Thank you devs for all your hard work! As someone that has purchased both the PC and mobile versions of SR2 (as well as SP and other jundroo android games) I feel very satisfied with my purchases as well as with the quality and frequency of the game's updates (I havent forgotten all the cool updates and additions to the game we have had so far!)
You can make an approximation of a hemisphere with a nose cone, set the base to 3.6x3.6, and the height to 1.8m. For the tip, try different dimensions to see what would make the nose cone "round", around 1x1 might do the trick but it's up to you.
I'm somewhat surprised it's happening? I would look forward to it as long as all bugs and glitches are rapidly and strictly addressed early. MP will bring a whole new dimension of difficulty for the developers and I'm not sure that they're ready for it, but again if they can improve on what they have already made then I wish them luck!
It's simple really, after a long day of hacking and slashing a guy just wants to sit down to a Heavy Burger and build SimplePlanes to relieve some stress!
You can change a command pod or command's chip configuration to "airplane" in the part properties in designer mode, and you can toggle the craft's change in orientation on config change on and off. These options are very helpful when designing aircraft. I hope this was helpful :D
@Tessemi There are many people playing the game as well as working on many different types of builds and community projects, current as well as upcoming mods. As Bmcclory said, you'll find more activity in the Discord.
I put my review up earlier today, I was waiting for full release before submitting a review but I don't mind reviewing now if it helps the cause. I also marked other reviews as helpful, not sure if that helps but there u go.
I disagree that this would make the game too complex. We already have procedural rocket engines and jet engines which arguably make this game no longer simple, and that's even before full release.
I think having struts and fuselages of different materials is a great idea and it wouldn't be too hard to implement, however the number of materials suggested above might be a bit too much. To keep things simple, put a material-type selection menu in the build panel, and it would let you chose between 2 or 3 materials. 2 or 3 materials per structural part is still simple.
@yopo why don't you post this in the suggestion area?
With the fuel adapter selected press "x" and it will symmetrically add up to 6 fuel adapters. To add more than 6 you can grab another fuel adapter from the parts list and press "x" again for that one as well. To line them up correctly with the fuel tank or fuselage I turn on the CoG and use the lines coming off the sphere to help me line them up.
As far as the translate tool I'm not sure what you mean, select the part you want to move with translate tool, and use the arrows to move the part in the respective axis, you can also use it to move a whole assembly or only the part in question. Translate tool is most useful once you have attached a part to something, otherwise it's jsut easier to drag free parts around. Is this what you meant?
Unfortunately the suggestions label is only a tag that works for the forums. If you want your suggestions with upvotes to be seen by the devs you have to post them in the siggestions area instead.
Because the runway is unusually wide (80m), it gives the illusion that it is a short runway, also this gives the illusion that your aircraft is lower than necessary during a correct approach, and so a common mistake (that I have also made) is to overcompensate by taking a higher approach, which leads to touchdown much farther down the runway, but this shortens your effective runway length. With the correct airspeed on short final (should be just over stall speed), aim for the runway threshold (I aim just before it), and during the flare you should be touching down right on the touchdown zone. Use this IMAGE below for reference.
Aircraft in this game do not actually need very long runways, but 2km of runway is enough for all aircraft, but you have to make sure you have a low approach airspeed and touch down in the touchdown zone or the demarcation area before the touchdown zone.
HERE is an interesting article on visual illusions caused by unusually wide runways.
Now is a good time to buy the game, with the current mods and so many great community-created craft, theres so much to do, and yet its still early enough in the game for you to make new craft that havent been made yet!
These are not bad suggestions, however you will have better luck at having a dev listen to them by posting them in the suggestions area. Also I would suggest breaking this post into different suggestions, that way we can help you upvote some of them even if we disagree with a few others.
@eonn44 Kell's Delta-V map (the one linked by mario below) also has transfer angles for your convenience, the key on the bottom right shows you how to read the angles. Good luck with your flights! :D
@RealDavidB I was going to suggest something similar. A simple autopilot that keeps a craft locked to a heading after swithching to another. That alone would make docking a lot easier.
