What device are you using? What OS? What app store did you get the game from? If you are on Windows, the Firewall might be blocking SimplePlanes. You'll need to add an exception for SimplePlanes.exe.
@TheGuyYouMightKnow Yep, you can attach in multiple places. We started with the SimplePlanes code base, so it will have a lot of the same flexibility in the designer, just vastly improved. We're still working on SimpleWheels. It's just really hard to get those wheels right.
@BenAtennyson @Killer1067 @WaffleCakes @KillerTre It will be on iOS, Android, and PC. We're not sure the exact dates yet. We're still working on our release plan. It's likely that we will go early access on PC early next year and then do the final release on all platforms simultaneously (like we did with SimplePlanes).
@ColonelStriker @Flightsonic @jamesPLANESii Yep, we decided to go full 3D with it. We tried going the 2D/2.5D route for too long, and it just wasn't interesting enough. It was too constrictive for building, and we can't have that. The players made SimplePlanes what it is today by building great stuff, so we wanted to do everything we could to make the designer in SimpleRockets even better, more powerful, and easier to use than SimplePlanes.
@SledDriver Is the designer lag consistent with the size of a build? Or does it seem a bit random? The designer doesn't batch part meshes to reduce rendering overhead like the terrain scene does, but that shouldn't be a problem on a powerful PC unless you have an enormous build.
The combining of physics objects like you mention would be a significant task. Maybe something like an XML option on parts to completely disable their physics colliders would be helpful. Maybe another one to disable their visual meshes. Then you could encapsulate a collection of parts in a single invisible fuselage piece, and turn off the colliders for all the pieces inside. I'm just thinking about this as I'm typing.
@SledDriver Thank you for that diagram. That's really interesting. I had never heard of that before. In terms of implementation, there are really two separate things here. Ogives and seamless joints. The ogives would be quite hard to implement in SP, especially the frustum clipping. The seamless joints would be tricky to implement, but I think far easier than ogives.
All of this would be a lot easier in SimpleRockets 2, because I have completely rewritten the fuselage code in SR2 and it's much more flexible than SP.
@WalrusAircraft That's correct. PhysX doesn't support concave colliders on dynamic objects, but it does support them on static objects, such as buildings, etc. I can't blame them. I would not want to try and tackle the complexity of making them work on dynamic objects.
It's hard to work with a suggestion post that has multiple ideas. It makes it difficult to know how valuable each individual suggestion is to the community. You have some good suggestions in there. A new island would be nice. I really like the clickable part idea.
Undo/redo trick is exploiting a bug and is not supported. There are other changes to the aircraft XML, so you need 1.7 to properly open planes built with 1.7.
@landspeedcreator Well, now you do. Like I said, your additions are pretty great. We just want players to be honest when they borrow work from other players. If you give credit to CaffeLatte for his engine base, the community would be much more accepting and you will undoubtedly end up with more upvotes.
Also, I wanted to say a big thanks to William (@HellFireKoder), Nathan (@NathanMikeska), and Kevin (@WeeBabySeamus) for their work on this update. Philip and I have been working on SR2 so we had very little to do with this update, and those guys did an awesome job.
@DemonSniper8 What design(s) do you experience this with? Can you provide a link so I can see if I can reproduce on my machine. Also, what device are you playing on?
@landspeedcreator You've made some nice additions to the engine. However, you did start with another player's build and did not give appropriate credit even after being caught. How would you feel if the tables were turned? If someone took your design and modified it, but gave you no credit?
@landspeedcreator You really dug yourself into a hole here. You "see no similarities"? I see a few....Can you tell me why so many of your parts are rotated to the exact rotation that are used in LatteCoffee's design? Why did you pick 1.22133 degree rotation on the Z-axis for those fuselage pieces in the grille? Funnily enough, that's exactly what LatteCoffee chose! What are the odds? I'll tell ya what they are: not too great.
If a part fails to connect after being mirrored, it should fall back to connecting to its surrounding parts. Can you provide a link an airplane that shows this problem?
What device are you using? What OS? What app store did you get the game from? If you are on Windows, the Firewall might be blocking SimplePlanes. You'll need to add an exception for SimplePlanes.exe.
Yes, it is doable.
Congrats on winning the tournament!
@Awsomur @DisferGoatz That's still the plan. If you already have an SP account with > 100 points, then your SR account will start with 100.
I agree, would be nice.
@SuperSanic We're all in different time zones. It will be 1pm here.
@Thomasj041 From many different places. That trailer uses one from musicloops.com
@AfterShock Too early to say, but probably same as SimplePlanes.
@F4f879 Designer will be like SimplePlanes.
@saturn28 That was our initial plan, but we decided to go full 3D, so you can fly in any direction.
I changed the deadline to start a bit later in the day tomorrow. I need to do a few things tomorrow before I can start the tournament.
@TheGuyYouMightKnow Yep, you can attach in multiple places. We started with the SimplePlanes code base, so it will have a lot of the same flexibility in the designer, just vastly improved. We're still working on SimpleWheels. It's just really hard to get those wheels right.
@RyneKuczy Yep, there will be a SimpleRockets.com, very similar to what we have here.
