Don't worry, we are fully committed to making a great PC game. The only impact our goal of a mobile release has had thus far (in my opinion) is that we have a very keen eye focused on performance throughout the development processes.
We strive for good performance wherever we can. When we implement features that can have a significant impact on performance, we try to have options to disable them or scale them back such that they can run on lesser devices. We don't hold back on really juicy effects or performance heavy features, we just try to make them optional. Try playing the game on low quality settings vs high. Its a very different experience.
99% of the game is done in C# since we are using Unity. I've done a tiny bit of Java for some Android specific stuff and I've done a small bit of C++ for some of our noise library stuff. I believe Andrew has used some .NET for a small utility working with screenshots on Windows. The website is all ASP.NET and Javascript I believe.
That being said... On mobile, we use Unity's IL2CPP technology when building the game, which basically translates all that C# code into C++. IL2CPP is the only option for 64-bit builds on mobile, which both app stores have now made as a requirement. Unfortunately due to this, we can no longer support mods on mobile like we used to with SimplePlanes on Android.
Question for you all... what planet/moon, would you most like to see next? I know you want them all and more, but which would you place the highest priority on?
A few options I was considering for the next planet/moon....
* A Venus like planet
* A moon (or two) for Cylero
* A moon for Tydos
@Warbrine 2018.2.3 was released less than 2 months ago, so I wouldn't really consider that super out of date... We would like to move to 2018.3, but its still in beta at the moment. I suspect it will happen, probably not long after early access release, but impossible to know for certain. We will do what we can to stay current with Unity, but they have a track record for introducing breaking changes and bugs with each major release.
@WNP78 Its something we've talked about before... It may happen some day but the simple fact is that it takes far less dev time to support XML modded features than it does to fully integrate everything into the UI. It would also increase the amount of work involved in testing everything. That being said... we literally have an 'AdvancedMode' property on the designer script that does unlock some extra options on a couple part modifiers. Not being used too much at the moment, but something we could expand upon at some point.
Andrew is very busy right now.. I talked to him a couple days ago about this. I'm going to see what can be done about making the procedural rocket engine stuff easier for mods to integrate with. Its not going to happen this week though. Might take some time and some changes on our end. Probably won't make the 0.7.2 release, but maybe we can have it ready for the 0.7.3 release.
Added a couple dev console commands to help with XML modding planets and solar systems. Use 'CloneSolarSystem id' to make a copy of the current solar system and update your game state to reference it. Use 'PlanetStudio planetName' or 'PlanetStudio planetName quality' to open a scene with the specified planet. WASD & IJKLUO move the camera (shift/control for fast/slow). Keypad +/- to adjust speed. Space to lock to the surface. SolarSystem.xml changes should automatically be recognized and cause the planet to regenerate itself. Alt-F4 to exit.
@Tmax101699 @Sketchap @aydencook03 I just released 0.9.303 for Android a few minutes ago. I'm hoping the crashing issue should be fixed, but if not, it may be related to Vulkan support and I may need to roll that change back. Once you grab 0.9.303, please let me know if the crashing is still occurring.
@MarioG I assume you were using XML-based parts in the subassemblies folder and dropping custom icons in the part icons folder? Yeah... i can see how I may have broken that... Its should be taking actual rendered screenshots for the icons now. I can probably add some code so that you can put an attribute on your designer part XML element so that it will skip the icon generation and use your custom icons instead. Anything else contribute to the loss of sanity?
@WNP78 They should update, as far as I know. There are currently some limitations though... If I recall correctly, I believe they must have a command pod for the input controllers to function. Also, all the flight data stuff is only calculated for the player's craft (and based off the current command pod). Probably some other less-than-ideal situations as well.
We used to bind it to the ` (Backquote) key by default. Eventually we changed it to be unbound by default to prevent this exact sort of scenario from happening. Check the controls menu ('Other Controls' section) for the Developer Console. I'd suggested removing the keybinding altogether to prevent it from popping up when you don't want it to.
No current plans for open source. We do plan to add official mod support in the future though. We do have some capability for that now, but it needs some work before it goes 'official'. That being said, you are welcome load up our ModTools in Unity and start poking around...
.
You should be able to find them here:
C:\Program Files (x86)\Steam\steamapps\common\SimpleRockets2\ModTools\SimpleRockets2_ModTools.unitypackage
.
If you are interested in making mods for SR2 and run in to any roadblocks or functionality you would like to see added to SR2 and our mod tools, please let me know! I'd love to whatever I can to help the modding community grow.
I don't think SimplexFractal actually did anything before. At least it shouldn't have been returning any simplex noise. That was removed before we ever launched because of potential patent issues. We recently removed the enumerations for the Simplex noise, so that may be why you are seeing different behavior now. I'd recommend updating the celestial body and perhaps using perlin fractal instead. Sorry...
