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.
(1) This is something I struggle with because while it is easy to launch stuff into orbit now (just crank the engine size and throat size up), the Isp's for these engines are already somewhat lower than in real life. WIth sandbox mode, there's not a lot of challenge. Campaign mode will help in this regard and bring the challenge back as the player has to earn those more powerful engines.
(2) and (3) Can you provide some examples and what you think their mass should be? I've been tweaking these numbers for so long now and it's a very difficult balancing act. More data points would be helpful.
(4) Good catch. Thanks!
(5) Ya, but they look so much cooler :D
(6) and (7) Shock diamonds would look cool, I agree. I ran out of time for now. Maybe later. Cone shaped plumes look terrible, but maybe I can try turning those on for the next update.
Glad to see Overload is making its way to SR2! I'm curious: how are you going from the edited XML to actually update the part? Are you instantiating a temporary part and copying over the properties via reflection?
@CRJ900Pilot lol, yep we put procedural jet engines in the rocket game instead of the plane game. Before this update, SP players mostly wanted tank parts in the plane game. Never judge a book by its cover! And when it comes to Jundroo games, never judge a game by its name...
@CursedFlames They are both space sims so there will naturally be a lot of overlap. Our main points of focus for SR2 are procedural parts, online collaboration via craft and sandbox sharing, mobile support, and planet building to name a few.
I was interested in yours and @JoshMan 's posts and wanted to take this opportunity to double-check our calculations and make sure we aren't too far off with the dry mass / wet mass ratio, so I ran some numbers on a fuel tank of height 2m and radius 0.8m. Here's what the game currently spits out with that configuration:
@Bmcclory @jamesPLANESii We will have other options for people who want to make planes in the rocket game. Personally, I'd like to see submarines in this game.
@EZH0k The mobile update for the name change will be available in the next few days. The Career Mode update for mobile devices will likely be delayed until next month while we focus on getting the game out of Early Access on Steam.
Having a small amount of angular drag helps improve the stability of the physics engine. Without any drag we've occasionally the physics engine go bananas as if energy is continuing to creep into its calculations. We also don't support angular velocity when entering warp mode, so just adding a touch of angular drag seemed like a reasonable solution.
@Nethereal I'll add some 'system' variables with the next update to Vizzy to make this a little easier. I was thinking a "timer" variable which tracks how long the script has been alive since start and also a "deltaTime" which tracks how much time has passed in the game since the last frame. Currently, Vizzy runs in Unity's Update method, so time between updates is variable, but maybe an option in the Flight Program's part properties settings to run Vizzy in FixedUpdate so there's a constant amount of time that passes between updates calls.
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.
@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.
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).
@SupremeDorian We ran into some technical snags with SimpleWheels 4D. We just don't have the technology available yet to make it a reality. Hopefully, someday we can do it. It will be our Avatar.
@PorkyClown3 You're right, I did say that! I will publish a post at 7pm CST for one of the new features I've recently added to SR2.
+6 6.9 years ago@TheBirdy Who knows what lies beneath those mysterious helmets.
+5 1.8 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@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@wwwNews222com lol, yep you can land those F-16s on Cylero all you want on mobile!
+5 5.3 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 agoBe sure to upvote the mobile suggestion!
+5 5.6 years ago@AnotherFireFox lol, I can add in some XML mod options to override the efficiency settings.
+5 5.6 years ago@Kell 25 percent!? What are these?Engines for ants?
+5 5.7 years agoThanks for the feedback!
(1) This is something I struggle with because while it is easy to launch stuff into orbit now (just crank the engine size and throat size up), the Isp's for these engines are already somewhat lower than in real life. WIth sandbox mode, there's not a lot of challenge. Campaign mode will help in this regard and bring the challenge back as the player has to earn those more powerful engines.
(2) and (3) Can you provide some examples and what you think their mass should be? I've been tweaking these numbers for so long now and it's a very difficult balancing act. More data points would be helpful.
(4) Good catch. Thanks!
(5) Ya, but they look so much cooler :D
(6) and (7) Shock diamonds would look cool, I agree. I ran out of time for now. Maybe later. Cone shaped plumes look terrible, but maybe I can try turning those on for the next update.
+5 5.7 years agoGlad to see Overload is making its way to SR2! I'm curious: how are you going from the edited XML to actually update the part? Are you instantiating a temporary part and copying over the properties via reflection?