@BenAtennyson @Killer1067 @WaffleCakes @KillerTre It will be on iOS, Android, and PC. We're not sure the exact dates yet. We're still working on our release plan. It's likely that we will go early access on PC early next year and then do the final release on all platforms simultaneously (like we did with SimplePlanes).
@ColonelStriker @Flightsonic @jamesPLANESii Yep, we decided to go full 3D with it. We tried going the 2D/2.5D route for too long, and it just wasn't interesting enough. It was too constrictive for building, and we can't have that. The players made SimplePlanes what it is today by building great stuff, so we wanted to do everything we could to make the designer in SimpleRockets even better, more powerful, and easier to use than SimplePlanes.
I just ran a validation check. No news is good news.
Good idea. I'll add that to the list.
The windmills are a performance problem, but the terrain is actually more demanding. It's the largest terrain in the game.
Thanks, I added it to the bug list.
Okay, glad to hear you got it working again :)
Try resetting your password here.
@SledDriver Is the designer lag consistent with the size of a build? Or does it seem a bit random? The designer doesn't batch part meshes to reduce rendering overhead like the terrain scene does, but that shouldn't be a problem on a powerful PC unless you have an enormous build.
The combining of physics objects like you mention would be a significant task. Maybe something like an XML option on parts to completely disable their physics colliders would be helpful. Maybe another one to disable their visual meshes. Then you could encapsulate a collection of parts in a single invisible fuselage piece, and turn off the colliders for all the pieces inside. I'm just thinking about this as I'm typing.
@SledDriver Thank you for that diagram. That's really interesting. I had never heard of that before. In terms of implementation, there are really two separate things here. Ogives and seamless joints. The ogives would be quite hard to implement in SP, especially the frustum clipping. The seamless joints would be tricky to implement, but I think far easier than ogives.
All of this would be a lot easier in SimpleRockets 2, because I have completely rewritten the fuselage code in SR2 and it's much more flexible than SP.
@SledDriver I'm sorry, but I don't understand what you mean. Can you elaborate a little more? I think a diagram might be actually necessary! :)
@WalrusAircraft That's correct. PhysX doesn't support concave colliders on dynamic objects, but it does support them on static objects, such as buildings, etc. I can't blame them. I would not want to try and tackle the complexity of making them work on dynamic objects.
@Thomasj041 enough that my keyboard is nearly bursting in flames by the end of the day :)
@Kevinairlines No, unfortunately mods will never be supported on iOS since it's against Apple's rules.
It's hard to work with a suggestion post that has multiple ideas. It makes it difficult to know how valuable each individual suggestion is to the community. You have some good suggestions in there. A new island would be nice. I really like the clickable part idea.
@Thomasj041 It's a good idea. Not trying to ignore you @Blue0Bull, but it's hard to respond the huge amount of suggestions we get.
@Thecreativepilot We removed SP from the Amazon Underground app store. More details about that here.
@Jetpackturtle I'll get one started this week
@temporaryaccount I'm sorry no plans for that, so you'd have to rely on the moders to make that happen.
Undo/redo trick is exploiting a bug and is not supported. There are other changes to the aircraft XML, so you need 1.7 to properly open planes built with 1.7.
@alexchub1 It actually does use degrees. Part scaling has never been officially supported, and can be used to cheat on levels.
@TheMutePaper sorry, no prizes!
Thank you, everyone! That really helps!
@Thomasj041 @BaconEggs @Testin123 @Gavib @Dllama4 @Jetpackturtle @TheMutePaper
@BaconAircraft lol....thanks for the spotlight!
@EpicPigster1 lol, thanks for the spotlight!
@landspeedcreator Well, now you do. Like I said, your additions are pretty great. We just want players to be honest when they borrow work from other players. If you give credit to CaffeLatte for his engine base, the community would be much more accepting and you will undoubtedly end up with more upvotes.
Also, I wanted to say a big thanks to William (@HellFireKoder), Nathan (@NathanMikeska), and Kevin (@WeeBabySeamus) for their work on this update. Philip and I have been working on SR2 so we had very little to do with this update, and those guys did an awesome job.
@DemonSniper8 Does the game feel laggy on your device? Maybe try reducing quality settings and see if that helps?
The car is using modded parts. Do you still get the issue if you disable mods.
@DemonSniper8 What design(s) do you experience this with? Can you provide a link so I can see if I can reproduce on my machine. Also, what device are you playing on?
@landspeedcreator You've made some nice additions to the engine. However, you did start with another player's build and did not give appropriate credit even after being caught. How would you feel if the tables were turned? If someone took your design and modified it, but gave you no credit?
@landspeedcreator You really dug yourself into a hole here. You "see no similarities"? I see a few....Can you tell me why so many of your parts are rotated to the exact rotation that are used in LatteCoffee's design? Why did you pick 1.22133 degree rotation on the Z-axis for those fuselage pieces in the grille? Funnily enough, that's exactly what LatteCoffee chose! What are the odds? I'll tell ya what they are: not too great.
@TheLatentImage
@Wen Late this week or early next week.
You can try installing DirectX 9, which you can download from Microsoft here.
@Mymessage late this week or early next week.
@jamesPLANESii Also, what exact version of the game are you using? I think this will work okay in 1.7.0.3+
If a part fails to connect after being mirrored, it should fall back to connecting to its surrounding parts. Can you provide a link an airplane that shows this problem?