Hey guys, I did a soft-release on an RBR launcher in Steam today. It's not much. We are talking bear nuts and bolts here. The only really use case for it at this time is to give us the same community privileges that other games get on that platform. That's about it.
So far I've tested it using the RSF build of the game, but really any of the others should work as well. You just point it to the directory and it should be able to take care of the rest. It's been able to work with most everything I've thrown at it. SimHub, CrewChief, VR. I've ran into an issue with my G-Belt using the simxperience software. There might be a workaround for that, but I haven't really tinkered around with it all that much yet.
Anyway, here are a few initial keys for those that might be interested in adding it:
Edit: To keep with the tempo, here is a google sheet that I'll repopulate with keys. If you take one, please remove it from the list, or if you attempt to try a key and it doesn't work, feel free to remove it as well:
https://docs.google.com/spreadsheets/d/1W42UVEwcDthxxJ3COTgH0N6iUiibzqnvP5l7QXEju2M/edit?gid=0#gid=0
Feel free to ping me when these run out and I'll get a few more queued in.
This is just a side project that I ended up completing simply because there's not already something in place like it. There's plenty of untapped potential to be had, but I think that may need to be more community driven to explore possible use cases.
Cheers for now.
7/16 Update
User u/tndb helped to point out that the initial keys that have been distrusted grant ownership of the launcher but aren't providing the latest build. I didn't catch this on my own end due to my level of access. The next batch of keys accessible within the google doc should have an override for this. For those of you that managed to register a key from the first batch, the launcher won't likely become available until early August, due to timeline limitations of the publishing process within Steam.
The current goal will be to keep this launcher in early access until better tested and any practical use cases are fleshed-out. We do have an option to launch as a play-test, but I'd like to avoid from doing that, because some of the meta data might not carry over the same, such as play hours, and shared content (some of the main drive in having this in the first place).