@GR00G0 We make this stuff because you all use it in amazing ways and we want to make sure you can build pretty much anything in SR2 that you could build in SimplePlanes. We will have some stock options available too.
@diegoavion84 The rotators cause things to move and if those moving things bump into things that aren't moving, then there is certainly a chance for fireworks.
I'm glad to hear you are enjoying the new career mode. We are adding a propeller part in v1.1, so the airplane progression will get a lot easier. Also, if you check out the tutorial plane for the Learning to Fly contract, that might help for now.
When the heading is locked, the A and D rotate the locked heading and the W and S keys rotate the locked pitch angle. You can also lock/unlock the heading with enter.
@ItsMeIshaan Click this link and it will take you to the suggestions page. Click New suggestion at the top left. Please search for your suggestion first before adding it. It's very possible that someone else has already suggested it.
The launch locations bug should be fixed in the next update. Let us know if you are seeing it again after that. Hopefully this weekend/early next week.
@Ishaanpal You can get the beta on Steam by right-clicking SimpleRockets 2 in the Steam client and select Properties. Go to the BETAS tab and select Beta from the dropdown.
@RDeNatale Thanks for the video. That helps a lot. It looks to me that Mac is having trouble running the game at a smooth frame rate. It might only be getting a few frames per second, which is causing the large jumps when adjusting the throttle. I would recommend turning down some of the quality settings in Settings -> Quality. Reducing Resolution should help quite a bit. Also, disabling Image Effects and reducing Terrain quality. You can toggle the FPS display via the menu. Ideally, you will want 60 fps, but the game is playable at 30 fps. I would recommend reducing quality settings until you can get at least 30 fps. Let me know if that helps.
CraftBuilder.CreateBodyScript sets the angularDrag to ModApi.Constants.InitialRigidBodyAngularDrag and it's never changed after that. Changing BodyScript.RigidBody.angularDrag to 0 outside of atmospheric density would do the trick.
@zzazza This is just a preview of the new Vizzy enhancements, but we still have a lot of other stuff we want to get in before we do a full beta on the new update. Not sure yet on the timeline, but I would hope we will be in beta within 2 weeks.
@Bmcclory The reason we aggressively unload crafts from the physics engine is more due to precision than performance. When crafts are far away from the origin they become far more glitchy and unstable. We could possibly allow players to tweak the distance if they are okay with that behavior.
This happens when your velocity is in Target mode. Your prograde and retrograde directions are based on your speed relative to your target. Prograde becomes the direction you are moving away from the craft and retrograde becomes the opposite of that. You can quickly zero out your relative velocity by locking retrograde and burning to 0m/s target velocity.
Typically the wobbling happens when two bodies are connected and they have very different masses. Increasing the mass of the connected bodies helps to improve performance. Increasing the stability modifier is a way to trick the game into increasing the inertia tensor of a body without needing to increase mass. Removing an unnecessary body (as you did) is also a great option.
@pedro16797 @AnotherFireFox That is a really clever idea using the RCS thrust as an input to an engine. For the multi-directional RCS part we could either do a block with several nozzles (probably 5) or a single nozzle that can rotate on a ball joint that can direct its thrust (nearly) anywhere in a hemisphere, like this thing. That part won't make it in this update, so we still have more time to think about it and you have more time to influence its development.
@BillyMathewson @Jarebear10 We actually already have RCS implemented. We do plan to add more command pods eventually.
+3 6.7 years ago@GR00G0 No plans for oxidizers, but we will most likely have some solid fuel tanks eventually.
+3 6.7 years ago@Creeperslayerz Too many to count XD
+3 6.8 years ago@GR00G0 We make this stuff because you all use it in amazing ways and we want to make sure you can build pretty much anything in SR2 that you could build in SimplePlanes. We will have some stock options available too.
+3 6.8 years ago@robloxweponco They won't be in the early access release, but we are hoping to add them eventually.
+3 6.8 years ago@diegoavion84 The rotators cause things to move and if those moving things bump into things that aren't moving, then there is certainly a chance for fireworks.
+3 6.8 years ago@GINGER01 You can change what parts of the rotator are visible. By default, the entire thing is visible, but you can hide the base and even the panel.
+3 6.8 years ago@TheRealMonarch Not for the initial early access release, but we are hoping to have astronauts in before the final version.
+3 6.8 years ago@Champ9961 I am suspicious of @PhilipTarpley and the tarp idea. I think he's trying to push his own agenda. I mean, his last name is Tarpley.
+3 6.8 years ago@GINGER01 Yes, we plan to add support for having multiple pods on the same craft at launch.
+3 6.8 years ago@Oski Yes, it is small. Maybe we could use it for sending cats up into space? On second thought, nevermind. That poor cat.
+3 6.8 years ago@Seanbon007 Actually, the game will only be playable landscape. You won't be able to play this one portrait style.
+3 6.9 years ago@Carsong1017 Q1/Q2 release date on early access is what we're shooting for.
+3 6.9 years ago@destroyerP Only space worms.
+3 6.9 years ago@ZiziWorld You can create and upload a craft without buying any bundles.
+2 10 months ago@UraniumOxide2 We are aiming for late February for the career mode update for mobile.
+2 1.8 years agoI'm glad to hear you are enjoying the new career mode. We are adding a propeller part in v1.1, so the airplane progression will get a lot easier. Also, if you check out the tutorial plane for the Learning to Fly contract, that might help for now.
