@bartekkru100 You are right the exhaust should be more streamlined. It actually should be a bit overexpanded as its exit pressure is lower than ambient. We'll get The under-expanded state definitely looks better with our current visuals, IMO, so that's why I chose it for this teaser.
@YuraCat We're going to start the SimplePlanes 1.8 soon. We're just trying to finish up some of the stuff we had in work with SR2 before the break. This update has taken a lot longer than anticipated!
@CRJ900Pilot We are limiting ourselves to Steam for Early Access so we can minimize overhead of deploying to multiple platforms. This will let us just focus on getting out updates as quickly as possible. When the game is done, we will release on all platforms: Steam, iOS, and Android, and maybe the Mac App Store.
@mjdfx150529 From that example, 40km/s is the exit velocity, not the equivalent velocity. I've been using the formula Isp = thrust / (mdot * gravity) and tweaking the thrust and mdot to get an Isp that is reasonable. I tried using 5 newtons of thrust, but it was excruciatingly slow to use even at 1000x time warp. I'm not familiar with the equation you used to calculate energy consumption. I'm surprised that an equation so simple could be used, since it doesn't consider properties of the propellant, such as molecular mass or energy requirements for ionization, but I honestly don't know much about the ionization process. The choice of 100kW was picked to improve gameplay, because it takes a long time to recharge batteries with solar panels so I didn't want a power consumption that was too high.
@FalconX We don't have SRBs, but we do plan to add them at some point. They should be easy enough to add. The other stuff you mention would have to be fashioned using fuselage parts and wing sections.
Drag will be calculated from 6 cardinal directions (up,down,left,right,front,back) so it won't matter if it's a rocket or a plane that is being built, the drag will calculate the same. Certainly is easier to build a plane horizontally than vertically.
We don't have any non-rocket engines yet, but I imagine we will add some eventually. No promises on prop engines though.
@Awsomur @Chancey21 @Planefun @Planefun @AN2Felllla @EternalDarkness Thanks for the feedback on the runway. The Early Access version will likely launch with some variation of what you see here, but we plan to revisit the launch site when we add career mode. We really like the idea of letting the player build their own launch site with modular parts.
@diegoavion84 @WeSeekANARCHY We are still unsure on requirements as the game is still fluctuating quite a lot. When we get closer to release we will take a hard look at that and let you know.
@FroggoShibeBirb @EternalDarkness @JoshMan We don't have any plans for prop engines at the moment, but we want to make players happy, so we may very well end up porting prop engines from SimplePlanes over at some point.
@Sharandeep981 The command pod comes with a built-in gyroscope at no extra charge, which is great for attitude control on small to medium-sized builds.
@DemonSniper8 No projected month yet. We're still just sticking to Q2. Anytime I pick a date, the universe immediately works against us to make sure we will miss it.
@Zenithspeed There were thousands of commits involved in this update so it's really hard to generate release notes or even a normal summary like other updates.
There is a set of XML files in your docs folder for the game that includes all of the contract templates. We'll post more about how to create your own career modes soon, so those files will make more sense.
@socialist Currently Planet Builder is a PC only feature. We are not sure yet if it will ever be available on mobile as it requires a lot of horsepower.
I'm really sorry to hear that. I've not heard of this particular issue before. Unfortunately, we cannot help with refunds on Steam. I wish we could. You can email us at games@jundroo.com and we can see what we can do from there.
I added a new expression to convert a vector between local and PCI coordinates. If no part ID is specified, then it will use the craft's local coordinate system (X = pitch axis, Y = yaw axis, Z = roll axis). If a part is specified, then it will use that part's local coordinate system. Hopefully, this will help you accomplish what you wanted with matrix calculations. This is about as complex as I can go at this point. @pedro16797 @swope @AnotherFireFox
It’s true the game actually does perform fairly well on an iPhone 6 but the OS is pretty aggressive about killing the app when it thinks it’s using too much memory so we didn’t feel right advertising that it works well on 1GB Apple devices. If you leave your settings low and turn music off and reduce the Resolution % and you can probably play it without much crashing.
@Kell Yes, we will release an iOS update next week.There are some more things we'd like to get in the iOS build before we release. The Android version had some issues, so we wanted to get that one out sooner.
