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Juno: New Origins News

Update 0.7.3 - Procedural Landing Gear

Update trailer:



The newest update to SimpleRockets 2 includes highly customizable landing gear. You can tweak their scale, length, angle, as well as their forward, horizontal, and vertical offsets, and a whole lot more. Basically, they can be configured in an infinite number of ways. They are also far more stable than rover wheels when used with large crafts and they support retraction and an optional storage bay with tiny doors! They are a blast to play with and I hope you enjoy them as much as we do!



FEATURES
  • Procedural landing gear


TWEAKS
  • Downloading a plane while not in the designer scene no longer loads your previous designer craft prior to loading the downloaded craft.
  • Updated stock aircrarft with the new landing gear


BUG FIXES
  • Fixed a bug with extra lights (used in designer) not applying the detail textures to parts.
  • Fixed a bug where deleting a stage in the staging editor would not update the performance analyzer.
  • Fixed a bug where the center of thrust would not recalculate when the altitude was changed in the performance analyzer.
  • Fixed a bug where an engine's thrust would not be included in the performance inspector during flight if the engine was not activated via stage activation.
  • Fixed a bug where the exhaust plume could look overexpanded in a vacuum.
  • Fixed a major memory leak when leaving the flight scene.
  • Fixed a bug where jet engines would report incorrect performance in the designer after the afterburner option was enabled and then disabled.
  • Fixed a bug where the battery and mono displays in the flight inspector would not report the correct amounts when the non-primary command pod was selected.
  • Fixed a bug where the designer could become unresponsive after deleting a solar panel array.
  • Fixed a bug where the craft would not update its CoM/CoL/CoT when rotated or nudged via numeric entry in the rotate panel or nudge panel.
  • Fixed slant angle detaching landing gear's wheel in flight scene.
  • Possibly fixed hang on exit bug.
  • Fixed crash bug related to large craft.


MODDING
  • Upgraded to Unity 2018.4.4f1. Modders should also upgrade. Sorry for requiring another update so soon, but 2018.4.4f1 included some important bug-fixes.
  • Updated mod tools with support for adding custom fuel types, rocket engines, and rocket engine nozzles. See notes at "Assets\Content\Craft\Parts\RocketEngines_Help_ Rocket Engines.txt". Note: the Propulsion.xml file and help text file only get created when clicking the 'Start Creating Mod' button. Known Issue: Textures are not properly supported yet, but a solution is in work and should be ready in the next update.
  • Marked 'IsModRequiredForFlightState' as virtual on the GameMod base class.
  • Fixed a bug where creating a new subpart via the part manager would not auto-reference the new subpart script.
  • Added IInspectorPanel.RebuildModelElements() to clear and rebuild the inspector panel based on its current model.
  • Added 'IUserInterface.AddBuildInspectorPanelAction' and 'IUserInterface.RemoveBuildInspectorPanelAction' for hooking in to and extending the inspector panels (script based UI's like the Performance Analyzer and Flight View windows). Added 'IUserInterface.InspectorPanelLoading' and 'IUserInterface.InspectorPanelLoaded' events.
  • Added 'IXmlLayoutController.OnLayoutRebuilt' and 'BuildUserInterfaceRequest.AddOnLayoutRebuiltAction' for hooking in and executing code after a UI has been rebuilt.
  • Updated mod tools & API to support custom mod settings, accessible to the user via the game's settings dialog. A 'ModSettings' class will be created when clicking the 'Start Creating Mod' button in the mod builder window. View the commented out code to get started with adding custom settings to your mod.
  • Added a StagingChanged event to the CraftPerformanceAnalysis as well as a property for setting the atmosphere sample.
  • Added an IPartTextureStyleProvider interface that can be added to PartModifierData classes to allow the part modifier to define available part texture styles based on its current configuration (used by rocket engine components).
  • Added IPerformanceAnalysis.StageAnalysisChanged event
  • Added an OnModLoaded overload on 'Mod' game object instances that should be raised when the mod has fully loaded (part/propulsion data, UI resources, etc. have all been loaded).

Update 0.7.2.2 - Mod Support

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.

Check out the following post for more info on getting started with creating mods:
Creating Mods for SimpleRockets 2

Our website has also been updated so that you can easily share your mods with the community:
https://www.simplerockets.com/Mods

FEATURES

  • Mod Support


TWEAKS

  • Music tracks no longer loaded when music volume is set to zero


BUG FIXES

  • Fixed a bug where the ion engine would consume fuel even without battery.
  • Fixed a bug where the fuel tanks would report the wrong height when resizing vertically.
  • Fixed a bug in the Settings dialog where the contents in the scroll view would overflow when the resolution was changed.
  • Fixed a bug that would cause the game to revert to native resolution during loading screens for some players.
  • Fixed a memory leak in the designer related to part icons.

Beta Version 0.7.2.0 - Mod Support

The 0.7.2.0 beta is here and with it comes mod support!

Check out the following post for more info on getting started with creating mods:
Creating Mods for SimpleRockets 2

The website has also been updated so that you can easily share your mods with the community:
https://www.simplerockets.com/Mods

FEATURES

  • Mod Support


TWEAKS

  • Music tracks no longer loaded when music volume is set to zero


BUG FIXES

  • Fixed a bug where the ion engine would consume fuel even without battery.
  • Fixed a bug where the fuel tanks would report the wrong height when resizing vertically.

Small Update - Version 0.7.1.4

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.

Update 0.7.1

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.