@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.
@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...
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.
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.
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...
Where did you get the game from? It looks pirated... If so, I'd recommend not using it at all. No telling what kind of malware it may be infected with...
If you want to try getting it working, you could try deleting the following file and see if that helps (note this will delete your custom control bindings):
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\ControlInputData.xml
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:
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\player.log
It only works with a "Texture Data (Cubemap)" or "Noise" modifier. The modifier needs its "Map Name" defined. Once the modifier has a map name, you can use the brush flyout to create a cubemap for that modifier.
I wouldn't recommend messing with the files in the installation folder. That is likely to cause you trouble. If you save a planet after creating it with the template, the planet should be stored here: %USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\CelestialDatabase\CelestialBodies\
You are not going to be able to fix the template, just the planets created from the template. The template itself though should be fixed in the next beta update.
Try this...
Open up the planet XML, remove the "legacyQuadSphereActivationDistance" and "legacyQuadSphereTransitionDistance" attributes, then save the XML.
This should be fixed in the next update. Let me know if that doesn't solve the problem though. Sorry about that.
If he blocked you, he does not want to interact with you. That is perfectly fine and its his choice. I would consider this post as an attempt to circumvent that block, which is not ok. My recommendation would be to just ignore the situation and move on.
@Azamwasgamingnowismakinggames Custom parts are supported. We don't have a tutorial, but there is some documentation in the mod tools project. Also, some of the mods posted in the mod section have links to source code that may help.
The celestial bodies are re-saved (you are prompted) during the upload process. This is because they change slightly (updating predecessor linkage). It is this updated version of the body that must be used in the system being uploaded. Could this be what you are seeing perhaps?
@OldCoach The 0.9.306 update is an update for the game that you should automatically have gotten from whichever platform you purchased the game on. Player created planetary systems can be viewed from here, and each system should have a download button in the top right of the page. Recent blog posts show up everywhere, so there are currently a couple 'posts' in that list that aren't actually planetary systems to be downloaded.
@KirRu Does this performance drop also occur in the stock system with a stock craft? After entering the flight scene, flying around and experiencing the FPS drop, could you submit and in-game bug report?
There is an issue loading prior saved games and sandboxes using the stock planetary system with craft that are orbiting the Sun. This should be fixed in version 0.9.302.0. This update should be live on Steam, iOS, and Google Play. Sorry!!
It will be out when we think its ready. Its not ready yet. No ETA at this time. 0.9.300 will not support building planets in planet studio. That is in work for future versions. It is still very much just a tool for people building planets via XML. What 0.9.300 will provide is a easy built in way to download and use these custom planets though.
@Kishore0115 Not sure what the exact plan is yet with mobile and Planet Studio. Downloading new planets and systems should be supported on mobile though, as long as the device can handle the memory and processing requirements of those planets.
That looks like an old laptop with some old integrated video. You can try updating your graphics drivers if they are out of date. Its possible that it might not meet our minimum requirement of needing DirectX 11 support...
@OldCoach 2019.2.3 is the correct one on the archive page. I'd recommend using the Unity hub option. If not that, use the Unity installer. You need the build components for Mac, but you don't need the Unity editor for Mac. The Mac components are needed so that when the mod is built, it can build the Mac specific stuff that allows SR2 players on Mac to use your mod.
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:
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\player.log
@Hypr Have you tried getting the element by its type, rather than the generic XmlElement? Depends on the type you are working with, but try something like this: GetElementById<TMPro.TMP_InputField>
@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@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 agoDo 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 agoCurrently its only supported on Windows. It does take a pretty significant toll on performance though.
+1 5.6 years ago@IAmMyBoss Sorry, I think the MacOS location should be here:
+1 5.8 years ago~/Library/Logs/Unity/Player.log
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 agoPretty 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.
+1 5.8 years agoWe have had our own issues with runways and planet curvature...
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
+1 5.9 years agoNext time you are seeing the issue, use the in game bug reporting tool to submit a bug. It will help us investigate and track the issue.
+1 6.0 years agoCongrats!
+1 6.0 years agoCheck the blue button in the menu (upper left) on the main menu.
+1 6.0 years ago@Dryhorse Can you post the full message?
2.5 years agoWhere did you get the game from? It looks pirated... If so, I'd recommend not using it at all. No telling what kind of malware it may be infected with...
3.4 years agoIf you want to try getting it working, you could try deleting the following file and see if that helps (note this will delete your custom control bindings):
%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\ControlInputData.xml
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:
3.4 years ago%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\player.log
@Anat09 It looks like Andrew answered your question here: https://www.simplerockets.com/Forums/View/3299/Trouble-with-launching-the-game
Sounds like your GPU doesn't support the Metal API. Sorry about that...
3.6 years ago@Anat09 Sorry the game isn't working for you. A log file may be helpful, if you could upload one. Thanks!
3.6 years agoAre you using the new stock solar system? Does performance improve if you play in the old solar system?
