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    @DPSAircraftManufacturer In work

    +2 5.4 years ago
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    @Mrmaraunet ICraftScript.FlightData has a bunch of stuff related to velocity and altitude. Game.Instance.FlightScene.CraftNode.CraftScript.FlightData I think is how you would go about accessing that stuff in a script.

    +1 5.4 years ago
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    @MorrissetteAirplaneCo yes

    5.4 years ago
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    @SuperCracket Are you building on Windows but didn't install MacOS build components when installing Unity? You need both Windows and MacOS build components installed to build a release version of your mod, but you should be able to successfully build a debug version. Is that the issue you are seeing or is it something different?

    5.4 years ago
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    @legohelobilly You mean step 3? I was talking about the Window menu in the menu bar at the top of Unity. There may be a video tutorial at some point. I'm working on a text/image tutorial or two now, but not done yet.

    5.4 years ago
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    @Mrmaraunet You can't directly edit our scripts, but you can use a tool like ILSpy to poke around in them.

    5.4 years ago
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    @PorkyClown3 I'm not sure what you mean? I'm looking for a way to see that rocket burn 85+ seconds in the previous version, then load it in the new version and see it burn 52 seconds. Right now, I see it burn 52 seconds in both, which sounds like what I'd expect.

    5.4 years ago
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    @WNP78 The Service provider menu option should no longer be there... do you have some old mod tool assemblies hanging around? Maybe try restarting Unity?

    5.4 years ago
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    @WNP78 Awesome, looking forward to it! Let me know if you run in to any issues or have any questions.

    5.4 years ago
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    @WNP78
    I killed it. It kinda became poorly named and unnecessary. The only purpose it served at this point was access to the Mod's resource loader.
     
    Instead, there should now be a 'Mod' class that gets auto-generated when you click the 'Start Creating Mod' button. This class inherits from ModApi.Mods.GameMod. So, if you are wanting the resource loader, you would now do something like this: Mod.Instance.ResourceLoader. It also has a virtual 'OnModInitialized' method, so you don't necessarily need a persistent object or anything to start running code.
     
    If you are working with a mod created with the old mod tools, you may consider restarting it with the new mod tools, and just pulling over any code and/or assets you need from the old mod. There have been many significant changes under the hood with the modding framework.

    5.4 years ago
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    @PorkyClown3 With that SRB you tagged me on, I get a 52 second burn time on 0.7.1.4 and 0.7.2.0. Looks ok to me. Do you have an upload of that same exact rocket uploaded with 0.7.1.4 that has a longer burn time in 0.7.1.4?

    5.4 years ago
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    @AnotherFireFox I believe mod names need to be unique in the game. If you are updating an older mod, just overwrite the original mod file in the game's mod folder with your updated mod file.

    +1 5.4 years ago
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    @AnotherFireFox Not sure what you are seeing... Are you talking about uploading mods to the website? If so, you would (typically) re-upload the mod to the existing post, instead of creating a new mod post.

    5.4 years ago
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    @SupremeDorian @Mrmaraunet I'll have to talk to Andrew, but I assume we will add a Mods button to the website when this release makes it out of beta.

    +5 5.4 years ago
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    @MarioG Burn times differ in this release from the previous release? Could you point me to an uploaded craft that is exhibiting this behavior and tell me what you are doing to see this difference? We will have to look into it. I'm not aware of any changes that should have affected burn times...

    +1 5.4 years ago
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    @MarioG I assume you were using XML-based parts in the subassemblies folder and dropping custom icons in the part icons folder? Yeah... i can see how I may have broken that... Its should be taking actual rendered screenshots for the icons now. I can probably add some code so that you can put an attribute on your designer part XML element so that it will skip the icon generation and use your custom icons instead. Anything else contribute to the loss of sanity?

    +2 5.4 years ago
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    @KitKart I intend to try and get some text/picture based tutorials put together in the upcoming week. There was talk of William possibly doing a video tutorial.

    5.4 years ago
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    @pedro16797 typo, thanks.

    +3 5.4 years ago
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    @Brields95 Great! Glad to hear it.

    5.5 years ago
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    So the joystick itself is recognized by the game and the other inputs work but the throttle does nothing? Does the calibration screen show the throttle input? If so, does the calibration screen react at all with throttle selected when you adjust the throttle on the joystick?

    5.5 years ago
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    @CasualCrusade @pedro16797 Do either of you have a reproducible scenario in which this problem occurs? It would be helpful to have a reproducible bug report that we could investigate. We thought we had a fix for this in the 0.7.0.5 release, but it sounds like the problem is still occurring...

    5.5 years ago
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    Do you have a reproducible scenario? Could you use the in-game tool for bug reporting and submit it? If you could report a bug in a state just before the issue occurs (with some instructions on how to reproduce it), it would be a great help to us in tracking down any issues related to this.

    +1 5.5 years ago
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    I believe the plan for the next update is sometime this month, but we have no exact dates yet.