Really nice work!
+4 5.7 years ago@bartekkru100 You are right the exhaust should be more streamlined. It actually should be a bit overexpanded as its exit pressure is lower than ambient. We'll get The under-expanded state definitely looks better with our current visuals, IMO, so that's why I chose it for this teaser.
+4 5.7 years ago@WNP78 Well if it works that's all that matters!
+4 5.8 years ago@YuraCat We're going to start the SimplePlanes 1.8 soon. We're just trying to finish up some of the stuff we had in work with SR2 before the break. This update has taken a lot longer than anticipated!
+4 5.8 years ago@weebabyseamus made SimpleAirway.
+4 5.8 years ago@AstronautPlanes @InformaticNuke
@WNP78 lol, of course we believe you! Your cognition is often intimidating, so it's nice to see that you can have a brain fart on occasion! :D
+4 5.9 years agoI'm sorry about that. I haven't been through the new items for a couple of weeks now. I'll try and get those approved today.
+4 5.9 years ago@CRJ900Pilot We are limiting ourselves to Steam for Early Access so we can minimize overhead of deploying to multiple platforms. This will let us just focus on getting out updates as quickly as possible. When the game is done, we will release on all platforms: Steam, iOS, and Android, and maybe the Mac App Store.
Why don't you have Steam? It's great!
+4 6.1 years ago@SpaceKraken Yes, we do plan to add air-breathing jet engines at some point.
+4 6.1 years ago@czenon1 @Kentheman iOS and Android version is coming next year.
+4 6.1 years agoPlease, if you become a beta tester, don't record and post videos of the game yet. Thanks for asking, @DrCoconut1245 :)
+4 6.2 years ago@Diver You need Xenon gas as well. We're trying to do a better job of obeying the laws of physics in SR2.
+4 6.2 years ago@mjdfx150529 From that example, 40km/s is the exit velocity, not the equivalent velocity. I've been using the formula
+4 6.2 years agoIsp = thrust / (mdot * gravity)
and tweaking the thrust and mdot to get an Isp that is reasonable. I tried using 5 newtons of thrust, but it was excruciatingly slow to use even at 1000x time warp. I'm not familiar with the equation you used to calculate energy consumption. I'm surprised that an equation so simple could be used, since it doesn't consider properties of the propellant, such as molecular mass or energy requirements for ionization, but I honestly don't know much about the ionization process. The choice of 100kW was picked to improve gameplay, because it takes a long time to recharge batteries with solar panels so I didn't want a power consumption that was too high.@FalconX We don't have SRBs, but we do plan to add them at some point. They should be easy enough to add. The other stuff you mention would have to be fashioned using fuselage parts and wing sections.
+4 6.3 years agoWe just care a lot about our users and want to make sure they are seen....hehe, ya, whoops. That was me. It's fixed now.
+4 6.3 years ago@WeSeekANARCHY Sorry :( Android is tough. Sometimes it's some little non-vital feature a device is missing and the game is flagged as not compatible.
+4 6.3 years ago@mjdfx150529 I agree, an xml-modified tag would be really nice.
+4 6.4 years agoDrag will be calculated from 6 cardinal directions (up,down,left,right,front,back) so it won't matter if it's a rocket or a plane that is being built, the drag will calculate the same. Certainly is easier to build a plane horizontally than vertically.
We don't have any non-rocket engines yet, but I imagine we will add some eventually. No promises on prop engines though.
+4 6.4 years ago@Awsomur @Chancey21 @Planefun @Planefun @AN2Felllla @EternalDarkness Thanks for the feedback on the runway. The Early Access version will likely launch with some variation of what you see here, but we plan to revisit the launch site when we add career mode. We really like the idea of letting the player build their own launch site with modular parts.
+4 6.4 years ago@Venus Gas giants won't have a surface in SR2, so those probes will be crushed by atmospheric pressure.
+4 6.5 years ago@FalconX SR2 is far more realistic looking than SR1 and SP.
+4 6.5 years ago@diegoavion84 @WeSeekANARCHY We are still unsure on requirements as the game is still fluctuating quite a lot. When we get closer to release we will take a hard look at that and let you know.