3.8 years agohttps://imgur.com/1mft45E
3.8 years agoIt only works with a "Texture Data (Cubemap)" or "Noise" modifier. The modifier needs its "Map Name" defined. Once the modifier has a map name, you can use the brush flyout to create a cubemap for that modifier.
3.8 years agoOk, I suspect the bug you encountered should already be fixed in the current beta.
3.8 years agoI wouldn't recommend messing with the files in the installation folder. That is likely to cause you trouble. If you save a planet after creating it with the template, the planet should be stored here: %USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\CelestialDatabase\CelestialBodies\
You are not going to be able to fix the template, just the planets created from the template. The template itself though should be fixed in the next beta update.
3.8 years agoWhat version of the game are you using? Are you on the current beta?
3.8 years agoDid you try to replace the Sun in a custom planetary system in Planet Studio?
3.8 years agoTry this...
Open up the planet XML, remove the "legacyQuadSphereActivationDistance" and "legacyQuadSphereTransitionDistance" attributes, then save the XML.
This should be fixed in the next update. Let me know if that doesn't solve the problem though. Sorry about that.
3.8 years agoWhat exactly are you experiencing?
4.1 years agoIf he blocked you, he does not want to interact with you. That is perfectly fine and its his choice. I would consider this post as an attempt to circumvent that block, which is not ok. My recommendation would be to just ignore the situation and move on.
4.1 years ago@Azamwasgamingnowismakinggames Custom parts are supported. We don't have a tutorial, but there is some documentation in the mod tools project. Also, some of the mods posted in the mod section have links to source code that may help.
4.3 years agoThe celestial bodies are re-saved (you are prompted) during the upload process. This is because they change slightly (updating predecessor linkage). It is this updated version of the body that must be used in the system being uploaded. Could this be what you are seeing perhaps?
4.4 years ago@EUnumPluribus Thanks, I forgot to update the tutorials after our recent update. Version 2019.3.15f1 is the correct version as of game version 0.9.403
4.4 years agoWhat are your quality settings? What iOS device are you using?
4.5 years ago@OldCoach The 0.9.306 update is an update for the game that you should automatically have gotten from whichever platform you purchased the game on. Player created planetary systems can be viewed from here, and each system should have a download button in the top right of the page. Recent blog posts show up everywhere, so there are currently a couple 'posts' in that list that aren't actually planetary systems to be downloaded.
4.6 years ago@OldCoach No, downloading a system should automatically download the individual planets that it includes.
4.6 years ago@daylodia Downloading planets isn't super useful right now. You need to download a planetary system and select it when starting a new game.
4.6 years ago@whineinstein What device do you have? Also, its it crashing with the stock system or is this using a downloaded system?
4.6 years ago@Siryonkee Yes, it should be live for Steam, Google Play, and iOS. Some stores have a little delay before the update can be seen however.
4.6 years ago@sujun Throttle, Pitch, Roll, and Yaw
4.6 years ago@KirRu Does this performance drop also occur in the stock system with a stock craft? After entering the flight scene, flying around and experiencing the FPS drop, could you submit and in-game bug report?
4.6 years ago@KirRu What device are you using and what is the exact version number of your game?
4.6 years ago@Tmax101699 What device are you using?
4.6 years agoThere is an issue loading prior saved games and sandboxes using the stock planetary system with craft that are orbiting the Sun. This should be fixed in version 0.9.302.0. This update should be live on Steam, iOS, and Google Play. Sorry!!
4.6 years agoIt will be out when we think its ready. Its not ready yet. No ETA at this time. 0.9.300 will not support building planets in planet studio. That is in work for future versions. It is still very much just a tool for people building planets via XML. What 0.9.300 will provide is a easy built in way to download and use these custom planets though.
4.7 years agoMaybe steam cloud is syncing and its taking a while? You can try disabling steam cloud for the game and see if that helps.
4.7 years ago@JastroOne1 Great work on ESS! I look forward to seeing it uploaded.
4.7 years ago@Kishore0115 Not sure what the exact plan is yet with mobile and Planet Studio. Downloading new planets and systems should be supported on mobile though, as long as the device can handle the memory and processing requirements of those planets.
4.7 years agoThat looks like an old laptop with some old integrated video. You can try updating your graphics drivers if they are out of date. Its possible that it might not meet our minimum requirement of needing DirectX 11 support...
4.7 years agoWhat device are you running on?
4.8 years ago@OldCoach 2019.2.3 is the correct one on the archive page. I'd recommend using the Unity hub option. If not that, use the Unity installer. You need the build components for Mac, but you don't need the Unity editor for Mac. The Mac components are needed so that when the mod is built, it can build the Mac specific stuff that allows SR2 players on Mac to use your mod.
4.8 years agoSorry 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:
4.8 years ago%USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\player.log
Wow! Looks amazing guys, keep up the good work!
4.9 years ago@Hypr Have you tried getting the element by its type, rather than the generic XmlElement? Depends on the type you are working with, but try something like this: GetElementById<TMPro.TMP_InputField>
4.9 years ago