DESCRIPTION

GENERAL INFO

  • Mod Version: 1.1
  • Required SR2 Version: 0.7.3.3
  • Published: 6/21/2019
  • Downloads: 1373

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    @spacexceo2026 At least for me

    11 days ago
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    @spacexceo2026 It does work

    11 days ago
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    what a scam u just sniping tool it and posted like its real

    +1 12 days ago
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    @Jgarrage You don't know how to properly install the mod. You probably don't even know what a scam is

    14 days ago
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    4,632 HSH

    @Jgarrage he’s a developer
    How is it a scam?

    one month ago
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    I can't have the mod when I try to download it it doesn't show up so this is a scam

    4 months ago
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    @CliffracerX
    English please

    5 months ago
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    Sweet!

    5 months ago
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    @Foxman21
    I think Apple doesn’t permit modding of iOS apps. I think android can have mods, though.

    +1 one year ago
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    115 Rawhide

    Hey, since Android is out now, you think it would be compatible?

    1.2 years ago
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    @Mrmaraunet ha, no, I just put it up today... and I accidentally gave the wrong link... fixed now, sorry about that!

    1.3 years ago
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    9,829 Mrmaraunet

    was it always there ? if yes I feel a bit stupid and why is it called SimplePlanes-Adjustable-Gravity the files look like a sp mod

    1.3 years ago
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    @Mrmaraunet Yes.

    1.3 years ago
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    9,829 Mrmaraunet

    can we have the source code to study?

    +1 1.4 years ago
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    6,507 Tully2001

    I’m the type of guy to pour cereals into water @AnotherFireFox

    1.4 years ago
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    @Tully2001 You're the guy who would use RL-10A4 for a booster engine. You can do that. I would spare it until I reach orbit.

    1.4 years ago
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    This is cool! I have been looking through the scripts and am currently attempting to make some custom engines!

    1.4 years ago
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    @HellFireKoder That's fantastic news, both that there's gonna be more official documentation, and especially that poking around with ILSpy is okay; the latter will definitely be helpful in figuring things out until official docs/example code come along!

    +2 1.4 years ago
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    @CliffracerX you're free to poke around in SimpleRockets2.dll and ModApi.dll, with something like ILSpy or dotpeek :)

    1.4 years ago
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    @AnotherFireFox that's a fair point, however it would make for a poor tutorial if I didn't know how to make a mod beforehand :P

    You can add code/functionality by making a script like you normally would in Unity, and adding said script to an object you include in the mod.
    We do plan to get out more information.

    +1 1.4 years ago
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    17.0k Rafaele

    @CliffracerX You should calm down, I mean, it's true what you say, but it's not like the world is falling...

    1.4 years ago
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    @Tully2001 Thinking and experimenting with code doesn't do you a whole lot of good when everything is locked behind DLL files with limited headers, with no documentation as to any of the underlying systems beyond said headers and help documents. Reverse-engineering can only do so much.

    Take engines, for instance. There's no documentation on what's required to make a working engine prefab, and from personal experimentation, making one without said requirements will simply result in your engine not functioning in-game; it shows its Delta-V and all, but any attempt to turn it on results in zero thrust output and your output log filling with null pointer exceptions relating to smoke opacity. I can't know what's required with anything short of attempting to decompile the SimpleRockets2 dll, which would obviously void some EULAs, not to mention violate the DMCA, and simple trial and error would be about on par difficulty-wise with manually trying to hack a password by trying all permutations of the characters in it by hand.

    I am thrilled to see the devs taking modding this seriously at all, especially relatively early on in the development process, but we're mere mortals with mere mortal toolchains; we can only do so much from the comments for public functions and whatnot. Official documentation, a limited source code release (say, all PartModifierDatas and PartModifierScripts so we can learn how they work), or even just improved help documents in the assetbundle would be a huge help. As it is right now, if someone outside of Jundroo can make a working engine mod, it's going to be a miracle of trial, error, and good luck.

    A tutorial on getting Unity set up to make mods is good and all, but...it can't teach the community everything they need to know about the Jundroo codebase.

    TLDR; we don't have enough code or documentation in order to "experiment with code and stuff", and while that's not gonna stop dedicated members from figuring out some of the system through trial, error, and a lot of IntelliSense use, other parts of it will remain off-limits until more resources are made available down the line.

    EDIT: I feel I should also clarify that that isn't meant to be an attack on you or the devs, and that I at least hold no ill will over the lack of resources, I'm just stating the facts for the modding situation right now to try and alleviate any confusion. I also totally understand why we don't have more documentation as of yet; writing docs takes a while & requires development resources that may be better spent on more high-priority tasks.

    +1 1.4 years ago
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    6,507 Tully2001

    Try thinking and experimenting with code and stuff. That’s how you figure it out @AnotherFireFox

    1.4 years ago
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    @Tully2001 Not really. I mean literally nobody knows. How can we figure that out when even Nathan the Dev doesn't know how to?

    +1 1.4 years ago
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    6,507 Tully2001

    Here’s a link to creating a mod which was embedded in the other link I shared. It won’t tell you how to make a transparent part because that’s what you figure out, and that’s the fun in modding @AnotherFireFox

    1.4 years ago
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