@GR00G0 Yep, there is a menu that shows the 6 orbital elements of any orbit in Map View. Yes, hyperbolic orbits use a bit different math than elliptical orbits. The Planned Burns show you exactly how long you would need to burn and you can attempt them manually, or have the computer attempt it with Auto Burn (results will vary with Auto Burn).
@Jadenlahey No plans for prop engines at the moment, but that can change if player feedback is high enough and if we have the time later on in the development.
Thanks for the suggestions. We haven't put enough thought into the campaign mode yet to answer these questions, but it's helpful to have suggestions on UserVoice so we can better understand what the majority of players want.
@iPilot You can rotate and part with the rotate tool and then turn its gimbaling off. Otherwise, we do have in-game trim sliders for each axis, so you can just tweak those to get the craft moving in the direction you want.
@BaconEggs That's a good observation. The smoke is the same between all of those engines because we don't have solid rocket fuel yet, so all exhaust looks the same.
@Johnnyboy No, stuff in the cargo bay (or fairings) won't affect drag. We have really improved the drag model in SR2 and drag is recalculated during flight as your craft changes. We also apply lift forces on parts, not just drag.
@Caveman999 We are still shooting for releasing on Steam Early Access this summer, which officially ends September 22nd. We did find a lot of bugs this weekend, though, so we have our work cut out!
@Bmcclory Thanks, I'm glad to hear you like how it's looking. There were dozens of players, but I'm only aware of one player who knew about Pixel Pop from our forums.
The shuttle cockpit was actually made with fuselage pieces and structural panels. We've found that players are better at making cockpits than we are!
@MrNarwhal35 Ah, I see. There won't be a way to take control of debris, but you will be able to switch between command pods easily. I just finished that task a few weeks ago.
@Griffinthedragon SP will still be unique in a few ways, at least initially. Weapons, prop engines, hundreds of thousands of user-uploaded airplanes, to name a few.
@ThePrototype It takes more horsepower to run than SP, but we have quality settings that will allow it to run on lower-end devices. It does require a SM4 video card on PC.
@Skywalket Sure, you can make spaceplanes. We've got wings, but the building doesn't take place in that hangar. No hangar would be large enough for all of the ideas in our players' minds. Negative on the replay mode and the memorial :(
Edit: Just read your other message. Also no on the removable launch towers. I mean, you could build something with fuselages, struts, detachers, etc, but we won't have anything pre-built in the game for that purpose. Even if we did, I'm sure players would make better launch towers than us!
@trolman I agree. This scenario I was just screaming straight down towards the surface, whereas any sane re-entry would be at a much more shallow angle.
@bjac0 @Nooneoone I appreciate the feedback. What would you do to improve the UI?
6.2 years ago@GR00G0 Yep, there is a menu that shows the 6 orbital elements of any orbit in Map View. Yes, hyperbolic orbits use a bit different math than elliptical orbits. The Planned Burns show you exactly how long you would need to burn and you can attempt them manually, or have the computer attempt it with Auto Burn (results will vary with Auto Burn).
6.2 years ago@SecretGmG No, you don't have to earn it. You can use the Auto-Burn right from the start.
6.2 years ago@Tessemi We are planning a campaign mode, though we still need to work out the details quite a bit.
6.2 years ago@Jadenlahey No plans for prop engines at the moment, but that can change if player feedback is high enough and if we have the time later on in the development.
6.2 years ago@DunDuns Sorry, we don't have any at the moment.
6.2 years ago@DerekSP No astronauts yet. The command chip is just lighter and cheaper and doesn't have a gyroscope or built-in batteries.
6.2 years ago@SpaceWC They can't turn, so you would need a gyroscope or RCS.
6.2 years ago@Mastercrafter429 We plan on releasing for iOS next year.
6.2 years agoThanks for the suggestions. We haven't put enough thought into the campaign mode yet to answer these questions, but it's helpful to have suggestions on UserVoice so we can better understand what the majority of players want.
6.3 years ago@Zi7ar21 No, that won't be until next year.
6.3 years ago@ThePilotDude That's just black paint, though there is a heat shield part available in the game.
6.3 years ago@Daniel320 We probably will include the shuttle as a stock craft.
6.3 years ago@iPilot You can rotate and part with the rotate tool and then turn its gimbaling off. Otherwise, we do have in-game trim sliders for each axis, so you can just tweak those to get the craft moving in the direction you want.
6.3 years ago@Jerba I'm really not even sure what is inside the cargo bay. It's just a few golden blocks with solar panels on them. It's just some space trash.
It's hard to support those older version of iOS. Apple makes it difficult to write new software for their older OS versions.
