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    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.

    +9 2 months ago
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    Well done you made it to the front pa-

    +7 5 months ago
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    Oh I forgot to say I was making a weapons mod
    pics

    +4 2 months ago
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    The "Normal Smoothing Angle" looks interesting but have you considered smoothing normals between connected fuselages?

    +4 9 months ago
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    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.

    +3 2 months ago
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    HMM

    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...

    +3 5 months ago
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    I'll first work on a port of overload, of course, then probably look into weapons if they aren't stock.

    +3 one year ago
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    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

    and you'd get only results from this site.

    +2 24 days ago
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    @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.

    +2 one month ago
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    for #2: already making the weapons mod. There is no mod support yet, nor a game, but I don't care.

    +2 5 months ago
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    This is definitely good.

    +2 6 months ago
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    WOW

    Too bad you only get points for forum-spamming...

    +2 8 months ago
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    not only do you suck at script injection but you kinda suck at HTML/JS too, despite the fact you probably copied it RIP

    +2 9 months ago
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    I'm devoid of an interesting/funny/original comment for this one. Good work. Hurry tho. :)

    +2 9 months ago
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    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.

    +1 8 days ago
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    @AnotherFireFox
    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.

    +1 one month ago
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    Full list of engine xml options:

    electricalConsumption type=float
    fuelConsumption type=float
    fuelConsumptionScale type=float
    gimbalRange type=float
    maxGimbalAngle type=float
    maxTorque type=float
    seaLevelEfficiency type=float
    supportsWarpBurn type=bool
    thrust type=float
    vacuumEfficiency type=float

    +1 one month ago
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    @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.

    +1 one month ago
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    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.

    +1 2 months ago
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    Absolving yourself from keeping realism. Nice one.

    +1 3 months ago
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    @Caveman999 yeah, because they haven't been spamming the forums of an unreleased game, but quietly and patiently waiting...

    +1 3 months ago
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    @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...

    +1 6 months ago
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    almost as sock-knocking as 22 typhoons today!

    +1 6 months ago
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    @AN2Felllla not yet, james. Calm down.

    +1 7 months ago
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    @MrTaco yes. And you can get a headset which has a screen that can go transparent. So you see everything around you, but the headset can also display things on top. Examples

    +1 8 months ago
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    just gonna pretend that anyone has an AR headset. Though it could be a good excuse to try and get a hololens off of microsoft.

    +1 8 months ago
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    @Arnmra air tends not to be pure oxygen. Otherwise it would be called oxygen. Not air.

    +1 9 months ago
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    What if we got rid of "XML modding" altogether, and replaced it with a universal "advanced mode"? That would make things far more accessible to everyone.

    +1 9 months ago
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    @BobDaBilder123 I don't know, but if there isn't then I'll be looking to mod them in.

    +1 10 months ago
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    Awesome! I was working on a kOS booster autoland in ksp, which I'm sure will get ported across if I get SPLua (or some other name if I change it like I probably will) working in SR2...

    +1 11 months ago
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    • Love the UI. Kinda reminds me of Space Engineers (but don't go overboard with styling and huge amounts of padding)
    • Who else is thinking about some kind of expression-based InputController logic?

    +1 11 months ago
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    You should probably add "why do I have 100 points?" and "why don't I have 100 points?"

    +1 one year ago
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    @JVGG the solar system data is located in AppData\LocalLow\Jundroo\SimpleRockets 2\UserData\SolarSystems\__default__\SolarSystem.xml

    4 days ago
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    @AnotherFireFox that's some very advanced stuff going on there. I can see why they might choose to use some native code (or GPU? Speculation) but there will always be a c# element because of unity, the engine for both games. I'd they're willing to implement it as an SR2 mod that would be super cool but I can't see it being a practical candidate for a game update. I do wonder about the performance implications during warp and for trajectory prediction though...

    7 days ago
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    @Chancey21 what are you actually trying to achieve here?

    7 days ago
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    @AnotherFireFox how did they manage maneuver prediction with that?

    7 days ago
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    It will accelerate to reach it's target RPM... Not a direct way to adjust acceleration

    7 days ago
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    (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.

    9 days ago
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    How did you measure 14.2 hours? I had it as 7 exactly...

    9 days ago
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    My that's a lot of planes. Did it lag at all?

    12 days ago
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    @14ROVI there, have 5

    15 days ago
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    @14ROVI thank you very much

    15 days ago
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    @14ROVI ah you assumed everybody would bother to read the whole thing

    15 days ago
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    @14ROVI i can read

    15 days ago
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    you probably cleared your settings somehow and it didn't know you'd seen it before.

    15 days ago
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    @slie they seem to have disappeared...

    15 days ago
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    Someone else calculated it as 8,803.730 km and I tested it so I believe them

    15 days ago
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    Dammit, always when I'm going to bed! Just to be clear, I presume you meant #RRBBGG or are we pioneering a new standard here xD

    one month ago