Negative mesh for visuals only (not supporting collisions) might be possible with a technique like this. It still wouldn't be easy, but it seems like it should be possible.
That's an interesting technique. Certainly looks easier than calculating mesh intersections.
@pedro16797 @Kell @swope @MarioG I just released a new beta (v0.7.1.4) that should fix some of the staging frustrations. More details here.
@lliamlegoguy Yes, we plan to release on mobile this year.
@Kell It's tricky, but something that'd like to get to eventually. It would be cool for planets to cast shadows on each other.
@Icantthinkofaname Yes! But the roadmap really does help us understand what players want and we very well may re-prioritize based on player demand.
@MarioG You had a lot of great builds! I didn't realize how many builds of yours I had used until I started writing out the credits for the video's description.
Version 0.7.0.5 is now live on Steam for everyone. Thanks for all the help beta testing, everyone! We will be back tomorrow to start promoting the update on all of our marketing channels. We're letting the update percolate overnight to see if any major issues arise before starting our marketing efforts.
@AnotherFireFox Yes, I was going to talk with you about de-nurfing. I ran out of time because it turns out it was a bit trickier than I anticipated (at least to do it well). I realized that this would be far better suited for a mod. Nathan is finishing up the mod support over the next few weeks. After that is released, it will be very easy to customize all of the existing engines to have independent efficiency settings. I can give you some example code to do exactly that. Also, with modding support you should be able to add new engine types, nozzle types, and fuel types (but, currently you would need to use our models).
@Kell The Isps changed slightly with the change in how efficiency was applied, so I took the opportunity to nerf them just slightly more.
@pedro16797 Thanks for letting us know. We'll try and get it fixed as soon as we can.
@Bmcclory No news to report yet on SimpleTrees, but I am excited to dig into the science behind tree physiology!
@SupremeDorian We ran into some technical snags with SimpleWheels 4D. We just don't have the technology available yet to make it a reality. Hopefully, someday we can do it. It will be our Avatar.
Really nice work!
@bartekkru100 You are right the exhaust should be more streamlined. It actually should be a bit overexpanded as its exit pressure is lower than ambient. We'll get The under-expanded state definitely looks better with our current visuals, IMO, so that's why I chose it for this teaser.
@pedro16797 No comment!
@WNP78 Well if it works that's all that matters!
They were never finished and only there for debugging orbit stuff in the map view.
@YuraCat We're going to start the SimplePlanes 1.8 soon. We're just trying to finish up some of the stuff we had in work with SR2 before the break. This update has taken a lot longer than anticipated!
@weebabyseamus made SimpleAirway.
@WNP78 lol, of course we believe you! Your cognition is often intimidating, so it's nice to see that you can have a brain fart on occasion! :D
I'm sorry about that. I haven't been through the new items for a couple of weeks now. I'll try and get those approved today.
@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.
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.
@MarkWatney Best of luck to you, Mark. You better science the sh....stuff out of those potatoes.
@Yebet321 Craters yes. Asteroid belt no.
@MarcosEdu Cargo bay is on the list.
@Sharandeep981 The command pod comes with a built-in gyroscope at no extra charge, which is great for attitude control on small to medium-sized builds.
Can we have AG’s for wings? It would really help
Can we have AG’s for wings? It would really help
I assume this is for turning control surfaces on/off?
@JoshMan That engine is actually a Mage I. I'll try and post more about engines in future blog posts.
@mikethespike056 Currently used for the command pod's gyroscope, ion engine, and rover wheels.
@DemonSniper8 No projected month yet. We're still just sticking to Q2. Anytime I pick a date, the universe immediately works against us to make sure we will miss it.
@BaconAircraft Yes, all of those things will be possible in SR2.
@exosuit Parts will cost money in career mode. Of course, if you play in sandbox then you won't need to worry about money.