The results are in! We had 500 submissions, so I had to narrow things down a bit. I took the list and removed anyone who didn't have a PC or a Mac (not sure why they submitted) and that knocked the list down to 479.
Then I put everyone in a Google sheet and gave everyone one "point." Then I gave out additional bonus points like this:
Then I went down the list and rolled a 32-sided die. Not really, I just had Google sheets pick a random number. If it rolled <= to your total points, then you got in the beta. Otherwise, sorry, you're out of luck.
That resulted in 37 winners. Here they are:
@Ihavenorealideawhatiamdoing Sorry, I missed your question. We are planning on releasing early access on Steam first, around the end of Q1 / early Q2 (yep the schedule is already slippery). We won't be ready for any kind of beta testing on mobile until probably late summer/early fall, but it's too early to say for sure. When we do start that we will probably do at least one round of beta testing on iOS and Google Play.
Edit: This info is obviously very outdated. See my more recent posts and comments for updated info.
Just released another beta. Version 0.6.7.1 with a few new changes:
@RailfanEthan @KitKart @Exospaceman @pedro16797 @NathanMikeska @Chancey21 @grizzlitn @Tully2001 @Feanor @GINGER01 @Klosskopf @oDDDx @AN2Felllla @AnotherFireFox @eonn44 @Mod @tars13 @WNP78 @bartekkru100 @Iron17 @ERRORNAME @shuAyc @simonchc @deusalgor @BobTheTitanSP @SaturnV
I'll post a video of the consumption of black licorice in the next week or so....
Will the smoke push any objects near the engine?
Nope, it's only a visual effect
will be there cargo bay? And can we customize it?
Yes and yes
Is dock can be customize?
Nope, the docking port comes in one size for now.
do all engines can do that effect?
Mage, Apex, and Pixie all do this to some extent. The ion engine doesn't do much.
How can we add more Command pod in the boosters?
I'm not sure I understand the question, but I'll take a stab. You can add additional command pods to boosters so that after they are disconnected you can switch to them and take control of them.
will be there another probe for unmanned missions?
We don't have any probe specific parts. I'm not sure what exactly you are looking for here.
Is the building in launch site and other buildings destoryable like ksp?
what will happen if we visit the sun in sr2?
No one has ever returned to tell the tale, so we don't know for sure.
Can we move spacecraft without any rcs or engines?
There's also a CMG built into the command that provides some attitude control. It's battery powered.
how long is runaway?
Not sure, will have to get back to you on that.
Will be there a planet with ring in sr2?
We hope to add this at some point, but we don't have anything yet. I'm sure Nathan will be able to do it. He has been working magic with the planets.
Can we even dig into planets? Or mine any planet or moon?
No digging mechanics in this game.
Can we put flags and custom flags in sr2?
No flag mechanics in this game.
will be there engines for plane?
We don't have any air-breathing engines yet, but I think it's very likely we will add some in the future.
@F4f879 No points for comment updoots. Also, no notifications, as they would get annoying rather quickly.
I am here too, sometimes. but I am also other places.
The campaign mode will hopefully tackle the STEEP LEARNING CURVE, NOTHING TELLS THE PLAYER WHAT TO DO, and THE GAME LACKS LIFE. I agree those are all problems.
The GOOFY BUILDING MECHANICS is a tough problem to solve. I have a few ideas that I've been wanting to try, such as grouped subassemblies and an attach point part, that lets you define the attach point for a group of parts, essentially overriding all attach points in the group.
THE ONLINE COMMUNITY IS INSEPARABLE FOR GAMEPLAY is an interesting idea.
I don't agree that PLAYERS STOP IMPROVING is true for SimplePlanes and I don't think that will be true for SR2. When players look at other crafts they can comment and meet other players on the craft's post. I think that's a more engaging way to meet other players and improve: by looking at other interesting stuff other players are making. To this day, players have continued to blow our minds with what they are building. They come up with new building techniques and find ways to do things that we would have never thought were possible.
THE GAME LACKS STUFF THAT ARE IN MODS will be true for any game that supports modding. We have to draw the line somewhere.
@Bmcclory Those dates zoom past like an orbital booster on re-entry.
I cannot divulge any more secrets yet about the cargo ba...I mean secret parts.
@Seanbon007 Customizable fairings.
@SupremeDorian I might increase the number of testers. Also, I might give a slight probability bonus to those who signed up early and another bonus to SP players.
I pushed back the date to Friday so we can (hopefully) get a new release ready before adding more players to the beta test.
Okay, new build is out (v0.6.7.2). The electric motor bug should be fixed. You may need to log out of the Steam client and log back in before it realizes there's an update.
@Skywalket Yes, I've never run a beta quite like this before so I'm not comfortable running an open beta.
Are you planning add cockpit version like ksp ?
