The 0.9.800 beta is live on the Steam beta branch and it will be available on iOS and Android in a few days.
Join the iOS beta here and the Google Play beta here. Join the Steam beta by right-clicking SimpleRockets 2 in the Steam client -> Properties -> Betas -> and then select "beta - Public Testing" from the dropdown.
@Anat09 This means that your Mac's GPU does not support Metal, so unfortunately that means it will not be able to run version 0.9.700 and above. We will create a branch on Steam so you can continue to play 0.9.600 until you are able to upgrade.
@kittman We did upgrade Unity and it looks like that did increase the minimum requirements for macOS to High Sierra 10.13+. What version of macOS are you using? Also, can you send me your log file? You can find it here:
There is currently a bug with hollow stuff (ie fairings, cargo bays, interstages, etc). No need to report bugs related to those parts as we are already aware and we'll get it fixed as soon as we can.
The beta is currently available on the Steam beta branch. The iOS version is approved and ready for testing. If you don't have access to the iOS beta, here's an invite link.
The Android beta will start in a day or two (edit it is now rolling out, and should be available as soon as GooglePlay pushes it out to devices).
Known Issues:
All challenges still need to be updated to work with the new system.
Stacked runways. Yes, they are like pancakes. Don't look too close. It's a long story.
This sounds like an issue with the Steam client however, we have heard similar issues from other players. I'm really not sure why SR2 seems to part of the problem. Have you tried reinstalling the Steam client?
I'm sorry to hear that. It is possible to fix some of these issues by using the Files app to remove a problematic sandbox or craft from your SR2 installation.
@MethaManAerospace It might be easier to copy the URL and press CTRL+V in the game to load a craft/sandbox (assuming you are on Windows) or use the Steam overlay browser by clicking the DOWNLOAD CRAFTS button in the game.
@SelectAKey Thanks! Let me know if you see the problem again where it accelerates to objects to incredible speeds, as that would really help us to have a craft that replicates that problem.
@Mrmaraunet You might need to do a combination of the two. Some crafts that are loaded in the scene have not written their XML to file yet, so the LoadCraftXml method would throw an exception. You should probably attempt to use the craftNode.CraftScript property, and if it is null, then try loading XML via _flightState.LoadCraftXml (craftNode.NodeId);
Can you submit a bug report from within the game with a screenshot? Be be sure to click the Toggle UI button in the top right to show the UI so we can see what's going on.
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?
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.
@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.
@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.
@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.
@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.
@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).
@KellyNyanbinary You should be able to join the TestFlight iOS beta here.
3.3 years agoThe 0.9.800 beta is live on the Steam beta branch and it will be available on iOS and Android in a few days.
Join the iOS beta here and the Google Play beta here. Join the Steam beta by right-clicking SimpleRockets 2 in the Steam client -> Properties -> Betas -> and then select "beta - Public Testing" from the dropdown.
3.3 years agoThanks for letting me know.
3.3 years agoAnyone interested should wishlist/follow on Steam so you get notified when it is released and when we post updates!
3.3 years ago@Anat09 This means that your Mac's GPU does not support Metal, so unfortunately that means it will not be able to run version 0.9.700 and above. We will create a branch on Steam so you can continue to play 0.9.600 until you are able to upgrade.
3.6 years ago@kittman We did upgrade Unity and it looks like that did increase the minimum requirements for macOS to High Sierra 10.13+. What version of macOS are you using? Also, can you send me your log file? You can find it here:
~/Library/Logs/Unity/Player.log
You can email it to us at games@jundroo.com
3.6 years ago@Fime @AreszX try again, it should be fixed now.
3.7 years agoThere is currently a bug with hollow stuff (ie fairings, cargo bays, interstages, etc). No need to report bugs related to those parts as we are already aware and we'll get it fixed as soon as we can.
3.7 years agoThe beta is now available on iOS and Google Play now too.
3.8 years ago@Tarian How long have you been seeing it? If you are still seeing that issue, please submit a bug report.
3.8 years ago@Exo200 From what I have seen SSAO is working well on mobile.
3.8 years ago@Odinsid Drone ship doesn't move.
3.8 years ago@markSRGAMING We are doing our best to make things run well on mobile.
3.8 years agoThe beta is currently available on the Steam beta branch. The iOS version is approved and ready for testing. If you don't have access to the iOS beta, here's an invite link.
The Android beta will start in a day or two (edit it is now rolling out, and should be available as soon as GooglePlay pushes it out to devices).
Known Issues:
@Chtite451SR2 You can email them to us at games@jundroo.com
4.1 years agoI assume you are on Windows? Can you zip up your sandbox and send it to us? You can find it here:
%UserProfile%\AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\GameStates
Please send us your log file too. You can find your log file here:
%UserProfile%\AppData\LocalLow\Jundroo\SimpleRockets 2\player.log
You can find out which game state to pick by looking in your player.log file and finding the text "Loaded Game State"
4.1 years agoWhat kind of device are you using?
4.1 years ago@SNSA Are you playing on iOS? Unfortunately, we had no choice but to remove support for waves on iOS because the performance was so bad.
4.1 years agoThis sounds like an issue with the Steam client however, we have heard similar issues from other players. I'm really not sure why SR2 seems to part of the problem. Have you tried reinstalling the Steam client?
4.1 years agoSign up for beta testing on iOS here.
4.1 years ago@TopSecret2 We haven't fixed the camera movement on mobile yet, but there are a lot of enhancements to Planet Studio in this update.
4.1 years agoI'm sorry to hear that. It is possible to fix some of these issues by using the Files app to remove a problematic sandbox or craft from your SR2 installation.
4.2 years ago@MethaManAerospace It might be easier to copy the URL and press CTRL+V in the game to load a craft/sandbox (assuming you are on Windows) or use the Steam overlay browser by clicking the DOWNLOAD CRAFTS button in the game.
4.4 years ago@SelectAKey Thanks! Let me know if you see the problem again where it accelerates to objects to incredible speeds, as that would really help us to have a craft that replicates that problem.
4.4 years ago@SelectAKey @Gozinya Do you have a sandbox or craft that demonstrates the issues you are seeing so we can investigate?
4.4 years ago@SharanyaBrataSaha It should be fixed now. Thanks for reminding me.
4.5 years ago@CodeCaptain Yes, just tap the button on the bottom right to hide it. It is hidden by default.
4.5 years ago@socialist See Nathan's answer just a few comments below.
4.6 years ago@Majortomxyz Thanks for letting me know. They were all flagged as Beta posts, but I have fixed the issue and they should show up now for everyone.
4.6 years ago@Mrmaraunet You might need to do a combination of the two. Some crafts that are loaded in the scene have not written their XML to file yet, so the LoadCraftXml method would throw an exception. You should probably attempt to use the craftNode.CraftScript property, and if it is null, then try loading XML via
_flightState.LoadCraftXml (craftNode.NodeId);
Completely untested, but it might work.
4.6 years agoCan you submit a bug report from within the game with a screenshot? Be be sure to click the Toggle UI button in the top right to show the UI so we can see what's going on.
4.6 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 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 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 agoIt would be nice to have. Is there a suggestion post for it yet?
4.8 years ago@swope Okay, glad to hear you got it working!
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@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 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@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@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 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@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 agoIt may take a few hours for it to show up on Google Play and iOS.
5.1 years ago