I have to say, the more I play this game, the more I admire how accurate it can be, ex. a few little things like gyroscopic precession, and in some of my early rocket designs being acquainted (and educated) with the rocket pendulum fallacy. Aerodynamically this game hits some important marks, as your aircraft will experience adverse yaw and will suffer if not designed correctly (ex. CG aft of center of lift), requiring you to make full use of ALL flight axes (pitch, roll AND yaw).
To be fair, no game is perfect and this game is no different, as there are still a few bugs to be worked out and some inaccuracies (whether they're there by design or omission I'm not sure), but the game is still in early release, and the Devs are open to suggestions and do a great job keeping an eye out for bug reports.
That said, if you are concerned about inaccuracies, play the game and help by making suggestions on this board, in general suggestions with high count of upvotes can lead to changes or additions made to the game.
@AndrewGarrison @PhilipTarpley I wasn't expecting to see my Falcon Heavy in the video and I was stoked when I did! thank you! you guys certainly outdid yourselves with this update, thank you for all your hard work!
@MarioG @PlanesofJundroo I hope I can do it justice! either way maybe this is also a good opportunity to get word out about the game with the anniversary right around the corner
The old font gave the game a very unique feel in terms of its UI and the new font makes the UI feel very generic. Although I agree the new font is easier to read I would prefer to have the old font back.
2024 and 7075 Aluminums, A higher strength Stainless (ex. a 500 series or the not-as-yet made SpaceX-proprietary Stainless steel), and as Forwind mentioned carbon fiber composites and other composites
I'll be honest, for a while when I started playing I felt as you do, I found it very hard to get a cylero encounter. However after many tries (and trial and error) I can now get an encounter much more easily (and I'm sure you will too). Keep at it and don't give up! Kell's Delta-V map is a must if you want to get an encounter more easily. Also here is a tutorial for how to get to Cylero. Post an update when you can!
@AnotherFireFox The idea for a PID Controller sounds intriguing, however as you said it would be more difficult to implement. I am already using the "set roll to" block, I have used it as a stand-along block and also inside a "while" block, I think I will try to repeat this block and see if that changes anything.
@sflanker as I already mentioned, the craft is set to rocket orientation. Adding dihedral is a good idea but I have already implemented this, my problem is that since this is my first attempt at a vizzy program, I don't fully know and understand how to use the blocks correctly, so I'm more looking for pointers in this regard. I am able to control the craft manually and maintain a wings-level attitude throughout the flight, I just can't translate this to vizzy at the moment. Thank you for sharing your craft though, it sounds as it might very well have the solution I'm looking for, since pitch will (for the most part) the only variable to change during my craft's flight. As far as why I didn't share my craft, there are many reasons, the main one being that I wanted the craft to be a surprise for the community and I hate to spoil it, plus the question is in regards to vizzy and not about the craft's aerodynamics.
never before done first time in history
+10 5.1 years agoNow I know what to hand out for Halloween this year
+7 5.1 years agommm maple syrup
+7 5.2 years agoThank you devs for all your hard work! As someone that has purchased both the PC and mobile versions of SR2 (as well as SP and other jundroo android games) I feel very satisfied with my purchases as well as with the quality and frequency of the game's updates (I havent forgotten all the cool updates and additions to the game we have had so far!)
+6 4.7 years agoYou can make an approximation of a hemisphere with a nose cone, set the base to 3.6x3.6, and the height to 1.8m. For the tip, try different dimensions to see what would make the nose cone "round", around 1x1 might do the trick but it's up to you.
+6 5.2 years agoYou should be able to find planets in the andromeda galaxy with that thing!
+5 5.1 years agoThats funny, I just asked about this earlier today lol, if you make a suggestion post link it here so we can upvote it
+4 4.7 years agoYou can also use Kell's handy Delta-V map which includes transer angles, the map can be found HERE
+4 5.2 years agoI'm somewhat surprised it's happening? I would look forward to it as long as all bugs and glitches are rapidly and strictly addressed early. MP will bring a whole new dimension of difficulty for the developers and I'm not sure that they're ready for it, but again if they can improve on what they have already made then I wish them luck!
+4 5.2 years agoIt's simple really, after a long day of hacking and slashing a guy just wants to sit down to a Heavy Burger and build SimplePlanes to relieve some stress!
+4 5.6 years agoA different capsule shape or add orion or dragon crew as capsule options. Also cockpit shapes for aircraft or orbiters would be nice.
