@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.
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.
@JoshMan @Bmcclory there is definitely plans already to make SR2 modding much better than SP. I have a good idea why, and if so then modding is gonna get so much easier at entry level in terms of the things you can do...
@MrTaco yes. And you can get a headset which has a screen that can go transparent. So you see everything around you, but the headset can also display things on top. Examples
What if we got rid of "XML modding" altogether, and replaced it with a universal "advanced mode"? That would make things far more accessible to everyone.
Awesome! I was working on a kOS booster autoland in ksp, which I'm sure will get ported across if I get SPLua (or some other name if I change it like I probably will) working in SR2...
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.
@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.
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.
@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.
@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.
@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
@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...
Full list of engine xml options:
+1 6.0 years ago@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 agoreally? 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 agoAbsolving yourself from keeping realism. Nice one.
+1 6.1 years ago@Caveman999 yeah, because they haven't been spamming the forums of an unreleased game, but quietly and patiently waiting...
+1 6.1 years ago@JoshMan @Bmcclory there is definitely plans already to make SR2 modding much better than SP. I have a good idea why, and if so then modding is gonna get so much easier at entry level in terms of the things you can do...
+1 6.4 years agoalmost as sock-knocking as 22 typhoons today!
+1 6.4 years ago@AN2Felllla not yet, james. Calm down.
+1 6.5 years ago@MrTaco yes. And you can get a headset which has a screen that can go transparent. So you see everything around you, but the headset can also display things on top. Examples
+1 6.5 years agojust gonna pretend that anyone has an AR headset. Though it could be a good excuse to try and get a hololens off of microsoft.
+1 6.5 years ago@Arnmra air tends not to be pure oxygen. Otherwise it would be called oxygen. Not air.
+1 6.6 years agoWhat if we got rid of "XML modding" altogether, and replaced it with a universal "advanced mode"? That would make things far more accessible to everyone.
+1 6.6 years ago@BobDaBilder123 I don't know, but if there isn't then I'll be looking to mod them in.
+1 6.7 years agoAwesome! I was working on a kOS booster autoland in ksp, which I'm sure will get ported across if I get SPLua (or some other name if I change it like I probably will) working in SR2...
+1 6.8 years agoYou should probably add "why do I have 100 points?" and "why don't I have 100 points?"
+1 6.9 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 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 agoThis, still
5.4 years agoExcept now it looks like this.
@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?@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@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 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 agoUnfortunately 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 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@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 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@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@FOXLOVER also, you don't really need XML for prop engines. Just a motor and some wings for the prop.
5.8 years agoYou continue to outshine yourself at every turn - keep it up and who knows where we'll be in a year!
5.8 years ago@AndrewGarrison ah, glad you managed to reproduce it at your end :)
5.8 years ago@JVGG the solar system data is located in
5.8 years agoAppData\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems\__default__\SolarSystem.xml
@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@Chancey21 what are you actually trying to achieve here?
5.9 years ago@AnotherFireFox how did they manage maneuver prediction with that?
5.9 years agoIt will accelerate to reach it's target RPM... Not a direct way to adjust acceleration
5.9 years agoHow did you measure 14.2 hours? I had it as 7 exactly...
5.9 years agothis is a bug, and has been reported (multiple times)
5.9 years agoMy that's a lot of planes. Did it lag at all?
5.9 years ago@14ROVI there, have 5
5.9 years ago@14ROVI thank you very much
5.9 years ago