We just released update 0.7.2.2 for SimpleRockets 2 on Steam. With this update comes official Mod support! This was one of the community's most highly upvoted features and we are really excited to see what everyone can do with it. This was a small update, but it is not the only thing we have been working on lately. We hope to have some customizable landing gear coming your way in the near future.
We just released a small update today that fixes some of the frustrating bugs from the latest update, most notably the staging bugs. The auto-staging algorithm still needs to be improved, but now it shouldn't wipe out your changes anymore.
Here are the changes in 0.7.1.4:
Fixed a bug where the designer would wipe out player's changes to to the craft's stages in some circumstances.
Fixed an issue where wheels would sometimes sink into the ground on reload.
Fixed a bug that would cause old sandboxes to never save the state of any planet added after the sandbox was created. In this particular sandbox, Cylero and Urados were affected.
Fixed a bug where fuel tanks could not transfer fuel after un-docking and re-docking.
Fixed a bug where the exhaust expansion would not be correctly calculated for very small nozzles.
We just released update 0.7.1 for SimpleRockets 2 on Steam. A large part of this update was just below the surface, refactoring our old code and tackling some technical debt. Nathan took a quick hiatus from mod support to perform major surgery on the game loop and it has significantly improved performance for large craft. From our testing, we've seen an FPS increase of over 30% for some crafts.
Andrew added a new multi-directional RCS part so now you don't need to cobble together your own cluster of 5+ RCS ports. Just add one of these new parts and enjoy enhanced attitude control.
Andrew also refactored all of the fuel code so that we could support some new features to give you more control over how your crafts consume their fuel. Now you can re-prioritize your fuel tanks, drain from multiple tanks at once, and even automate fuel transfer using cross feeds, which are available on any new interstage part you pull out from the part list.
Kevin revisited the fuselage parts and rebuilt their meshes to remove unnecessary complexity and improve game performance, undoubtedly contributing to the 30% FPS boost I mentioned earlier. Then he went through all of the fuselage textures with a fine tooth comb and fixed issues with alignment that had cropped up in a few bug reports. After that, he freshened up the loading screens to be more reflective of the game's current state.
William incorporated four new songs from Fat Bard (the music guys). Then he added a new, resizable gyroscope part, so now your crafts don’t need to have a command pod for that. The power of the gyro is based on its size.
Philip has been working on procedural landing gear, but that didn't make this update. We are hoping to get that in the next update, in a few weeks.
Here are the nitty gritty details:
FEATURES
Added multi-directional RCS part.
Added gyroscope part.
Performance improvements. From our testing, we've seen large craft have up to a 30% increase in FPS.
New loading screens.
Docking ports can now be targeted, which makes docking a lot easier.
Added fuel tank priority so the player can change the order in which fuel tanks are drained.
Added fuel crossfeed option to side interstage part.
Allow draining from multiple fuel tanks at the same time when they are set to the same priority.
Added shortcut to open Performance Analyzer window in the designer. Bound to 'O' by default.
Added an option to disable ambient light attenuation in the game settings.
Added more music.
Added craft dimensions and part count to performance analyzer window.
TWEAKS
Save command pod input states so they will retain their slider positions when reloaded.
Added button to the Part Inspector to select a part's command pod during flight.
Display fuselage radius and length when resizing in the designer.
Added Propellant Mass to Performance Analyzer window in the designer.
The explode part button now must be clicked twice before actually exploding the part. Safety first.
Slightly increased the default ambient light in space.
Tweaked exhaust visuals for underexpansion and overexpansion.
Added a progress bar for fuel in the fuel tank inspector window.
Paint Emission Setting Now Allows 1% Increments.
Added tool-tips for replication/control options on command pod's flight scene inspector panel.
Engine exhaust now increases in length as it becomes more underexpanded.
BUG FIXES
Fixed a bug where the center of mass of the craft would not update during flight in some circumstances.
Fixed a bug with opening a craft/sandbox via file associations resulting in launching the game but not actually loading the craft/sandbox.
Fixed a bug where rotating a part with the keyboard would sometimes rotate the wrong part.
Fixed a bug with overlapping text on the dummy inspector window.
Fixed a bug where engines would not continue throttling to last known throttle input after separating from their commmand pod.
Fixed a bug where the part shape tool would not hide its grid after the player had finished dragging with the mouse.
Fixed a bug where disconnected parts would show up in staging display in flight scene.
Fixed the rotation direction of the planet in the main menu :D
Fixed issue which can cause a craft to whip around after undocking if the current heading is locked.