No plans for cockpits, but make sure you submit this to uservoice (or upvote it if it's already there). A highly voted suggestion is more likely to end up getting implemented.
Can we do diffetent stuffs like simpleplanes ? (Planes , boats , tanks etc.)
will seas looks like simpleplanes' seas ?
I think the sea looks better in SR2
@BaconAircraft We would like to add volumetric clouds at some point. Philip has prototyped some ideas, but making it a reality has proven difficult. It's also fairly destructive to performance.
@Awsomur He never even complained, but he did go through a lot of deodorant.
@Sharandeep981 Yep, we have smoke trails in the vacuum right now. XD
@Sharandeep981 we are going to launch on Steam early access first and then we'll probably do a round of beta testing on mobile before we do a final release towards the end of the year.
@CursedFlames They are both space sims so there will naturally be a lot of overlap. Our main points of focus for SR2 are procedural parts, online collaboration via craft and sandbox sharing, mobile support, and planet building to name a few.
@Roswell I think the install size will be bigger than SP. Probably around 850MB on initial Early Access release.
I was interested in yours and @JoshMan 's posts and wanted to take this opportunity to double-check our calculations and make sure we aren't too far off with the dry mass / wet mass ratio, so I ran some numbers on a fuel tank of height 2m and radius 0.8m. Here's what the game currently spits out with that configuration:
Fuel Density: 0.81g/mL
Wet Mass: 3382.7kg
Dry Mass: 210.3kg
@EternalDarkness Our schedule be looking like this.
@SR2HYPE Check, Check, Check. :)
@mikethespike056 The surface of the planet is great for crushing rockets. You won't be able to land on the gas giants anymore.
@Bmcclory @jamesPLANESii We will have other options for people who want to make planes in the rocket game. Personally, I'd like to see submarines in this game.
@Oski Good question! I just added those details to the post.
@jamesPLANESii Yes, at some point....just not yet!
@Exospaceman Many parts in the game will be inspired by real-life parts. Humans and EVA won't make early access, but hopefully in a future version.
@PorkyClown3 You're right, I did say that! I will publish a post at 7pm CST for one of the new features I've recently added to SR2.
If you guys have some advice on how to improve, please submit a suggestion so we can track it. Thanks for playing! @TR2002
@CRJ900Pilot We are limiting ourselves to Steam for Early Access so we can minimize overhead of deploying to multiple platforms. This will let us just focus on getting out updates as quickly as possible. When the game is done, we will release on all platforms: Steam, iOS, and Android, and maybe the Mac App Store.
Why don't you have Steam? It's great!
@SpaceKraken Yes, we do plan to add air-breathing jet engines at some point.
@czenon1 @Kentheman iOS and Android version is coming next year.
Please, if you become a beta tester, don't record and post videos of the game yet. Thanks for asking, @DrCoconut1245 :)
Thanks, but this isn't applicable to SR2. The atmosphere rendering is very complicated in SR2. We would love to add clouds at some point, but it's quite challenging.
@Diver You need Xenon gas as well. We're trying to do a better job of obeying the laws of physics in SR2.
@FalconX We don't have SRBs, but we do plan to add them at some point. They should be easy enough to add. The other stuff you mention would have to be fashioned using fuselage parts and wing sections.
Ya, sorry that's not a leaked image, but here are some.
We just care a lot about our users and want to make sure they are seen....hehe, ya, whoops. That was me. It's fixed now.
@WeSeekANARCHY Sorry :( Android is tough. Sometimes it's some little non-vital feature a device is missing and the game is flagged as not compatible.
@mjdfx150529 I agree, an xml-modified tag would be really nice.
Drag will be calculated from 6 cardinal directions (up,down,left,right,front,back) so it won't matter if it's a rocket or a plane that is being built, the drag will calculate the same. Certainly is easier to build a plane horizontally than vertically.
We don't have any non-rocket engines yet, but I imagine we will add some eventually. No promises on prop engines though.
@Awsomur @Chancey21 @Planefun @Planefun @AN2Felllla @EternalDarkness Thanks for the feedback on the runway. The Early Access version will likely launch with some variation of what you see here, but we plan to revisit the launch site when we add career mode. We really like the idea of letting the player build their own launch site with modular parts.
@Venus Gas giants won't have a surface in SR2, so those probes will be crushed by atmospheric pressure.
@FalconX SR2 is far more realistic looking than SR1 and SP.
@diegoavion84 @WeSeekANARCHY We are still unsure on requirements as the game is still fluctuating quite a lot. When we get closer to release we will take a hard look at that and let you know.
@WeSeekANARCHY we are using the Unity game engine and writing all of our code in C#. Also, the website is written in C#.
@FroggoShibeBirb @EternalDarkness @JoshMan We don't have any plans for prop engines at the moment, but we want to make players happy, so we may very well end up porting prop engines from SimplePlanes over at some point.
It's @Mostly similar to SP while on Smearth.