There are connection tools built into the game. As well as manually viewing and manipulating them you can disable unused attach points - for instance if you wanted made a complex assembly, you could then toggle off all the unused attach points on that and enable only the one you want to use to connect it to the rest of the craft.
@NathanMikeska ok, cool. I looked further and noticed it'd been wiped off the map so I assumed something of the like. I'll get to making overload work again!
@JoMiMi settings could reset if there is some typo or something that corrupts the XML... As for the headers, it's because it's for an older version, but it still works with this one - the game can load legacy mods without headers. So I won't mess with it until I need to.
@swope well I suppose updating mods would be streamlined by the steam workshop being used to distribute them... Other than that, there's usually a public beta before a major update and that's generally the time I'd use to update mods for the new version if required, before release to the main branch.
@pedro16797 I wasn't trying to make a propulsive landing, I was trying to make an altitude hold ground skimming missile type thing. A PID would probably have been best for this situation.
@NathanMikeska ok, yeah I was trying to make the missile fly off of flight data (height) so that may be the case. It did have a command chip, though. Doesn't overly matter, since I don't expect a decent altitude hold will work without some kind of reference to vertical speed.
@NathanMikeska is it intentional that InputControllers don't seem to update when the player is not controlling the craft, or should I report this as a bug? I was looking forward to some nice auto-controlled missiles, but ah.
Different people have different ideas of what it can mean. It could mean that it can run on a stock version of the game without needing to download mods, it could mean that it was made without overload/xml modding, or it could mean that it wasn't made using the tinker panel. Depends how much of a raving lunatic said it.
Translation mode is enabled by pressing the T key or clicking the button in the bottom left menu (opened by clicking on the nav sphere icon on the instrument panel)
This is a deliberate feature and I believe it's how it's always been - it's how SimplePlanes always was and I can't imagine them backtracking on this. It's easier to demonstrate with 8 blocks in a square, since they have regular dimensions (like this)
Unfortunately Andrew has a job already... Now I can't read his mind but I can't also imagine he'd want to leave jundroo (the company he created) and the games he brought into existence, to go and start from square one? Did you realise that this was a full time job ad, not just a little request for "help"?
@swope @mjdfx150529 that's not really how that page was intended to be used, it was designed to be embedded in another page. Hence it's got incomplete HTML, and returns a JSON value which gets put into the other page. If you go through the main page and click suggest a wiki you get the same page but with the correct CSS and stuff. Still, your thing will have gone through and I'm just bored.
@Opise227 the open/close tag thing is simply how XML works. Because <EnabledMods /> is "self-closing", it is essentially shorthand for <EnabledMods></EnabledMods>. The lower case thing is a nuance of the game. The mod loading wasn't really designed to be doing this at this point. It gets all the mods it can see, including the details on path and last updated, and checks for an exact match in the settings file. Before it does this it converts the other path to lower case (probably to negate any changes in case), so the entry in settings has to be lower case as well. I have tested this. It will be more user friendly in the future when the mod api is officially supported.
@PorkyClown3 it's the file path to the mod in the mods folder, but in lower case. Go to the mod (in the mods folder, not your downloads) and shift + right click on it then press "copy as path". That will copy the file path to the mod, but it likely has upper case letters that you need to make lower case. If you have something like notepad++ you can do that quickly but you could also do it manually. The path at the end might look a bit like this: c:\users\yourusername\appdata\locallow\jundroo\simplerockets 2\mods\overload.windows.sr2-mod
@SupremeDorian Just checked, this is indeed a bug and I think it's a problem with the input fields again. For now, use the arrow keys to move the cursor down.
There aren't many mods about because the game launched recently and the mod support is not officially stable. I don't believe there are any part mods about. The steam version is the only version, so I suspect you do have the folders...
@AxelSpace see step 5 - find the line that says <EnabledMods /> and replace it with the text below, then replace /path/to/mod with the full path to the mod in lower case.