@SpaceAeronauticsTestingAgencySATA Well I'm glad you got it working. I have no idea what is going on though. It sounds like its a bug in either Unity or your graphics drivers. I'll try to keep a look out for any possible fixes in Unity patch notes.
If it happens again, maybe try starting the game directly from the file system rather than launching through Steam. I wonder if the Steam overlay could be interfering.
The size of the craft and terrain LOD level can have a huge impact on load times. Do you still see long load times on your desktop with a simple craft an a terrain LOD of 2 (not that I'd recommend playing that way...). Also, the very first time you launch a craft after entering the game, it will take a bit longer than the rest.
@Sketchap So you tried with version 0.9.303? or was it 0.9.302? Your saves were automatically updated for the 0.9.3xx release. They won't load in older versions. If you moved back to the beta, or once the final release for 0.9.3xx is out, the saves should work again.
@Feluxution Are you getting any errors in the log? Did you try downloading the full project zip at the end of this post, checking whether it works, and comparing with yours to see what (if anything) is different?
Right-click on the game in your library and select 'Properties'. On the 'Local Files' tab, click the 'Browse Local Files' button. It should open the folder where SR2 is installed. Run SimpleRockets2.exe to launch the game without Steam.
Depends on where your code is running and what you need. If you are working with a PartModifierScript, there may be a few options. It is a MonoBehaviour, so you can always use OnDestroyed or OnDisabled. There is an overrideable method, OnPartDestroyed, that I believe gets called if the part is destroyed/blown-up in game, despite the game object potentially hanging around (deactivated) for a while. There is also an OnDisposed method, can't remember the exact context in which it gets called.
@Hypr Those are not magic strings, its just part of the API for the game. Stuff like altitude data can be found on the FlightData class of the player's CraftScript. For example...
@Adraesh Debugging is tricky, especially UI. I don't have any great advice... If the DesignerUIController is causing you trouble, you could use your own controller. Here is some quick code I wrote to add a new button to the main menu, with the button being made up from the UI XML in "SR2TestMod/Xml/MainMenuModButton" and the controller being the "MainMenuModButtonScript" class. The "GameMenu" transform lookup is to find the parent transform for the new UI.
var menuButtonScript = Game.Instance.UserInterface.BuildUserInterfaceFromResource<MainMenuModButtonScript>(
"SR2TestMod/Xml/MainMenuModButton",
(s, c) => s.OnLayoutRebuilt(c.XmlLayout),
Game.Instance.UserInterface.Transform.Find("GameMenu"));
edit: looks like the website messed up my formatting...
@swope All the level related interfaces and base classes should be in the ModApi I believe. I think the only change that would be needed to properly support this is a way to register the level with the game's level manager (which could easily be done now with a little bit of reflection). Its never been tested though. We had proper support for custom levels in the SimplePlanes mod tools and I don't know if anybody ever took advantage of it... If its something people would like for SR2 though, I can certainly look into proper support for it.
@Mrmaraunet ICraftScript.FlightData has a bunch of stuff related to velocity and altitude. Game.Instance.FlightScene.CraftNode.CraftScript.FlightData I think is how you would go about accessing that stuff in a script.
I believe the plan for the next update is sometime this month, but we have no exact dates yet.
+9 5.4 years agoDon't worry, we are fully committed to making a great PC game. The only impact our goal of a mobile release has had thus far (in my opinion) is that we have a very keen eye focused on performance throughout the development processes.
We strive for good performance wherever we can. When we implement features that can have a significant impact on performance, we try to have options to disable them or scale them back such that they can run on lesser devices. We don't hold back on really juicy effects or performance heavy features, we just try to make them optional. Try playing the game on low quality settings vs high. Its a very different experience.
+9 5.9 years ago99% of the game is done in C# since we are using Unity. I've done a tiny bit of Java for some Android specific stuff and I've done a small bit of C++ for some of our noise library stuff. I believe Andrew has used some .NET for a small utility working with screenshots on Windows. The website is all ASP.NET and Javascript I believe.
+7 4.9 years agoThat being said... On mobile, we use Unity's IL2CPP technology when building the game, which basically translates all that C# code into C++. IL2CPP is the only option for 64-bit builds on mobile, which both app stores have now made as a requirement. Unfortunately due to this, we can no longer support mods on mobile like we used to with SimplePlanes on Android.
@s5ehfr9 That would be a nightmare... Asking questions is fine. We really need a better way to document these things... like a wiki or something.
+5 4.3 years ago@SupremeDorian @Mrmaraunet I'll have to talk to Andrew, but I assume we will add a Mods button to the website when this release makes it out of beta.
+5 5.3 years agoQuestion for you all... what planet/moon, would you most like to see next? I know you want them all and more, but which would you place the highest priority on?
+5 5.7 years agoA few options I was considering for the next planet/moon....
