@MethaManAircraft the mod doesn't yet stop them from blowing up on your end, and lag causes the missile to not hit him on his end.
There is also some issue with missiles exploding sometimes (as-in, they don't), and I need to fix up the position prediction code (latency compensation) so your missile won't explode miles behind their actual position...
@DandruffCat You mucked up the IP..... I just went to flightsonic's post to check,
the correct IP is 71.89.184.239
the one you gave me is 71.89.184.23
You dropped off a 9.
You can let Flightsonic know that his server is fine :P
@DandruffCat It has been called a 24 hour server, but nobody seems to know the host, and I can't track down the original comment or post it was posted in... earliest I can find is here, where @Hollowpointed said they found a 24 hour server...
@Tully2001 @WNP78 reported that bug, but he said he hadn't even updated yet, and was still running version 0.8 of the mod, which had absolutely no code for ghosting parts, so IDK what's up and I don't see what it could be, don't think it's the Fine Tuner's fault...
There is, technically... use quaternions for rotation... which Unity does internally, but then SimplePlanes saves the rotation as a Vector3, so no matter what I do with rotation, it might not load correctly... plus, I'm too lazy to properly use quaternions in my own code :P
Though, I believe @Sauce used the new multi-select mode to select the gimbal locked part, and then switch to multi-edit mode, which zero's the rotation (well, not actually, but it parents the part to an invisible object with zero'd rotation, which allows rotating as though it's at zero rotation), and then rotated it to the required rotation...
I was worried that when loaded back from the XML, it would be messed up, because of how SP saves the rotation as a Vector3, but I don't know if it actually screwed up or not, so, you could try it?
Otherwise, to get out of a gimbal lock, the only way I know of is to just reset the rotations to 0, and avoid the rotation that locked it, which isn't all that useful when you need it at that rotation :/
@mufasa6896 I believe @Gestour's Nuke mod should sync explosions properly for everyone who has it installed, since he used the same bomb script that the normal bombs are using.
However, if anyone makes a custom explosion script, it will probably not trigger properly... we intend to implement some form of mod interaction in the future, so that mod authors can have the MP mod to tell the mod part to explode on the other end(among other things), but it'll probably be quite a while before that happens (assuming we don't run into issues that prevent it in the first place..).
@mufasa6896 yes, however the mod ignores the map, so if you want everyone to be on the same map you'll need to agree on what map, otherwise you'll all be in the same server and channel, on different maps, and could potentially fly through a mountain on someone else's screen XD
And parts from mods won't load correctly for people who don't have said part mod, but otherwise it's good.
@Seabo14 I am not aware of any specific method, as I haven't researched it, but google turns up a few results that might help (ya know, or not, maybe you already googled XD)
@Seabo14 Haha :P
But then I'd need to make some of those mods!
(specifically, I had and in-game XML editor on my list of mods I'd like to make, but now I don't need to XD)
@UmbyTheZombeonYT well, um, yeah... I'm just saying that if other people don't have it and connect on a different map, the map will not be the same across all players, but it will still sync planes and positions, which would potentially allow for someone to pass through mountains on someone else's map, since there isn't a mountain there on their end XD
@FlipposMC oh really? the rest of the plane still appears? Huh, cool!
For maps, it would just not sync the map, but it'll still sync planes and global positions.. so, someone may end up in a mountain on someone else's screen :P
Since multiplayer doesn't enforce people's mods to match, you may want to make a list of required mods... I'm not entirely sure what will happen if someone loads a plane with a mod part that someone else doesn't have, but it won't load properly, it may either crash the game, or just fail to load their plane for the person who doesn't have the mod.
Edit: Unless you meant just XML mods... in which case please specify XD
@Flightsonic as described in the MP mod post, it is busted for some people... but @spefyjerbf... it did work, and now it doesn't? Did anything change (that you know of)?
It might not do any good since nobody is reporting errors in the console along with the join dialog being busted, but could you perhaps upload your output_log.txt to dropbox or something and PM me the link on reddit or Steam (or use an unlisted plane if you want)? It's found in the game folder where the executable is, under SimplePlanes_Data.
@Tully2001 they serve completely different purposes -_-
Fine Tuner is for fine tuning position and rotation, and it does a MUCH better job of that than this mod, but that's okay, since this mod is for in-editor XML editing, which it's good at.
This is far more flexible than fine tuner, sure, but at the specific job for which the fine tuner was made for, this sucks.
Great mod, not comparable to the Fine Tuner in functionality.
@JMicah4 by following the directions in the mod post... or the mod description... or the post that said the mod was updated and link to here...