@AndrewGarrison nope it's the same way as SP and I have to admit it's not very uh.... I'm not sure how to describe it. I re-call the constructor on the existing PartData object. Yup it lets you do that. I was surprised too. Of course I have to do a load of other stuff to preserve symmetry and things.
@GermanAerospace you seriously think we're dumb enough to believe this.
+1 4.0 years agotheUSSR? I've never heard of him
+1 4.0 years agooh my god... Imagine actually having to "BUY" the game to use it. Wouldn't that be so awful.
4.1 years ago@HyperPatch don't call people names like that. Especially when you're wrong.
4.1 years agoWhy don't we make SR2 for Pebble?
+5 4.2 years ago@AN2Felllla in the tools window, click on the very first tool (the picture of the mouse) and then the big blue button that says "PART CONNECTIONS"
4.4 years agoThere are connection tools built into the game. As well as manually viewing and manipulating them you can disable unused attach points - for instance if you wanted made a complex assembly, you could then toggle off all the unused attach points on that and enable only the one you want to use to connect it to the rest of the craft.
4.4 years agodoes this count as a rocket?
4.9 years agoThat's a very well-done and intricate tutorial! but mostly I'm envying that syntax highlighting
+7 5.3 years agoThis, still
5.4 years agoExcept now it looks like this.
@Megatroll yep needs to be updated for 0.7.2.0, I'm working on it.
+2 5.4 years ago@NathanMikeska uh yeah I just made a new project and it's all changed. Strange, I remembered it updating before. Ah well, it's all good now.
5.4 years agoIn that case, you might want to remove the SimpleRockets 2>Assets>ServiceProvider button though, to not confuse things.
5.4 years ago@NathanMikeska ok, cool. I looked further and noticed it'd been wiped off the map so I assumed something of the like. I'll get to making overload work again!
5.4 years agoWhere did ServiceProvider go?
5.4 years agoModApi.ModServiceProvider
isn't a thing any more apparently, is this intentional or should I work around it?Aww, I'll be late to the party .. just 4 exams left! I'm going to say nice work in advance since I can't imagine you'd have done anything else :)
+8 5.4 years agoDeserved, too. Congrats!
+2 5.6 years ago@JoMiMi try again now with the updated post, I changed the download and the settings entry.
+2 5.6 years ago@JoMiMi settings could reset if there is some typo or something that corrupts the XML... As for the headers, it's because it's for an older version, but it still works with this one - the game can load legacy mods without headers. So I won't mess with it until I need to.
5.6 years ago@swope well I suppose updating mods would be streamlined by the steam workshop being used to distribute them... Other than that, there's usually a public beta before a major update and that's generally the time I'd use to update mods for the new version if required, before release to the main branch.
+1 5.6 years ago@pedro16797 nah, it tends to oscillate anyway...
5.6 years ago@pedro16797 I wasn't trying to make a propulsive landing, I was trying to make an altitude hold ground skimming missile type thing. A PID would probably have been best for this situation.
5.6 years ago@NathanMikeska ok, yeah I was trying to make the missile fly off of flight data (height) so that may be the case. It did have a command chip, though. Doesn't overly matter, since I don't expect a decent altitude hold will work without some kind of reference to vertical speed.
5.6 years ago@NathanMikeska is it intentional that InputControllers don't seem to update when the player is not controlling the craft, or should I report this as a bug? I was looking forward to some nice auto-controlled missiles, but ah.
+2 5.6 years agoDifferent people have different ideas of what it can mean. It could mean that it can run on a stock version of the game without needing to download mods, it could mean that it was made without overload/xml modding, or it could mean that it wasn't made using the tinker panel. Depends how much of a raving lunatic said it.
+2 5.6 years agoSeriously though, you are hitting new heights with every version. Is this even possible?
+2 5.7 years agoFor real this time? :)
+1 5.7 years ago@AnotherFireFox there is always a way.
