make them curved.
+1 6.7 years ago@xXAceModzXx Not sure on what the minimum reqs will be for Android, but Nathan has a Samsung S6 so we want to make sure it works okay on that device.
+1 6.7 years ago@jamesPLANESii They are the same wings from SP, so they don't have flaps. Those sound like cool ideas. I hope we can find time to spend more time on the wings before release.
+1 6.7 years ago@Awsomur We're still planning on another SimplePlanes update. SR2 will be superior to SP in almost every way, but I know some players will still stick with SP.
+1 6.7 years ago@Cwillis No cheats in the stock game, but there will be mod support....
+1 6.7 years ago@chancey21 No, the docking ports aren't tied to activation groups.
+1 6.7 years ago@Lyra We hope to add astronauts in the future, but it won't make early access.
+1 6.7 years ago@foxyguard We will release on Steam Early Access first, most likely this summer.
+1 6.7 years ago@ArrowheadDesignCompany We won't release on mobile until the final release, which won't be until late this year or early next year.
+1 6.7 years ago@Sharandeep981 I'm not sure how long it took to dock initially. Yes, there is a magnetic force that pulls things together to help assist in docking.
+1 6.7 years ago@PorkyClown3 The command pod is unmanned.
+1 6.7 years ago@TheBeastMaster yes, we will add re-entry effects. It's been a very highly requested feature.
+1 6.7 years ago@GermanWarMachine I'm not aware of a way to do infinite fuel, but I'm sure some clever player out there will figure it out. If not, there's always mod support.
+1 6.7 years ago@JoshMan yes, you can make any group of parts a subassembly and use that in other craft designs.
+1 6.7 years ago@imadium Currently there are only 6, but we plan to make it support any number.
+1 6.7 years ago@WNP78 hard to say for sure but probably around tree fiddy.
+1 6.7 years ago@trumpetguy The solar panels automatically rotate to face the sun.
+1 6.7 years ago@ZeleninIvan Yes, you can have any number of crafts in flight at the same time.
+1 6.7 years ago@Arnmra not yet, but we may add that in the future.
+1 6.7 years ago@TheNoobSlayer no plans for circular solar panels. Are those a thing?
+1 6.7 years ago@Jarebear10 there are electrical parts in the game that will require batteries and those parts will need to recharge. Currently the only parts that use it are the ion engine and the gyroscope, but we will likely add more in the future.
We will post more planets as we continue developing them.
+1 6.7 years ago@JoshMan yes, we plan to add single solar panels as well.
+1 6.7 years ago@BobDaBilder123 yes, SR2 will have very similar controller support to what we have in SP.
+1 6.7 years ago@Thepilot172 that's the plan :)
+1 6.7 years ago@Champ9961 I agree, it is starting to feel like SP2 and SR2 in one.
+1 6.7 years ago@Thederpingmemes Cargo bays, docking ports, solar panels, UI for refueling, etc are all in the works.
+1 6.7 years ago