@Insanity I made an RTG
+3 4.6 years agoJust type "this is for Simplerockets2 research purposes" into your google search box, so your FBI agent know what you're doing, and you'll be fine!
+3 5.1 years agoIn designer mode click on the View options icon on the left menu, the center indicators are there.
+3 5.1 years agoYou can change a command pod or command's chip configuration to "airplane" in the part properties in designer mode, and you can toggle the craft's change in orientation on config change on and off. These options are very helpful when designing aircraft. I hope this was helpful :D
+3 5.1 years ago@Tessemi There are many people playing the game as well as working on many different types of builds and community projects, current as well as upcoming mods. As Bmcclory said, you'll find more activity in the Discord.
+3 5.3 years agoYou guys at Jundroo are the best!
+3 5.5 years agoI put my review up earlier today, I was waiting for full release before submitting a review but I don't mind reviewing now if it helps the cause. I also marked other reviews as helpful, not sure if that helps but there u go.
+3 5.5 years agoI disagree that this would make the game too complex. We already have procedural rocket engines and jet engines which arguably make this game no longer simple, and that's even before full release.
I think having struts and fuselages of different materials is a great idea and it wouldn't be too hard to implement, however the number of materials suggested above might be a bit too much. To keep things simple, put a material-type selection menu in the build panel, and it would let you chose between 2 or 3 materials. 2 or 3 materials per structural part is still simple.
+3 5.5 years ago@yopo why don't you post this in the suggestion area?
With the fuel adapter selected press "x" and it will symmetrically add up to 6 fuel adapters. To add more than 6 you can grab another fuel adapter from the parts list and press "x" again for that one as well. To line them up correctly with the fuel tank or fuselage I turn on the CoG and use the lines coming off the sphere to help me line them up.
As far as the translate tool I'm not sure what you mean, select the part you want to move with translate tool, and use the arrows to move the part in the respective axis, you can also use it to move a whole assembly or only the part in question. Translate tool is most useful once you have attached a part to something, otherwise it's jsut easier to drag free parts around. Is this what you meant?
+3 5.7 years agoUnfortunately the suggestions label is only a tag that works for the forums. If you want your suggestions with upvotes to be seen by the devs you have to post them in the siggestions area instead.
+2 4.6 years agoBugfix updates are good too!
+2 4.6 years agoThats great! I wish he would do a new video showing the space sailors as well
+2 4.6 years ago@Atomicdragon I agree it's not that hard, it's so simple even YOU could do it! so why haven't you done it yet?
+2 5.1 years agoBecause the runway is unusually wide (80m), it gives the illusion that it is a short runway, also this gives the illusion that your aircraft is lower than necessary during a correct approach, and so a common mistake (that I have also made) is to overcompensate by taking a higher approach, which leads to touchdown much farther down the runway, but this shortens your effective runway length. With the correct airspeed on short final (should be just over stall speed), aim for the runway threshold (I aim just before it), and during the flare you should be touching down right on the touchdown zone. Use this IMAGE below for reference.
Aircraft in this game do not actually need very long runways, but 2km of runway is enough for all aircraft, but you have to make sure you have a low approach airspeed and touch down in the touchdown zone or the demarcation area before the touchdown zone.
HERE is an interesting article on visual illusions caused by unusually wide runways.
+2 5.1 years agoESA is working on some interesting reusable space vehicles that you could try your hand at building:
Space Rider
+2 5.2 years agoAirbus' Adeline
Good suggestion, applies to PC players as well. You should put this suggestion in the "suggestions" page so that the devs see it.
+2 5.2 years agoNow is a good time to buy the game, with the current mods and so many great community-created craft, theres so much to do, and yet its still early enough in the game for you to make new craft that havent been made yet!
+2 5.2 years agoThese are not bad suggestions, however you will have better luck at having a dev listen to them by posting them in the suggestions area. Also I would suggest breaking this post into different suggestions, that way we can help you upvote some of them even if we disagree with a few others.
+2 5.2 years ago@eonn44 Anytime!