+1 5.7 years agoTranslation mode is enabled by pressing the T key or clicking the button in the bottom left menu (opened by clicking on the nav sphere icon on the instrument panel)
+2 5.7 years agoThis is a deliberate feature and I believe it's how it's always been - it's how SimplePlanes always was and I can't imagine them backtracking on this. It's easier to demonstrate with 8 blocks in a square, since they have regular dimensions (like this)
5.7 years agoangular velocity = 0.0001246663751424521 radians/second
+3 5.7 years ago1/0.0001246663751424521 = 8021.40913183153 s/rad
8021.40913183153 * 2pi = 50400.00000000003 seconds per revolution
50400/60 = 840 minutes or 14 hours.
Unfortunately Andrew has a job already... Now I can't read his mind but I can't also imagine he'd want to leave jundroo (the company he created) and the games he brought into existence, to go and start from square one? Did you realise that this was a full time job ad, not just a little request for "help"?
5.7 years ago@mjdfx150529 andy who?
5.7 years agoI know Andrew is gonna kill me for saying this, but try setting a target, then using DJGPP?
+3 5.7 years agoDatabase rollback. The site hosts are having lots of problems. See here for details
+2 5.7 years ago@swope change the link to
+3 5.7 years agohttps://i.imgur.com/jDyC7Z1.png
for higher quality goodness.@JediWolf yeah, android should support modding, but like SimplePlanes, iOS will not due to Apple's App Store policies.
+1 5.7 years agoLove especially the idea of clouds, mod support ofc, wings that aren't rectangular, improved camera. Not sure about custom textures on crafts though.
+3 5.8 years ago@swope @mjdfx150529 that's not really how that page was intended to be used, it was designed to be embedded in another page. Hence it's got incomplete HTML, and returns a JSON value which gets put into the other page. If you go through the main page and click suggest a wiki you get the same page but with the correct CSS and stuff. Still, your thing will have gone through and I'm just bored.
5.8 years ago@Opise227 the open/close tag thing is simply how XML works. Because <EnabledMods /> is "self-closing", it is essentially shorthand for <EnabledMods></EnabledMods>. The lower case thing is a nuance of the game. The mod loading wasn't really designed to be doing this at this point. It gets all the mods it can see, including the details on path and last updated, and checks for an exact match in the settings file. Before it does this it converts the other path to lower case (probably to negate any changes in case), so the entry in settings has to be lower case as well. I have tested this. It will be more user friendly in the future when the mod api is officially supported.
+1 5.8 years ago@Chancey21 that's what this is planned to be
+3 5.8 years ago@PorkyClown3 it's the file path to the mod in the mods folder, but in lower case. Go to the mod (in the mods folder, not your downloads) and shift + right click on it then press "copy as path". That will copy the file path to the mod, but it likely has upper case letters that you need to make lower case. If you have something like notepad++ you can do that quickly but you could also do it manually. The path at the end might look a bit like this:
+3 5.8 years agoc:\users\yourusername\appdata\locallow\jundroo\simplerockets 2\mods\overload.windows.sr2-mod
@SupremeDorian Just checked, this is indeed a bug and I think it's a problem with the input fields again. For now, use the arrow keys to move the cursor down.
5.8 years agoThere aren't many mods about because the game launched recently and the mod support is not officially stable. I don't believe there are any part mods about. The steam version is the only version, so I suspect you do have the folders...
+1 5.8 years ago@AxelSpace see step 5 - find the line that says <EnabledMods /> and replace it with the text below, then replace /path/to/mod with the full path to the mod in lower case.
5.8 years ago@swope ahaha
+1 5.8 years ago@swope yes, you will go down in history. Your great sacrifice in the name of OCD will be remembered.
+1 5.8 years ago@mjdfx150529 too late xD
+1 5.8 years agoIt sounds wrong but it's been the most stable and effective way, out of the 3 I tried.
+1 5.8 years ago@AndrewGarrison nope it's the same way as SP and I have to admit it's not very uh.... I'm not sure how to describe it. I re-call the constructor on the existing PartData object. Yup it lets you do that. I was surprised too. Of course I have to do a load of other stuff to preserve symmetry and things.
+1 5.8 years ago