you should soooo post some game footage so the community doesn't go assume that you are making false claims, since you apparently got multiplayer sync within a few days of getting the game, as that would be incredibly tragic and under-appreciating of such a super-human feat.
Aww, I'll be late to the party .. just 4 exams left! I'm going to say nice work in advance since I can't imagine you'd have done anything else :)
Well done you made it to the front pa-
Oh I forgot to say I was making a weapons mod
The "Normal Smoothing Angle" looks interesting but have you considered smoothing normals between connected fuselages?
angular velocity = 0.0001246663751424521 radians/second
1/0.0001246663751424521 = 8021.40913183153 s/rad
8021.40913183153 * 2pi = 50400.00000000003 seconds per revolution
50400/60 = 840 minutes or 14 hours.
@swope change the link to https://i.imgur.com/jDyC7Z1.png for higher quality goodness.
Love especially the idea of clouds, mod support ofc, wings that aren't rectangular, improved camera. Not sure about custom textures on crafts though.
@Chancey21 that's what this is planned to be
@PorkyClown3 it's the file path to the mod in the mods folder, but in lower case. Go to the mod (in the mods folder, not your downloads) and shift + right click on it then press "copy as path". That will copy the file path to the mod, but it likely has upper case letters that you need to make lower case. If you have something like notepad++ you can do that quickly but you could also do it manually. The path at the end might look a bit like this:
please consider editing your titles to be less indicative of low quality content, even if said content is low quality it's not a good look for the site, or you could even consider avoiding posting said content, thanks.
Of course we can't see the crafts, it would be painful to watch and not play and they'd feel obliged to upload more...
I'll first work on a port of overload, of course, then probably look into weapons if they aren't stock.
Deserved, too. Congrats!
@JoMiMi try again now with the updated post, I changed the download and the settings entry.
@NathanMikeska is it intentional that InputControllers don't seem to update when the player is not controlling the craft, or should I report this as a bug? I was looking forward to some nice auto-controlled missiles, but ah.
Different people have different ideas of what it can mean. It could mean that it can run on a stock version of the game without needing to download mods, it could mean that it was made without overload/xml modding, or it could mean that it wasn't made using the tinker panel. Depends how much of a raving lunatic said it.
Seriously though, you are hitting new heights with every version. Is this even possible?
Translation mode is enabled by pressing the T key or clicking the button in the bottom left menu (opened by clicking on the nav sphere icon on the instrument panel)
I know Andrew is gonna kill me for saying this, but try setting a target, then using DJGPP?
Database rollback. The site hosts are having lots of problems. See here for details
(this is just a temporary UI, it will be like SP overload)
Tip: in most search engines (google, bing, duckduckgo, etc) you can specify the site to search for. For instance, to find an infinite fuel tank, you could search for:
infinite fuel site:simplerockets.com
infinite fuel site:simplerockets.com
and you'd get only results from this site.
@mjdfx150529 @AndrewGarrison I genuinely have no idea what I was thinking there... This is why you don't try to use your brain when you have a cold and are about to sleep! The double letters must have thrown me off. I'm sane, believe me.
for #2: already making the weapons mod. There is no mod support yet, nor a game, but I don't care.
This is definitely good.
Too bad you only get points for forum-spamming...
not only do you suck at script injection but you kinda suck at HTML/JS too, despite the fact you probably copied it RIP
I'm devoid of an interesting/funny/original comment for this one. Good work. Hurry tho. :)
@swope well I suppose updating mods would be streamlined by the steam workshop being used to distribute them... Other than that, there's usually a public beta before a major update and that's generally the time I'd use to update mods for the new version if required, before release to the main branch.
For real this time? :)
@AnotherFireFox there is always a way.
@JediWolf yeah, android should support modding, but like SimplePlanes, iOS will not due to Apple's App Store policies.
@Opise227 the open/close tag thing is simply how XML works. Because <EnabledMods /> is "self-closing", it is essentially shorthand for <EnabledMods></EnabledMods>. The lower case thing is a nuance of the game. The mod loading wasn't really designed to be doing this at this point. It gets all the mods it can see, including the details on path and last updated, and checks for an exact match in the settings file. Before it does this it converts the other path to lower case (probably to negate any changes in case), so the entry in settings has to be lower case as well. I have tested this. It will be more user friendly in the future when the mod api is officially supported.
@swope yes, you will go down in history. Your great sacrifice in the name of OCD will be remembered.
@mjdfx150529 too late xD
It sounds wrong but it's been the most stable and effective way, out of the 3 I tried.
@AndrewGarrison nope it's the same way as SP and I have to admit it's not very uh.... I'm not sure how to describe it. I re-call the constructor on the existing PartData object. Yup it lets you do that. I was surprised too. Of course I have to do a load of other stuff to preserve symmetry and things.
This just happened to me now. I connected VS 2017's debugger - it's all external code running and SimpleRockets2.dll is not loaded yet. The application is unresponsive and goes to a white screen. output_log.txt is fairly minimal. I saved a .dmp file with VS which I can upload if you want. I killed it and restarted it and received the same bug. Then I started it directly (not via steam) and it worked. After that, it now works through steam again. Could be coincidental but a steam overlay issue is highly likely. gameoverlayrenderer64.dll from my Steam install was present in the dump.
well, I guess you'd have to be constantly updating the planet's orbital trajectories... currently they are "railed" onto a fixed orbit. Not sure what this would help with too much, besides more complex binary-type systems I guess. Manoeuvre node prediction would be pretty hard though in such an irregular environment - that would be the main obstacle.
(in the game file, smearth's angular velocity is 0.0002493327502849042 radians per second. 2π÷0.0002493327502849042 = 25200 seconds = 420 minutes (Elon is proud) = 7 hours.
fuelConsumption is the amount of fuel it consumes in some kind of unit per second (not sure what the unit is but it's the same one used to set fuel on fuel tanks, possible litres but I'm not too sure)
fuelConsumptionScale is the slider you get in the designer which affects not only the fuel consumption but the thrust.
thrust is literally the thrust given out by the engine at full throttle.
ISP is calculated based on the first and last value.
Full list of engine xml options:
@Jetspeed1001 the change was a long time ago (not months, probably a few weeks), but the old logo would have been cached in your browser for a while. If you do ctrl+F5 it refreshes all things.
really? what are they needed for? forums are for encouraging debate and conversation in the community, and to start sectioning them off and turning it into a social media site is just gonna kill it.
Absolving yourself from keeping realism. Nice one.
@Caveman999 yeah, because they haven't been spamming the forums of an unreleased game, but quietly and patiently waiting...
@JoshMan @Bmcclory there is definitely plans already to make SR2 modding much better than SP. I have a good idea why, and if so then modding is gonna get so much easier at entry level in terms of the things you can do...