It's only been a couple of days since the last beta so there's not a lot of new stuff, but we thought it would be best to leave you with a fresh beta for the weekend.

Here are the previous beta posts in case you missed them:

  • Version 0.7.0.0 link
  • Version 0.7.0.1 link
  • Version 0.7.0.2 link

FEATURES

  • Added three new textures for that can be used on Bell, Cone, and Delta nozzles

  • Added Seamless Edges option to fuselage parts in Part Properties. I debated on releasing this feature because it is experimental and in some cases actually may result in worse looking edges (two cones connected with same slope). However, in many cases, it does work well and gets rid of seams, most notably when connecting a cone to a cylinder (ie - nose cone to a fuel tank). So if it looks better, use it. If it looks worse, then don't use it.

BUGS

  • Fixed a bug where the designer would break if a wing with a control surface was deleted.
  • Fixed bug where some parts would fail to highlight when selected after being detached in flight scene.
  • Changed threshold required for an RCS to be assigned to an axis. Fixes issue where smaller craft may not respond to RCS input.
  • Fixed a bug where delta V was not calculated correctly when uploaded to the website or when viewed in the main menu.
  • Fixed a bug with the rotators using incorrect rotation angles after saving and reloading the flight state.
  • Smoothly transition between lit and dark smoke particles when entering/exiting a sunlit position.
  • Fade smoke out with increasing size of exhaust plume.

How to get the beta

  • Open the Steam client and go to your Library
  • Right click SimpleRockets 2 and click Properties
  • Go to the BETAS tab
  • Select beta - Public Beta Testing from the beta dropdown

Full release notes are here.


Comments

  • Log in to leave a comment
  • Profile image

    @Kell Never is, MRM-106D RCS Thrusters on DCSS produce only 40N/27N depends on the ports.

    9 days ago
  • Profile image
    4,392 Kell

    @LiamW I agree. But 50% is enough for most usage.

    +1 10 days ago
  • Profile image
    106 LiamW

    Oops. Even still, satellites and landers use much, much smaller engines than that. Probably closer to <10% @Kell

    10 days ago
  • Profile image
    4,392 Kell

    @LiamW The current lower limit is 50%. You might want to update to the newest beta.

    10 days ago
  • Profile image
    106 LiamW

    Ability to shrink the engines down a bit more would be nice. 75% just isn’t small enough for a lot of things. It’s fine for most launchers but the engines are way too big for small probes and landers

    10 days ago
  • Profile image
    4,392 Kell

    Read the FAQ:

    We will begin development in early 2019. At this point, it is too early to give a release date estimate. Once we’ve started to peel the onion back we’ll have a better grasp on how long it will take to get the mobile version blasting off.

    10 days ago
  • Profile image

    Any idea on when android is expected to be released? @AndrewGarrison

    10 days ago
  • Profile image
    0 Enroy

    @AndrewGarrison Any chance you can add vectoring capability to the solid engines? I know the Shuttle SRBs had gimbal actuators that allowed for 8 degrees while the SLS variants allow 5 degrees. Also notable is that I can only go up to 200% in size on the Solids, which is not big enough when compared to the SSME nozzle. I guess I'd have to edit the XML for this?

    +1 10 days ago
  • Profile image

    @Kell ah thank you ;)

    10 days ago
  • Profile image
    4,392 Kell

    @darkmatty51 use F6 to save location

    +1 10 days ago
  • Profile image

    Hey andrew, I am a big fan of SR2. I would really like to see scientific payload/gizmos such as a weather or terrain mapper.

    PS: can you please add the ability to save locations that would be great :)

    10 days ago
  • Profile image

    Android?

    +1 10 days ago
  • Profile image

    @MarioG Agreed, there are some more factors effecting plume color. RS-68 has orange tinted plume since its nozzle is not regen cooled but ablative cooled and the ablator makes orange gas.

    +1 10 days ago
  • Profile image
    4,134 MarioG

    @Kell your right it supposed to be blue/ reddish

    +1 11 days ago
  • Profile image
    4,134 MarioG

    @Kell was it so was it supposed to be completely blue?

    +1 11 days ago
  • Profile image
    4,392 Kell

    @MarioG The Raptor wasn’t supposed to have a greenish exhaust. It’s copper contaminant.

    +2 11 days ago
  • Profile image
    4,134 MarioG

    @AndrewGarrison could you guys make it so that hydrolox methalox and keralox have certain definate colors you can switch between like the blueish tint of the SSME or the iron ablative red of the rs-68 or the greenish blue of the raptor that would definatley make me happy :D

    +1 11 days ago
  • Profile image
    492 NoName101

    @AnotherFireFox agreed

    +1 11 days ago
  • Profile image
    4,134 MarioG

    @AndrewGarrison nice!

    11 days ago
  • Profile image

    @AndrewGarrison Yayyyyy

    +1 11 days ago
  • Profile image

    @AnotherFireFox lol, I can add in some XML mod options to override the efficiency settings.

    +5 11 days ago
  • Profile image

    @MarioG Kell asked for that too. We don't have time to add it now, but maybe someday. It is an elegant power cycle.

    +3 11 days ago
  • Profile image
    7,181 pedro16797

    @AnotherFireFox oh, de-nerf, i thought you were asking for even more nerf

    +1 11 days ago
  • Profile image

    @pedro16797 I'm dead serious

    11 days ago
  • Profile image

    @AnotherFireFox you can scale them down by 25% Size and Mass in the Tinker Panel and size them up in engine configuration, gives you better TWR and power for the same mass and size

    11 days ago
  • Log in to see more comments