Fixed visual tearing on orbit lines when moving camera very rapidly in map view.
Fixed bug which would occur when the current navigation target is destroyed.
Improved the handling of invalid part styles, preventing them from modifying the part style list of all parts of the same type.
Fixed a bug where control surfaces could be added to structural panels.
A large part of this update was just below the surface, refactoring our old code and tackling some technical debt. Nathan took a quick hiatus from mod support to perform major surgery on the game loop and it has significantly improved performance for large craft. From our testing, we've seen an FPS increase of over 30% for some crafts.
I refactored all of the fuel code so that we could support some new features to give you more control over how your crafts consume their fuel (I mean propellant...sorry, Kell). Now you can re-prioritize your fuel tanks, drain from multiple tanks at once, and even automate fuel transfer using cross feeds, which are available on any new interstage part you pull out from the part list.
Kevin revisited the fuselage parts and rebuilt their meshes to remove unnecessary complexity and improve game performance, undoubtedly contributing to the 30% FPS boost I mentioned earlier. Then he went through all of the fuselage textures with a fine tooth comb and fixed issues with alignment that had cropped up in a few bug reports. After that, he freshened up the loading screens to be more reflective of the game's current state.
William added a new, resizable gyroscope part, so now your crafts don't need to have a command pod for that. The power of the gyro is based on its size. He also incorporated four new songs from Fat Bard (the music guys).
Philip has been working on procedural landing gear, but that didn't make this update. We are hoping to get that in the next update, in a few weeks.
Here are the nitty gritty details:
FEATURES
Added multi-directional RCS part.
Added gyroscope part.
Performance improvements. From our testing, we've seen large craft have up to a 30% increase in FPS.
New loading screens.
Docking ports can now be targeted, which makes docking a lot easier.
Added fuel tank priority so the player can change the order in which fuel tanks are drained.
Added fuel crossfeed option to side interstage part.
Allow draining from multiple fuel tanks at the same time when they are set to the same priority.
Added shortcut to open Performance Analyzer window in the designer. Bound to 'O' by default.
Added an option to disable ambient light attenuation in the game settings.
Added more music.
TWEAKS
Added button to the Part Inspector to select a part's command pod during flight.
Display fuselage radius and length when resizing in the designer.
Added Propellant Mass to Performance Analyzer window in the designer.
The explode part button now must be clicked twice before actually exploding the part. Safety first.
Slightly increased the default ambient light in space.
Tweaked exhaust visuals for underexpansion and overexpansion.
Added a progress bar for fuel in the fuel tank inspector window.
Paint Emission Setting Now Allows 1% Increments.
Added tool-tips for replication/control options on command pod's flight scene inspector panel.
BUG FIXES
Fixed a bug where the center of mass of the craft would not update during flight in some circumstances.
Fixed a bug with opening a craft/sandbox via file associations resulting in launching the game but not actually loading the craft/sandbox.
Fixed a bug where rotating a part with the keyboard would sometimes rotate the wrong part.
Fixed a bug with overlapping text on the dummy inspector window.
Fixed a bug where engines would not continue throttling to last known throttle input after separating from their commmand pod.
Fixed a bug where the part shape tool would not hide its grid after the player had finished dragging with the mouse.
Fixed a bug where disconnected parts would show up in staging display in flight scene.
Fixed the rotation direction of the planet in the main menu :D
Fixed issue which can cause a craft to whip around after undocking if the current heading is locked.
Fixed visual tearing on orbit lines when moving camera very rapidly in map view.
Fixed bug which would occur when the current navigation target is destroyed.
Improved the handling of invalid part styles, preventing them from modifying the part style list of all parts of the same type.
KNOWN ISSUES
The game occasionally hangs on exit.
Cross feeds are not included in delta-v calculations or active fuel levels. I'm not sure if they ever will, but I do plan to investigate.
Multi-directional RCS can malfunction if a new stage is activated while the RCS is receiving input. Quick Save and Quick Load should fix the issue if you encounter it before we fix it.
Starting today, our games can be used for free for education. Educators now have access to download the Windows and Mac versions of SimpleRockets 2 and SimplePlanes (DRM-free) from our website and install them on any number of classroom computers.
We've heard many great things over the years about how teachers are using our games in the classroom. They lend themselves well to teaching physics concepts and students seem to enjoy them. Fundamental concepts such as velocity, acceleration, gravity, lift, drag, etc can easily be demonstrated with an airplane or a rocket hurtling through the atmosphere at hypersonic speeds and that has a way of grabbing and maintaining a student's attention. SimpleRockets 2 goes a step further and can demonstrate advanced concepts such as orbital mechanics and many other rocket science concepts.