+2 5.2 years ago@eonn44 Kell's Delta-V map (the one linked by mario below) also has transfer angles for your convenience, the key on the bottom right shows you how to read the angles. Good luck with your flights! :D
+2 5.2 years agoThe Discord is much more active, you should also share your screenshots there, but by all means keep sharing your creations on this forum as well :D
+2 5.2 years agoGreat suggestion, you should post it in the suggestion section
+2 5.2 years agoCongrats diego!
+2 5.2 years agoMy submission: clicky
My helo has jet engines but they produce zero thrust, I used them for the sound and as ballast
+2 5.2 years ago@RealDavidB I was going to suggest something similar. A simple autopilot that keeps a craft locked to a heading after swithching to another. That alone would make docking a lot easier.
+2 5.3 years agoI have to say, the more I play this game, the more I admire how accurate it can be, ex. a few little things like gyroscopic precession, and in some of my early rocket designs being acquainted (and educated) with the rocket pendulum fallacy. Aerodynamically this game hits some important marks, as your aircraft will experience adverse yaw and will suffer if not designed correctly (ex. CG aft of center of lift), requiring you to make full use of ALL flight axes (pitch, roll AND yaw).
To be fair, no game is perfect and this game is no different, as there are still a few bugs to be worked out and some inaccuracies (whether they're there by design or omission I'm not sure), but the game is still in early release, and the Devs are open to suggestions and do a great job keeping an eye out for bug reports.
That said, if you are concerned about inaccuracies, play the game and help by making suggestions on this board, in general suggestions with high count of upvotes can lead to changes or additions made to the game.
+2 5.5 years ago@Kell this is good stuff, thank you for your hard work!
+2 5.5 years ago@AndrewGarrison @PhilipTarpley I wasn't expecting to see my Falcon Heavy in the video and I was stoked when I did! thank you! you guys certainly outdid yourselves with this update, thank you for all your hard work!
+2 5.5 years agowow andrew wasnt kidding, you did post a gajillion bug reports lol
+2 5.5 years ago@MarioG @PlanesofJundroo I hope I can do it justice! either way maybe this is also a good opportunity to get word out about the game with the anniversary right around the corner
+2 5.5 years agoThe next update looks amazing! thank you devs for all your hard work!
+2 5.7 years agoNot sure if being facetious or honest
+1 4.4 years agoThe old font gave the game a very unique feel in terms of its UI and the new font makes the UI feel very generic. Although I agree the new font is easier to read I would prefer to have the old font back.
+1 4.4 years agowelcome to the community :D
+1 4.6 years ago2024 and 7075 Aluminums, A higher strength Stainless (ex. a 500 series or the not-as-yet made SpaceX-proprietary Stainless steel), and as Forwind mentioned carbon fiber composites and other composites
+1 4.6 years agoImage dead for me too
+1 4.6 years agoI'll be honest, for a while when I started playing I felt as you do, I found it very hard to get a cylero encounter. However after many tries (and trial and error) I can now get an encounter much more easily (and I'm sure you will too). Keep at it and don't give up! Kell's Delta-V map is a must if you want to get an encounter more easily. Also here is a tutorial for how to get to Cylero. Post an update when you can!
+1 4.6 years ago@AnotherFireFox sorry, I totally missed the "auto select fuel type" toggle in the pic, I wasn't sure because I didn't see a fuel quantity slider :p
+1 4.6 years agoThese look great! will they also carry fuel?
+1 4.6 years ago@AnotherFireFox The idea for a PID Controller sounds intriguing, however as you said it would be more difficult to implement. I am already using the "set roll to" block, I have used it as a stand-along block and also inside a "while" block, I think I will try to repeat this block and see if that changes anything.
@sflanker as I already mentioned, the craft is set to rocket orientation. Adding dihedral is a good idea but I have already implemented this, my problem is that since this is my first attempt at a vizzy program, I don't fully know and understand how to use the blocks correctly, so I'm more looking for pointers in this regard. I am able to control the craft manually and maintain a wings-level attitude throughout the flight, I just can't translate this to vizzy at the moment. Thank you for sharing your craft though, it sounds as it might very well have the solution I'm looking for, since pitch will (for the most part) the only variable to change during my craft's flight. As far as why I didn't share my craft, there are many reasons, the main one being that I wanted the craft to be a surprise for the community and I hate to spoil it, plus the question is in regards to vizzy and not about the craft's aerodynamics.
+1 4.6 years ago