    +9 5.5 years ago
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    From the release notes a while back:

    Added a couple dev console commands to help with XML modding planets and solar systems. Use 'CloneSolarSystem id' to make a copy of the current solar system and update your game state to reference it. Use 'PlanetStudio planetName' or 'PlanetStudio planetName quality' to open a scene with the specified planet. WASD & IJKLUO move the camera (shift/control for fast/slow). Keypad +/- to adjust speed. Space to lock to the surface. SolarSystem.xml changes should automatically be recognized and cause the planet to regenerate itself. Alt-F4 to exit.

    +3 5.6 years ago
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    @WNP78 They should update, as far as I know. There are currently some limitations though... If I recall correctly, I believe they must have a command pod for the input controllers to function. Also, all the flight data stuff is only calculated for the player's craft (and based off the current command pod). Probably some other less-than-ideal situations as well.

    +2 5.6 years ago
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    @MateiDuta Last I looked into it, back in the SimplePlanes days before SimpleRockets2, it looked really bad on Mac. Cubemap seams were very visible. I'll need to look into it again, maybe that is no longer an issue.

    5.6 years ago
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    Currently its only supported on Windows. It does take a pretty significant toll on performance though.

    +1 5.6 years ago
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    Glad I could help. :-)

    +2 5.6 years ago
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    @tommos16 The next time you are in the game and experiencing the issue, could you use the in-game bug reporting tool and submit a bug. Thanks!

    5.6 years ago
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    @tommos16 In the 'Map View' panel under 'Item Visibility', do you have 'Craft Orbits' selected?

    5.6 years ago
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    All of them are black? Always?

    5.6 years ago
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    @pedro16797 Probably possible, it might looks strange though...

    5.7 years ago
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    No problem, glad I could help!

    5.8 years ago
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    @IAmMyBoss Try deleting your settings file and launching the game again. The settings file should be here:
    /Users/parker_kids/Library/Application Support/com.jundroo.SimpleRockets2/Settings.xml

    5.8 years ago
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    hmmm.... I dunno if that will happen. I've made a note of it though, something to think about.

    +2 5.8 years ago
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    @IAmMyBoss Sorry, I think the MacOS location should be here:
    ~/Library/Logs/Unity/Player.log

    +1 5.8 years ago
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    No current 'fix' for the problem. Maybe it could be done with a custom modifier (or maybe tweaks to RadialFlatten). Another approach would be to have the runway curve to match the curvature of the planet. That gets tricky though if you want the runway to be usable on planets of different sizes.

    +1 5.8 years ago
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    The falloff power just controls how the blend between the flatten and the non-flatten occurs between the inner and outer radius.

    5.8 years ago
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    Pretty sure you are probably dealing with the curvature of the planet. RadialFlatten is setting the elevation to the specified value at every sample point, its not relative to the center position of the radial flatten. If you had a radial flatten with a radius that encompasses the entire planet, the planet would still be a sphere and it would have a uniform elevation across the planet.
     
    We have had our own issues with runways and planet curvature...

    +1 5.8 years ago
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    Sorry to hear you are having trouble. After the issue occurs again, can you provide us with a link to your game's log file (via pastebin.com or dropbox or something similar)?

    The game log file should be located here:
    %APPDATA%..\LocalLow\Jundroo\SimpleRockets 2\output_log.txt

    5.8 years ago
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    Question for you all... what planet/moon, would you most like to see next? I know you want them all and more, but which would you place the highest priority on?
     
    A few options I was considering for the next planet/moon....
    * A Venus like planet
    * A moon (or two) for Cylero
    * A moon for Tydos

    +5 5.8 years ago
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    @DioTheCreative Have you logged a bug report with that craft?

    5.8 years ago
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    @DRvictor321 No problem. It wasn't your fault. Steam is supposed to install that automatically, but for some people, it fails for some reason. No worries, glad it is working for you now.

    5.8 years ago
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    Try downloading and installing the Microsoft Visual C++ Redistributable for Visual Studio 2017. Direct link: https://aka.ms/vs/15/release/vc_redist.x64.exe.

    Also make sure there are no pending Windows updates and make sure to reboot your PC.

    5.8 years ago
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    Sorry to hear you are having trouble. After the issue occurs again, can you provide us with your game's log file (via pastebin.com or dropbox or something similar)?

    The game log file should be located here:
    %APPDATA%..\LocalLow\Jundroo\SimpleRockets 2\output_log.txt

    5.8 years ago
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    @pedro16797 Thanks :)

    +3 5.8 years ago
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    I believe Andrew implemented that so I may be wrong about some of this stuff, but I think that is used by the jet engines to lump all part style spinners under the same collapsible header in the part properties window.

    5.8 years ago
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    We used to bind it to the ` (Backquote) key by default. Eventually we changed it to be unbound by default to prevent this exact sort of scenario from happening. Check the controls menu ('Other Controls' section) for the Developer Console. I'd suggested removing the keybinding altogether to prevent it from popping up when you don't want it to.

    +2 5.9 years ago
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    @grizzlitn Great! Glad it is working for you. Hope you enjoy!

    5.9 years ago