If you are an educator, just visit this page and click the Submit Request button. After we review your request, you will be given access to the downloads page where you can freely download our games for Windows and Mac.
If you are a student, help spread the word and let your teachers know!
We just released a huge update for SimpleRockets 2 today and we're celebrating it with a 20% discount.
Pro Tip: If you already own SimplePlanes, you can get SimpleRockets 2 with an additional 15% discount if you complete the Aerospace Engineer Bundle.
Did you think we would let this aggression against rocket engines stand? No sir!
You no-longer have to be content with basic cookie-cutter rocket engine variants, you can build your own with the eight new engine types, seven new nozzles, and six new fuel types that are available which allows for hundreds of possible rocket engine configurations. They also have slider options for size, nozzle length, throat radius, and chamber pressure so really there are infinite possible configurations.
The new Performance Analyzer window in the designer will give you immediate feedback. You can see how their performance characteristics change with altitude as you tweak the rocket engine's parameters.
One of my favorite details of the new engines is how dang good the exhaust looks, and that they react realistically to changes in their design and environment. From over-tightened shock diamonds to huge bulbous clouds of supersonic gas, the exhaust really amps up the variety of the already diverse rocket engine aesthetics.
This update also brings a lot of improvements and bug fixes for building airplanes. There is now a plane/rocket building mode option available on the command pod and a new tool to help visualize and adjust your pilot's orientation/direction of travel.
A lot of issues with creating airplanes boiled down to control surfaces, airfoil directions, and their relation to the pilot. Some highlighted changes include:
You can now visualize the airfoil direction in the designer (and show live lift values in flight).
Wing control surfaces set to auto now show which axis they're assigned to instead of having to hope it has assigned them correctly.
Unlike rockets, most airplanes fly best with a single axis (Roll/Pitch/Yaw) assigned to a control surface, not multiple...you now have that option.
Invert just the airfoil w/o impacting the control surface direction.
Manually inverting should not frequently be necessary...adjusting the pilot orientation correctly should auto-orient airfoils properly in most cases.
Ability to switch between Airplane/Rocket configurations for a design.
Before Adjusting Pilot Orientation - Control surfaces assigned incorrectly/airfoils inverted. After - All good!
Version 0.7 includes a big upgrade to rocket engine customizability, major improvements for building airplanes, and a whole lot more. This is the third round of beta testing. Hopefully the last. Most of the high-level, boss bugs have been vanquished.
Continuing with the beta for version 0.7. If you missed the last beta post, you can read it here. Version 0.7 includes a big upgrade to rocket engine customizability, major improvements for building airplanes, and a whole lot more.
Here's what's new since the last beta:
FEATURES
Added texturing to (most) rocket engines
Allow resizing aerospike nozzle. Increasing length can increase performance, but it also increases mass.
New sound effects for rocket engines
TWEAKS
When using the tinker panel to set stage activation to "None", the following items will no-longer auto-activate upon flight start: fairings, parachutes, and side detachers.
BUG FIXES
Properly restore joints which were "bent" when saved.
Fixed a bug preventing image effects from working.
Fixed antialiasing on part icons.
Fixed a bug that could cause undefined behavior if two docking ports completing docking in the exact same frame.
Fixed bug where translate/rotate gizmos can become sized incorrectly after using part-scale in the tinker panel.
BETA BUG FIXES
Fixed a bug where the exhaust looked over-expanded when throttling below 20%
Fixed a bug where engines could not be disabled via activation groups.
Fixed a bug with engines not starting when assigned to an activation group that is enabled at start.
Fixed a bug where symmetric engines did not update their attached fuel tanks or their performance correctly.
Fixed a bug where the new rocket engines were not reporting the correct max thrust when not actively burning at 100% throttle.
Fixed a bug where the staging editor would report inconsistent delta-V when rapidly moving the altitude slider in the Performance Analzyer window.
Attempt to scale exhaust particles when engine has a non-uniform part scale.
Allow solid rocket engines to fire in same stage as a detacher.
Fixed a bug that allowed solid rocket engines to be active during time warp.
Fixed bug where nudge gizmos would sometimes not adjust properly when using World-Space coordinates.
Fixed issue where zooming camera in designer could cause gizmos to disappear.
Fixed a bug with incorrect price and mass of rocket engines outside of designer.
Fixed a bug where the craft would sometimes explode on the launch pad after tweaking engine properties.