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    @FOXLOVER I just said that you don't need to. Get a motor, put some kind of nose cone on it and then attach wings to said nose cone with radial symmetry to make props

    5.8 years ago
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    @FOXLOVER also, you don't really need XML for prop engines. Just a motor and some wings for the prop.

    5.8 years ago
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    You continue to outshine yourself at every turn - keep it up and who knows where we'll be in a year!

    5.8 years ago
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    @AndrewGarrison ah, glad you managed to reproduce it at your end :)

    5.8 years ago
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    This just happened to me now. I connected VS 2017's debugger - it's all external code running and SimpleRockets2.dll is not loaded yet. The application is unresponsive and goes to a white screen. output_log.txt is fairly minimal. I saved a .dmp file with VS which I can upload if you want. I killed it and restarted it and received the same bug. Then I started it directly (not via steam) and it worked. After that, it now works through steam again. Could be coincidental but a steam overlay issue is highly likely. gameoverlayrenderer64.dll from my Steam install was present in the dump.

    +1 5.8 years ago
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    *radii
    Just kidding.
    Nice Update!

    +1 5.8 years ago
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    @JVGG the solar system data is located in AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems\__default__\SolarSystem.xml

    5.9 years ago
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    @AnotherFireFox that's some very advanced stuff going on there. I can see why they might choose to use some native code (or GPU? Speculation) but there will always be a c# element because of unity, the engine for both games. I'd they're willing to implement it as an SR2 mod that would be super cool but I can't see it being a practical candidate for a game update. I do wonder about the performance implications during warp and for trajectory prediction though...

    5.9 years ago
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    @Chancey21 what are you actually trying to achieve here?

    5.9 years ago
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    @AnotherFireFox how did they manage maneuver prediction with that?

    5.9 years ago
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    It will accelerate to reach it's target RPM... Not a direct way to adjust acceleration

    5.9 years ago
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    well, I guess you'd have to be constantly updating the planet's orbital trajectories... currently they are "railed" onto a fixed orbit. Not sure what this would help with too much, besides more complex binary-type systems I guess. Manoeuvre node prediction would be pretty hard though in such an irregular environment - that would be the main obstacle.

    +1 5.9 years ago
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    (in the game file, smearth's angular velocity is 0.0002493327502849042 radians per second. 2π÷0.0002493327502849042 = 25200 seconds = 420 minutes (Elon is proud) = 7 hours.

    +2 5.9 years ago
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    How did you measure 14.2 hours? I had it as 7 exactly...

    5.9 years ago
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    My that's a lot of planes. Did it lag at all?

    5.9 years ago
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    @14ROVI there, have 5

    5.9 years ago
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    @14ROVI thank you very much

    5.9 years ago
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    @14ROVI ah you assumed everybody would bother to read the whole thing

    5.9 years ago
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    @14ROVI i can read

    5.9 years ago
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    you probably cleared your settings somehow and it didn't know you'd seen it before.

    5.9 years ago
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    @slie they seem to have disappeared...

    5.9 years ago
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    Someone else calculated it as 8,803.730 km and I tested it so I believe them

    5.9 years ago
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    Tip: in most search engines (google, bing, duckduckgo, etc) you can specify the site to search for. For instance, to find an infinite fuel tank, you could search for:

    infinite fuel site:simplerockets.com

    and you'd get only results from this site.

    +2 5.9 years ago
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    @mjdfx150529 @AndrewGarrison I genuinely have no idea what I was thinking there... This is why you don't try to use your brain when you have a cold and are about to sleep! The double letters must have thrown me off. I'm sane, believe me.

    +2 5.9 years ago
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    Dammit, always when I'm going to bed! Just to be clear, I presume you meant #RRBBGG or are we pioneering a new standard here xD

    5.9 years ago
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    This is not precisely true, to have a part connected to multiple parent parts is definitely possible in SR2, unlike SR1, or KSP. The problem is just aligning them.

    5.9 years ago
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    the correct image link is:
    https://jundroo.blob.core.windows.net/simplerockets/files/2018/12/9/hu9vHK/UserView-1.jpg

    6.0 years ago
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    @AnotherFireFox
    fuelConsumption is the amount of fuel it consumes in some kind of unit per second (not sure what the unit is but it's the same one used to set fuel on fuel tanks, possible litres but I'm not too sure)
    fuelConsumptionScale is the slider you get in the designer which affects not only the fuel consumption but the thrust.
    thrust is literally the thrust given out by the engine at full throttle.
    ISP is calculated based on the first and last value.

    +1 6.0 years ago
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    Full list of engine xml options:

    electricalConsumption type=float
    fuelConsumption type=float
    fuelConsumptionScale type=float
    gimbalRange type=float
    maxGimbalAngle type=float
    maxTorque type=float
    seaLevelEfficiency type=float
    supportsWarpBurn type=bool
    thrust type=float
    vacuumEfficiency type=float

    +1 6.0 years ago
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    0ГOIN is a weird reg for a plane...

    6.0 years ago
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    @Jetspeed1001 the change was a long time ago (not months, probably a few weeks), but the old logo would have been cached in your browser for a while. If you do ctrl+F5 it refreshes all things.

    +1 6.0 years ago
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    Did you turn it on? (Activation Group 10, 0 button)

    6.0 years ago
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    I think they renamed it to "object thrower". It's quite simple really. Click. Cube appears. Poof

    6.0 years ago
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    @Warbrine huh, what version were you on?

    6.0 years ago
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    you should soooo post some game footage so the community doesn't go assume that you are making false claims, since you apparently got multiplayer sync within a few days of getting the game, as that would be incredibly tragic and under-appreciating of such a super-human feat.

    +10 6.0 years ago
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    Oh I forgot to say I was making a weapons mod
    pics

    +4 6.0 years ago
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    please consider editing your titles to be less indicative of low quality content, even if said content is low quality it's not a good look for the site, or you could even consider avoiding posting said content, thanks.

    +3 6.0 years ago
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    AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\

    6.0 years ago
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    If you click the speed indicator whilst having a target set you should get relative speed.

    6.0 years ago
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    @Exospaceman there's screenshots all over the front page of the site, and game footage all over youtube.

    6.0 years ago
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    It would be a bit useless to include an entire physics engine for a simple feature but actually unity already uses PhysX natively. So the task would be to make it into a "cloth"/soft body

    6.0 years ago
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    The crafts section is publicly accessible (see, log out then access it) so the fact he wasn't first to make a train is publicly known

    6.0 years ago
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    @Planefun I know there's been massive improvement, but I wouldn't bank on "little to no bugs" straight away, anyway

    6.1 years ago
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    really? what are they needed for? forums are for encouraging debate and conversation in the community, and to start sectioning them off and turning it into a social media site is just gonna kill it.

    +1 6.1 years ago
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    Absolving yourself from keeping realism. Nice one.

    +1 6.1 years ago
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    Yas, first upvote!
    Edit:what am I doing up at this time of night

    6.1 years ago
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    They're not secret. They're pages, that are near identical to the ones on SP

    6.1 years ago
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    @Caveman999 yeah, because they haven't been spamming the forums of an unreleased game, but quietly and patiently waiting...

    +1 6.1 years ago