+4 6.5 years ago@WeSeekANARCHY we are using the Unity game engine and writing all of our code in C#. Also, the website is written in C#.
+4 6.5 years ago@FroggoShibeBirb @EternalDarkness @JoshMan We don't have any plans for prop engines at the moment, but we want to make players happy, so we may very well end up porting prop engines from SimplePlanes over at some point.
+4 6.6 years agoIt's @Mostly similar to SP while on Smearth.
+4 6.6 years ago@MarkWatney Best of luck to you, Mark. You better science the sh....stuff out of those potatoes.
+4 6.6 years ago@Yebet321 Craters yes. Asteroid belt no.
+4 6.6 years ago@MarcosEdu Cargo bay is on the list.
+4 6.6 years ago@Sharandeep981 The command pod comes with a built-in gyroscope at no extra charge, which is great for attitude control on small to medium-sized builds.
+4 6.7 years ago@IAmMyBoss
I assume this is for turning control surfaces on/off?
+4 6.7 years ago@JoshMan That engine is actually a Mage I. I'll try and post more about engines in future blog posts.
+4 6.7 years ago@mikethespike056 Currently used for the command pod's gyroscope, ion engine, and rover wheels.
+4 6.7 years ago@DemonSniper8 No projected month yet. We're still just sticking to Q2. Anytime I pick a date, the universe immediately works against us to make sure we will miss it.
+4 6.8 years ago@DeltaAerospace yep, wings will be in the game. You can share sandboxes in KSP?
+4 6.8 years ago@BaconAircraft Yes, all of those things will be possible in SR2.
+4 6.9 years ago@exosuit Parts will cost money in career mode. Of course, if you play in sandbox then you won't need to worry about money.
+4 6.9 years ago@Zenithspeed There were thousands of commits involved in this update so it's really hard to generate release notes or even a normal summary like other updates.
There is a set of XML files in your docs folder for the game that includes all of the contract templates. We'll post more about how to create your own career modes soon, so those files will make more sense.
+3 1.8 years ago@Hannah1212 Thanks for letting me know. I reopened the bug report and I'll try and get it fixed for the next update. Sorry for the inconvenience.
+3 3.2 years ago@Mod We can only hope!
+3 4.2 years ago@Anand I agree. We are thinking of adding an option to resize it independently of the main UI scale setting.
+3 4.5 years ago@socialist Currently Planet Builder is a PC only feature. We are not sure yet if it will ever be available on mobile as it requires a lot of horsepower.
+3 4.6 years agoI'm really sorry to hear that. I've not heard of this particular issue before. Unfortunately, we cannot help with refunds on Steam. I wish we could. You can email us at games@jundroo.com and we can see what we can do from there.
+3 4.7 years ago@crowxe The experimental branch should be updated now. You might need to exit the Steam client and re-open for it to notice there's an update.
+3 4.8 years agoI added a new expression to convert a vector between local and PCI coordinates. If no part ID is specified, then it will use the craft's local coordinate system (X = pitch axis, Y = yaw axis, Z = roll axis). If a part is specified, then it will use that part's local coordinate system. Hopefully, this will help you accomplish what you wanted with matrix calculations. This is about as complex as I can go at this point. @pedro16797 @swope @AnotherFireFox
+3 4.8 years ago@swope I could add a PCI To Local and Local To PCI transform operations that take a vector and return a vector.
+3 4.8 years agoTagging a few people who were involved in the Vizzy Enhancements post:
+3 4.9 years ago@pedro16797 @swope @huuminberd @kell @Nethereal @McDuetchVan @NoIDontWanna
It’s true the game actually does perform fairly well on an iPhone 6 but the OS is pretty aggressive about killing the app when it thinks it’s using too much memory so we didn’t feel right advertising that it works well on 1GB Apple devices. If you leave your settings low and turn music off and reduce the Resolution % and you can probably play it without much crashing.
+3 5.2 years ago@ComposerFreak Thanks for letting me know!
+3 5.2 years ago@Kell Yes, we will release an iOS update next week.There are some more things we'd like to get in the iOS build before we release. The Android version had some issues, so we wanted to get that one out sooner.
+3 5.3 years agoThat's a lot of support. What do you think, @Mod? Do you want to be a moderator?
+3 5.6 years ago