* A Venus like planet
* A moon (or two) for Cylero
* A moon for Tydos
@HeroBSB No problem. Thanks!
+4 5.9 years ago@Warbrine 2018.2.3 was released less than 2 months ago, so I wouldn't really consider that super out of date... We would like to move to 2018.3, but its still in beta at the moment. I suspect it will happen, probably not long after early access release, but impossible to know for certain. We will do what we can to stay current with Unity, but they have a track record for introducing breaking changes and bugs with each major release.
+4 6.0 years ago@WNP78 Its something we've talked about before... It may happen some day but the simple fact is that it takes far less dev time to support XML modded features than it does to fully integrate everything into the UI. It would also increase the amount of work involved in testing everything. That being said... we literally have an 'AdvancedMode' property on the designer script that does unlock some extra options on a couple part modifiers. Not being used too much at the moment, but something we could expand upon at some point.
+4 6.5 years agoAndrew is very busy right now.. I talked to him a couple days ago about this. I'm going to see what can be done about making the procedural rocket engine stuff easier for mods to integrate with. Its not going to happen this week though. Might take some time and some changes on our end. Probably won't make the 0.7.2 release, but maybe we can have it ready for the 0.7.3 release.
+3 5.3 years ago@pedro16797 typo, thanks.
+3 5.3 years agoFrom the release notes a while back:
Added a couple dev console commands to help with XML modding planets and solar systems. Use 'CloneSolarSystem id' to make a copy of the current solar system and update your game state to reference it. Use 'PlanetStudio planetName' or 'PlanetStudio planetName quality' to open a scene with the specified planet. WASD & IJKLUO move the camera (shift/control for fast/slow). Keypad +/- to adjust speed. Space to lock to the surface. SolarSystem.xml changes should automatically be recognized and cause the planet to regenerate itself. Alt-F4 to exit.
+3 5.4 years ago@pedro16797 Thanks :)
+3 5.7 years ago@AnotherFireFox Hard to say what the future holds.
+3 5.9 years agoI think '.' should reference the current part. More details here:
+2 4.3 years agohttps://www.simplerockets.com/Releases/View/37294
@Tmax101699 @Sketchap @aydencook03 I just released 0.9.303 for Android a few minutes ago. I'm hoping the crashing issue should be fixed, but if not, it may be related to Vulkan support and I may need to roll that change back. Once you grab 0.9.303, please let me know if the crashing is still occurring.
+2 4.5 years agoYou need to go to the controls menu and bind it to a key. Its in the 'Other' tab I believe
+2 4.5 years agoIt takes what it needs when it needs it
+2 4.6 years agoYou guys are doing an amazing job!
+2 5.0 years ago@DPSAircraftManufacturer In work
+2 5.3 years ago@MarioG I assume you were using XML-based parts in the subassemblies folder and dropping custom icons in the part icons folder? Yeah... i can see how I may have broken that... Its should be taking actual rendered screenshots for the icons now. I can probably add some code so that you can put an attribute on your designer part XML element so that it will skip the icon generation and use your custom icons instead. Anything else contribute to the loss of sanity?
+2 5.3 years ago@WNP78 They should update, as far as I know. There are currently some limitations though... If I recall correctly, I believe they must have a command pod for the input controllers to function. Also, all the flight data stuff is only calculated for the player's craft (and based off the current command pod). Probably some other less-than-ideal situations as well.
+2 5.5 years agoGlad I could help. :-)
+2 5.5 years agohmmm.... I dunno if that will happen. I've made a note of it though, something to think about.
+2 5.7 years agoWe used to bind it to the ` (Backquote) key by default. Eventually we changed it to be unbound by default to prevent this exact sort of scenario from happening. Check the controls menu ('Other Controls' section) for the Developer Console. I'd suggested removing the keybinding altogether to prevent it from popping up when you don't want it to.
+2 5.8 years agoNo current plans for open source. We do plan to add official mod support in the future though. We do have some capability for that now, but it needs some work before it goes 'official'. That being said, you are welcome load up our ModTools in Unity and start poking around...
+2 5.9 years ago.
You should be able to find them here:
C:\Program Files (x86)\Steam\steamapps\common\SimpleRockets2\ModTools\SimpleRockets2_ModTools.unitypackage
.
If you are interested in making mods for SR2 and run in to any roadblocks or functionality you would like to see added to SR2 and our mod tools, please let me know! I'd love to whatever I can to help the modding community grow.
I don't think SimplexFractal actually did anything before. At least it shouldn't have been returning any simplex noise. That was removed before we ever launched because of potential patent issues. We recently removed the enumerations for the Simplex noise, so that may be why you are seeing different behavior now. I'd recommend updating the celestial body and perhaps using perlin fractal instead. Sorry...
+1 3.9 years agoDoesn't work yet, sorry!