When the heading is locked, the A and D rotate the locked heading and the W and S keys rotate the locked pitch angle. You can also lock/unlock the heading with enter.
+2 1.8 years ago@PanzerAerospace next week, most likely.
+2 3.2 years ago@ItsMeIshaan Click this link and it will take you to the suggestions page. Click New suggestion at the top left. Please search for your suggestion first before adding it. It's very possible that someone else has already suggested it.
+2 3.2 years agoThe launch locations bug should be fixed in the next update. Let us know if you are seeing it again after that. Hopefully this weekend/early next week.
+2 3.8 years ago@VosAerospace iOS beta is out. Check my pinned comment for the invite link. Android beta is coming in the next day or two.
+2 3.8 years agoBeta version 0.9.505 is now live on Steam beta branch and rolling out to Google Play soon. It will be live on iOS in a day or so.
+2 4.1 years ago@Ishaanpal You can get the beta on Steam by right-clicking SimpleRockets 2 in the Steam client and select Properties. Go to the BETAS tab and select Beta from the dropdown.
+2 4.1 years ago@zeropol @sflanker Thanks for letting me know. This will be fixed in the next update.
+2 4.7 years ago@RDeNatale Thanks for the video. That helps a lot. It looks to me that Mac is having trouble running the game at a smooth frame rate. It might only be getting a few frames per second, which is causing the large jumps when adjusting the throttle. I would recommend turning down some of the quality settings in Settings -> Quality. Reducing Resolution should help quite a bit. Also, disabling Image Effects and reducing Terrain quality. You can toggle the FPS display via the menu. Ideally, you will want 60 fps, but the game is playable at 30 fps. I would recommend reducing quality settings until you can get at least 30 fps. Let me know if that helps.
+2 4.7 years agoThose params aren't used in any flight calculations. They are used in the calculation of the mass of the nozzle and its collider size.
+2 4.7 years agoCraftBuilder.CreateBodyScript sets the angularDrag to ModApi.Constants.InitialRigidBodyAngularDrag and it's never changed after that. Changing BodyScript.RigidBody.angularDrag to 0 outside of atmospheric density would do the trick.
+2 4.7 years ago@plane918273645 @MarioG @Shibe we just released an update that should fix this issue. Let us know if things are working for you now.
+2 4.7 years agoI also added a new string expression that makes string formatting much easier. It uses C#'s String.Format method.
+2 4.8 years ago@zzazza This is just a preview of the new Vizzy enhancements, but we still have a lot of other stuff we want to get in before we do a full beta on the new update. Not sure yet on the timeline, but I would hope we will be in beta within 2 weeks.
+2 4.9 years ago@Bmcclory The reason we aggressively unload crafts from the physics engine is more due to precision than performance. When crafts are far away from the origin they become far more glitchy and unstable. We could possibly allow players to tweak the distance if they are okay with that behavior.
+2 5.1 years ago@SupremeDorian No plans for a built-in tutorial, but it would certainly be worth putting together a YouTube video to explain some of this.
+2 5.1 years ago@XPERIM Contact us at games@jundroo.com
+2 5.1 years agoThis happens when your velocity is in Target mode. Your prograde and retrograde directions are based on your speed relative to your target. Prograde becomes the direction you are moving away from the craft and retrograde becomes the opposite of that. You can quickly zero out your relative velocity by locking retrograde and burning to 0m/s target velocity.
+2 5.1 years agoWhat happens?
+2 5.2 years ago@SupremeDorian yep, that’s correct! Thanks for answering!
+2 5.2 years ago@SupremeDorian that’s okay, thanks for trying!
+2 5.2 years ago@SupremeDorian Okay, thanks!
+2 5.2 years ago@pedro16797 thanks!
+2 5.3 years ago@Bmcclory Philip is a helluva salesman.
+2 5.4 years ago@ikarus7779 It's not available yet. There might be a 1-2 week lag for the education version after Steam version is released.
+2 5.5 years agoTypically the wobbling happens when two bodies are connected and they have very different masses. Increasing the mass of the connected bodies helps to improve performance. Increasing the stability modifier is a way to trick the game into increasing the inertia tensor of a body without needing to increase mass. Removing an unnecessary body (as you did) is also a great option.
+2 5.5 years ago@Chancey21 Spotlights aren't officially supported yet. The community is still small so they aren't very useful at the moment.
+2 5.6 years ago@PrinceCaspian Thanks! That's great to hear!
+2 5.6 years ago@KraZIvan Yes, flight instructors would meet our requirements.
+2 5.6 years ago@Kell Unfortunately that's the highest resolution I have available :(
+2 5.6 years ago@Shoot2kill No, I think I said they wouldn't make 0.7.0.x, but should (hopefully) make 0.7.1.x
+2 5.6 years agoThe bell, cone, and delta nozzle extension are incorrectly textured. They will be fixed next week.
+2 5.6 years ago@pedro16797 Make a suggestion post (if you haven't already) and we'll see what we can do :)
+2 5.7 years ago@pedro16797 @AnotherFireFox That is a really clever idea using the RCS thrust as an input to an engine. For the multi-directional RCS part we could either do a block with several nozzles (probably 5) or a single nozzle that can rotate on a ball joint that can direct its thrust (nearly) anywhere in a hemisphere, like this thing. That part won't make it in this update, so we still have more time to think about it and you have more time to influence its development.
+2 5.7 years ago