6.3 years ago@GINGER01 Yes, the fuel tank (aka fuselage part) has 12 texture options that you can cycle through in its part properties.
6.3 years ago@Blue0Bull We will have mod support (after EA launch), but a lot of the functionality of fine tuner is baked into the game already.
6.3 years ago@AN2Felllla We don't have any plans for that level of detail yet, but Nathan has been excited to try that out if we can find the time.
6.3 years ago@BaconEggs That's a good observation. The smoke is the same between all of those engines because we don't have solid rocket fuel yet, so all exhaust looks the same.
6.3 years ago@AN2Felllla We would like to at some point after EA launch, but it's just a matter of time and player demand. No new nose part, just fuselage parts.
6.3 years ago@Wadzworth929 It's a hidden command pod in the nose of the shuttle.
6.3 years ago@Johnnyboy No, stuff in the cargo bay (or fairings) won't affect drag. We have really improved the drag model in SR2 and drag is recalculated during flight as your craft changes. We also apply lift forces on parts, not just drag.
6.3 years agoIt’s burning propellant at 4,489 pounds per second. O.O
6.3 years ago@PriyanshuRoy Yes, but we are still working on that.
6.3 years ago@SpaceWC That was a bug we discovered at the festival. They do make tracks, but they are just really subtle.
6.3 years ago@Caveman999 We are still shooting for releasing on Steam Early Access this summer, which officially ends September 22nd. We did find a lot of bugs this weekend, though, so we have our work cut out!
6.3 years ago@Bmcclory Thanks, I'm glad to hear you like how it's looking. There were dozens of players, but I'm only aware of one player who knew about Pixel Pop from our forums.
The shuttle cockpit was actually made with fuselage pieces and structural panels. We've found that players are better at making cockpits than we are!
6.3 years ago@Awsomur @FalconX @Potato21 See my answer just below.
6.3 years ago@Eggplant Yes, you can disable it
6.3 years ago@GINGER01 Yes the green circle is retrograde and green arrow is prograde.
6.3 years ago@tsampoy No guided rockets.
6.3 years ago@JoshMan I'm not sure exactly what you mean, but the nav sphere can only be controlled one circle at a time.
6.3 years ago@SpaceWC Maybe we can try to grab some screenshots of menus during Pixel Pop this weekend.
6.3 years ago@CRJ900Pilot @Thepilot172 Yes, you can disable the nav sphere visuals.
6.3 years ago@deokil1108 Yes, SR2 will have partial controller support, just like SimplePlanes.
6.3 years ago@PrinceCaspian I do! :D
6.3 years ago@Bmcclory Yes, you can hide them.
6.3 years ago@momoking Summer ends in mid-September, so I think we have a very good chance of releasing Early Access before then.
6.4 years ago@GeneralOliverVonBismarck Likely very similar to SimplePlanes, so about $4.99 on mobile and $12.99 on Steam, however this isn't finalized yet.
6.4 years ago@Chancey21 Yep
6.4 years ago@MrNarwhal35 Ah, I see. There won't be a way to take control of debris, but you will be able to switch between command pods easily. I just finished that task a few weeks ago.
6.4 years ago@Griffinthedragon SP will still be unique in a few ways, at least initially. Weapons, prop engines, hundreds of thousands of user-uploaded airplanes, to name a few.
6.4 years ago@SpartanAirplanes I'm hoping the game will run on an iPhone 6 or better, but we have not started optimizing for iOS yet.
6.4 years ago@JoshMan As we continue to slip, it's very safe to say that mobile will not be released until next year at this point.
6.4 years ago@MrNarwhal35 Ah, that makes sense. We do plan to have a much smaller command module part that you can use for probes or boosters.
6.4 years ago@ThePrototype It takes more horsepower to run than SP, but we have quality settings that will allow it to run on lower-end devices. It does require a SM4 video card on PC.
6.4 years ago@mjdfx150529 If you mean have we removed smoke from engines while out of the atmosphere, then yes, I finally got around to doing that last week.
6.4 years ago@Skywalket Sure, you can make spaceplanes. We've got wings, but the building doesn't take place in that hangar. No hangar would be large enough for all of the ideas in our players' minds. Negative on the replay mode and the memorial :(
6.4 years agoEdit: Just read your other message. Also no on the removable launch towers. I mean, you could build something with fuselages, struts, detachers, etc, but we won't have anything pre-built in the game for that purpose. Even if we did, I'm sure players would make better launch towers than us!
@trolman I agree. This scenario I was just screaming straight down towards the surface, whereas any sane re-entry would be at a much more shallow angle.
6.4 years ago@45678 There's no way to monitor G-forces, currently.
6.4 years ago