+5 5.8 years ago@CRJ900Pilot lol, yep we put procedural jet engines in the rocket game instead of the plane game. Before this update, SP players mostly wanted tank parts in the plane game. Never judge a book by its cover! And when it comes to Jundroo games, never judge a game by its name...
+5 5.8 years ago@swope Nope, but you can slide the compression ratio down to x1 and basically have a ramjet.
+5 5.8 years ago@Batman245 Not yet. There's still a lot to do before we can start working on the mobile version.
+5 5.9 years agoIf you guys have some advice on how to improve, please submit a suggestion so we can track it. Thanks for playing! @TR2002
+5 6.0 years ago@CursedFlames They are both space sims so there will naturally be a lot of overlap. Our main points of focus for SR2 are procedural parts, online collaboration via craft and sandbox sharing, mobile support, and planet building to name a few.
+5 6.2 years ago@Roswell I think the install size will be bigger than SP. Probably around 850MB on initial Early Access release.
+5 6.2 years agoYa, sorry that's not a leaked image, but here are some.
+5 6.3 years agoI was interested in yours and @JoshMan 's posts and wanted to take this opportunity to double-check our calculations and make sure we aren't too far off with the dry mass / wet mass ratio, so I ran some numbers on a fuel tank of height 2m and radius 0.8m. Here's what the game currently spits out with that configuration:
Volume: 4.0m^3
+5 6.4 years agoHeight: 2.0m
Radius: 0.8m
Fuel Density: 0.81g/mL
Wet Mass: 3382.7kg
Dry Mass: 210.3kg
Ratio: 16.1
@EternalDarkness Our schedule be looking like this.
+5 6.6 years ago@SR2HYPE Check, Check, Check. :)
+5 6.7 years ago@mikethespike056 The surface of the planet is great for crushing rockets. You won't be able to land on the gas giants anymore.
+5 6.8 years ago@Bmcclory @jamesPLANESii We will have other options for people who want to make planes in the rocket game. Personally, I'd like to see submarines in this game.
+5 6.8 years ago@Oski Good question! I just added those details to the post.
+5 6.8 years ago@jamesPLANESii Yes, at some point....just not yet!
+5 6.9 years ago@Exospaceman Many parts in the game will be inspired by real-life parts. Humans and EVA won't make early access, but hopefully in a future version.
+5 6.9 years ago@EZH0k The mobile update for the name change will be available in the next few days. The Career Mode update for mobile devices will likely be delayed until next month while we focus on getting the game out of Early Access on Steam.
+4 1.9 years ago@s5ehfr9 Yes you should continue! Why would you stop!?
+4 4.6 years agoThanks for letting me know. We can fix that.
+4 4.6 years agoHaving a small amount of angular drag helps improve the stability of the physics engine. Without any drag we've occasionally the physics engine go bananas as if energy is continuing to creep into its calculations. We also don't support angular velocity when entering warp mode, so just adding a touch of angular drag seemed like a reasonable solution.
+4 4.7 years ago@Nethereal I'll add some 'system' variables with the next update to Vizzy to make this a little easier. I was thinking a "timer" variable which tracks how long the script has been alive since start and also a "deltaTime" which tracks how much time has passed in the game since the last frame. Currently, Vizzy runs in Unity's Update method, so time between updates is variable, but maybe an option in the Flight Program's part properties settings to run Vizzy in FixedUpdate so there's a constant amount of time that passes between updates calls.
+4 4.9 years agoThere 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 agoI'm planning on adding support for SimplePlanes styles mirroring next week.
+4 5.1 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 agoYes, $4.99 USD.
+4 5.2 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@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@lliamlegoguy Yes, we plan to release on mobile this year.
+4 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@Lizardman06 Contact us at games@jundroo.com and we will see what we can do.
+4 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 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 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@Kell The Isps changed slightly with the change in how efficiency was applied, so I took the opportunity to nerf them just slightly more.
+4 5.6 years ago@pedro16797 Thanks for letting us know. We'll try and get it fixed as soon as we can.
+4 5.6 years ago@Bmcclory No news to report yet on SimpleTrees, but I am excited to dig into the science behind tree physiology!
+4 5.7 years ago@SupremeDorian We ran into some technical snags with SimpleWheels 4D. We just don't have the technology available yet to make it a reality. Hopefully, someday we can do it. It will be our Avatar.
+4 5.7 years ago