+1 4.0 years ago@SpaceAeronauticsTestingAgencySATA Well I'm glad you got it working. I have no idea what is going on though. It sounds like its a bug in either Unity or your graphics drivers. I'll try to keep a look out for any possible fixes in Unity patch notes.
If it happens again, maybe try starting the game directly from the file system rather than launching through Steam. I wonder if the Steam overlay could be interfering.
+1 4.3 years ago@SATA Have you tried running Windows update to make sure your system is up to date? Do you have any Citrix software installed?
+1 4.3 years ago@SATA It looks like your graphics drivers are out of date. I'd try updating them and giving it another shot. https://downloadcenter.intel.com/product/80939/Graphics
+1 4.3 years ago@SATA You could upload it to https://pastebin.com/ and paste the link to it here.
+1 4.3 years agoCould we get a link to your log file? Should be here: %USERPROFILE%\AppData\LocalLow\Jundroo\SimpleRockets 2\player.log
+1 4.3 years ago@Deanolt If you are installing on Windows, it should be included by default. I don't think it shows up in the list
+1 4.3 years ago@SATA Its a desktop only feature for now. You can still download the custom systems that other people create though.
+1 4.5 years agoThe size of the craft and terrain LOD level can have a huge impact on load times. Do you still see long load times on your desktop with a simple craft an a terrain LOD of 2 (not that I'd recommend playing that way...). Also, the very first time you launch a craft after entering the game, it will take a bit longer than the rest.
+1 4.5 years ago@Sketchap So you tried with version 0.9.303? or was it 0.9.302? Your saves were automatically updated for the 0.9.3xx release. They won't load in older versions. If you moved back to the beta, or once the final release for 0.9.3xx is out, the saves should work again.
+1 4.5 years ago@plane918273645 The stock solar system files should restore themselves if deleted. Shut down the game and restart it, they should come back
+1 4.5 years ago@aydencook03 So you can't get to the main menu at all? Have you tried restarting your phone?
+1 4.5 years agoAre your graphics drivers up to date?
+1 4.5 years agoIf its the part modifier script you are talking about, it will be automatically added to your part at runtime.
+1 4.5 years ago@Feluxution Are you getting any errors in the log? Did you try downloading the full project zip at the end of this post, checking whether it works, and comparing with yours to see what (if anything) is different?
+1 4.9 years agoRight-click on the game in your library and select 'Properties'. On the 'Local Files' tab, click the 'Browse Local Files' button. It should open the folder where SR2 is installed. Run SimpleRockets2.exe to launch the game without Steam.
+1 5.0 years agoWhen not warping, regular Unity physics are used, so if you want to modify velocity, you could add force to the parts associated Rigidbody.
+1 5.0 years agoDepends on where your code is running and what you need. If you are working with a PartModifierScript, there may be a few options. It is a MonoBehaviour, so you can always use OnDestroyed or OnDisabled. There is an overrideable method, OnPartDestroyed, that I believe gets called if the part is destroyed/blown-up in game, despite the game object potentially hanging around (deactivated) for a while. There is also an OnDisposed method, can't remember the exact context in which it gets called.
+1 5.0 years ago@Hypr Those are not magic strings, its just part of the API for the game. Stuff like altitude data can be found on the FlightData class of the player's CraftScript. For example...
+1 5.2 years ago@Adraesh Debugging is tricky, especially UI. I don't have any great advice... If the DesignerUIController is causing you trouble, you could use your own controller. Here is some quick code I wrote to add a new button to the main menu, with the button being made up from the UI XML in "SR2TestMod/Xml/MainMenuModButton" and the controller being the "MainMenuModButtonScript" class. The "GameMenu" transform lookup is to find the parent transform for the new UI.
var menuButtonScript = Game.Instance.UserInterface.BuildUserInterfaceFromResource<MainMenuModButtonScript>(
"SR2TestMod/Xml/MainMenuModButton",
(s, c) => s.OnLayoutRebuilt(c.XmlLayout),
Game.Instance.UserInterface.Transform.Find("GameMenu"));
edit: looks like the website messed up my formatting...
+1 5.3 years ago@swope All the level related interfaces and base classes should be in the ModApi I believe. I think the only change that would be needed to properly support this is a way to register the level with the game's level manager (which could easily be done now with a little bit of reflection). Its never been tested though. We had proper support for custom levels in the SimplePlanes mod tools and I don't know if anybody ever took advantage of it... If its something people would like for SR2 though, I can certainly look into proper support for it.
+1 5.3 years ago@MarioG I was hoping we could put something in place so that you could leverage the existing stock exhausts.
+1 5.3 years ago@Mrmaraunet ICraftScript.FlightData has a bunch of stuff related to velocity and altitude.
+1 5.3 years agoGame.Instance.FlightScene.CraftNode.CraftScript.FlightData
I think is how you would go about accessing that stuff in a script.