With rising fuel prices, we'd hate for you to waste your precious RP-1 guessing how to burn your engines to get where you want to go. In SimpleRockets 2, you can plan your burns by clicking on your current orbit and adding a Planned Burn. From there you can easily drag gizmos around to manipulate that burn and Map View will show the new, predicted orbit. It will also tell you exactly how long you need to burn (and the direction) to achieve that orbit.
Here's a GIF where I planned a collision course with the moon.
Notice how it updates the orbit in realtime and immediately lets me know that it found an encounter in the future. We considered calling them Burn Soothsayers, but then we realized that was a dumb name.
Once you plan a burn you can either try and execute that burn yourself or you can just click the Auto Burn button and SR2 will try its best to accomplish that burn on its own. If you're impatient, you can click the Warp to Next Burn button and it will automatically time-warp you right up to the burn.
Results can vary and it depends a lot on the craft, but Auto Burn easily outperforms me. In my defense, I get nervous and my palms get sweaty. I didn't say it was a great defense.
Also, if you have set a target in Map View, it will display Closest Approach information to help hone in on getting an encounter. It will give you the distance to your target at that point, the relative speed, and time at which that approach will happen.
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If one Planned Burn doesn't take you where you want to go, don't worry. You can plan multiple burns in sequence with each burn working off the orbit from its predecessor burn. This has been an extremely tricky feature to implement and thanks goes to Philip for making all of this happen. Hopefully, this will help keep you from getting burned out as you navigate your way around the solar system.
The tyrannical Tsiolkovsky rocket equation cannot be avoided. The only way for rockets to accelerate in space is by expelling some of their mass. Most engines do this with combustion, which expels huge amounts of fuel mass at a respectable velocity. This gives great acceleration (and an impressive fireball), but very poor specific impulse. Specific impulse is like gas mileage for rocket engines.
Ion engines, on the other hand, take a different approach.
They shoot out a minuscule amount of fuel mass, but they do it at insane velocities. Around 40 kilometers per second (90,000mph). This results in a force that is about the equivalent of lifting a piece of paper into the air. That's not very impressive, but they make up for it by taking their time with their fuel. Ion engines can "burn" for weeks, so this small force can add up to an extremely impressive delta-V.
This little satellite I made has a delta-V of 14,533 m/s and a burn time of about 72 hours.
Here are the details:
Thrust: 0.050 kN (Yep, that's right, just fifty Newtons)
Mass: 50 kg
Price: $100,000
Specific Impulse: 11,515 s
Fuel Type: Xenon
Electrical Consumption: 100kW
Height: 0.25 m
Diameter: 0.6 m
Max Gimbal Angle: 0 degrees
Given the extremely long burn times, these engines aren't very useful when playing the game at normal speed. This weekend I've been prototyping how to use these engines while playing the game at up to 1,000x fast-forward mode. It makes playing with these engines far more enjoyable.
The cargo bay will open the door to many possibilities. The most obvious being the space shuttle. There are many more possibilities, but it really hinges on your creativity. I know the creativity of our players is far greater than my own and I can't wait to see what you do with them.
The cargo bay is our most complicated procedural part. It can be resized just like the fuel tank, so it can take on an infinite number of shapes. You can also change the angle the doors open as well as their speed.
My son just pointed out to me that the green one looks like a coffin. That wasn't the intention, but just add that to the list of things you can make with the cargo bay part. You could also use it to house custom-made, retractable landing gear. Or you could make a bomb bay (we don't have bombs, but you can pretty much make anything with the fuel tank part). Or set the open angle to zero and use it as a hollow fuselage.
Here are the part details:
Mass: Your
Price: Heart's
Size: Desire
Max Open Angle: 0 to 150 degrees
Opening Speed: 10% to 250%
Also, in case you missed it, here are some screenshots of a Space Shuttle that Kevin made a few weeks ago. (The cargo bay has changed a lot since then).
Now that I have you, I should mention a little something about our launch date. Today we looked over the remaining tasks and the long list of bugs and we came to the conclusion that we are extremely unlikely to launch by end of summer (Sept 22nd). We are now putting our launch date in October. I am confident this will be the last slippage of schedule. If I'm wrong, I will eat black licorice. I hate black licorice.
We demoed SimpleRockets 2 at the Pixel Pop Festival in St Louis this weekend. Since many of you couldn't make it, we decided to make this video so you could have a virtual experience of our demo. Enjoy!
The Nav Circle in SR1 made it very easy to control rockets in a 2D game. It took me a while to figure out the best way to extend the Nav Circle into three dimensions. I ended up with basically two nav circles: one for heading and one for pitch. The end result is now called the Nav Sphere and it makes controlling rockets in 3D extremely easy.
The blue circle is for controlling the pitch of the rocket and the orange circle is for controlling the heading. You can click and drag the circles to adjust them or you can use keyboard inputs (or a gamepad) to control them. We will probably tweak the visuals a bit before release, but I'm really happy with how they've turned out.
Kevin just finished redesigning the launch site. He also built a new hangar, extended the runway, and added two additional landing pads for those of you who want to be like Elon.
With the effort invested in the new launch site, we didn't want to take any chances so we integrated some invisible sound suppression systems to protect the launch pads from the considerable acoustic force. Okay, that's not really true. We just added some volumetric smoke that is a purely visual effect. However, that combined with William's new camera shake has really enhanced the launch experience and I noticed after launching my Pigeon Heavy rocket that my socks were nowhere to be seen.
They said the Apollo 11 command module re-entered Earth's atmosphere at Mach 36 and temperatures of the air in front of the heat shield reached nearly 20,000° degrees Fahrenheit, which is well beyond the melting point of sanity. Today, I loaded up the latest build of SimpleRockets 2 with the new re-entry effects Philip and I have been working on and I hurtled my command pod at Smearth at nearly Mach 40.
The new, resizable Heat Shield part is protecting the command pod and if you have really good eyes you can see in the lower left that it reaches over 13,000° Celsius. The command pod is mostly protected, though it does take some damage from the excessive heat. The G-forces from the deceleration (which I did not measure) would undoubtedly turn any person into a pancake of squishy. So, while I am way hotter than Apollo 11, my astronauts would be far more deader. It's a good thing we don't have any astronauts in SR2 yet.
We're really excited about the new effects. Players have been asking for them for ages and we really struggled with how to tackle the visual effects. Philip did a great job with them and we're all really happy with how they turned out. We also reworked the drag model so we could monitor part temperatures. Amazingly, after implementing some thermodynamics equations discovered by really smart people, the model seemed to be about right without much tweaking. Of course, I'm sure when you all get your hands on it, you'll find all the hidden features (ie - bugs).
Our newest engine, the Apex I is an absolute beast. It's heavy, expensive, and drinks RP-1 like there's no tomorrow, but it will have the power to get even your most poorly engineered contraptions into space.
It dwarfs the Mage I engine in size, power, and visuals.
Here are the details:
Thrust: 3,200 kN
Mass: 3,500 kg
Price: $8,500,000
Height: 4.2 m
Diameter: 3.0 m
Max Gimbal Angle: 2.5 degrees
Fuel Consumption: 1,350 L/s
Specific Impulse: 298 s
Here's a bonus shot of it in a highly ill-advised use case.
Can anyone guess the inspiration behind this engine? I'll give you a hint, if you are on a PC, the name of the engine is on your keyboard...