You also must first actually get the new version, usually by using one of the buttons under "Downloads"
@ForeverPie not literally, but server hosts often give a part count limit, since the "limit" would be whatever everyone who joins can handle... we intend to eventually add a way to actually limit the part count, but in the meantime, hosts can kick and/or ban people who don't follow their rules XD
@Tikyofit This doesn't cause any problems with the random planes mod for me... the only issues the random planes mod has might be from using outdated mod tools, but you'd need to talk to the author of that mod about it.
@BritishNarwhal7 I plan to put it on steam when I update the mod post to have the multi-tool, but in the meantime the PC/Mac download should work for the Steam version
@MechWARRIOR57 For Android? Quit horribly........ until today.... I hate GUI :/
There's still a null reference exception that breaks the fine tuner until you exit the designer, but it doesn't happen very often, and since I have no clue what's going on with it, I'm probably going to leave it in the original release, which could be soon...
@DandruffCat open the terminal and navigate to the directory that SPServer.exe is saved in (using the command cd [example/downloads], for example, where "[example/downloads]" is the directory that SPServer.exe is in) (or open it there to begin with, if you can... I don't know OSX), and then type mono SPServer.exe in the terminal, and enter the command.
@FlipposMC you can DEFINITELY install the mono runtime on OSX (10.7 and later)... the link I gave was specifically for OSX.
The question is if it will actually work correctly... I'd say it's worth a shot...
@MethaManAircraft the mod doesn't yet stop them from blowing up on your end, and lag causes the missile to not hit him on his end.
There is also some issue with missiles exploding sometimes (as-in, they don't), and I need to fix up the position prediction code (latency compensation) so your missile won't explode miles behind their actual position...
@DandruffCat You mucked up the IP..... I just went to flightsonic's post to check,
the correct IP is
71.89.184.239
the one you gave me is
71.89.184.23
You dropped off a 9.
You can let Flightsonic know that his server is fine :P
@DandruffCat Flightsonic is the owner of the server YOU gave.
I was talking about the one I gave, ya know, since you asked and all...
@DandruffCat It has been called a 24 hour server, but nobody seems to know the host, and I can't track down the original comment or post it was posted in... earliest I can find is here, where @Hollowpointed said they found a 24 hour server...
Edit: fixed link...
@DandruffCat it does not.
@DandruffCat maybe you messed up the IP or something weird was going on, but if one server works it's not the mod or your game.
@DandruffCat there are plenty of servers where the post says online, which are not online, and the post hasn't been fixed.
Try
157.7.205.136
@DandruffCat what servers?
@DandruffCat what does it say?
@clayman0 There is currently no way to turn off the "chat", sorry.
@Tully2001 @WNP78 reported that bug, but he said he hadn't even updated yet, and was still running version 0.8 of the mod, which had absolutely no code for ghosting parts, so IDK what's up and I don't see what it could be, don't think it's the Fine Tuner's fault...
@GINGER01 Thanks!
There is, technically... use quaternions for rotation... which Unity does internally, but then SimplePlanes saves the rotation as a Vector3, so no matter what I do with rotation, it might not load correctly... plus, I'm too lazy to properly use quaternions in my own code :P
Though, I believe @Sauce used the new multi-select mode to select the gimbal locked part, and then switch to multi-edit mode, which zero's the rotation (well, not actually, but it parents the part to an invisible object with zero'd rotation, which allows rotating as though it's at zero rotation), and then rotated it to the required rotation...
I was worried that when loaded back from the XML, it would be messed up, because of how SP saves the rotation as a Vector3, but I don't know if it actually screwed up or not, so, you could try it?
Otherwise, to get out of a gimbal lock, the only way I know of is to just reset the rotations to 0, and avoid the rotation that locked it, which isn't all that useful when you need it at that rotation :/
@mufasa6896 I believe @Gestour's Nuke mod should sync explosions properly for everyone who has it installed, since he used the same bomb script that the normal bombs are using.
However, if anyone makes a custom explosion script, it will probably not trigger properly... we intend to implement some form of mod interaction in the future, so that mod authors can have the MP mod to tell the mod part to explode on the other end(among other things), but it'll probably be quite a while before that happens (assuming we don't run into issues that prevent it in the first place..).
@Seabo14 Sounds cool, good luck :)
@mufasa6896 yes, however the mod ignores the map, so if you want everyone to be on the same map you'll need to agree on what map, otherwise you'll all be in the same server and channel, on different maps, and could potentially fly through a mountain on someone else's screen XD
And parts from mods won't load correctly for people who don't have said part mod, but otherwise it's good.
@Seabo14 I am not aware of any specific method, as I haven't researched it, but google turns up a few results that might help (ya know, or not, maybe you already googled XD)
@Seabo14 Haha :P
But then I'd need to make some of those mods!
(specifically, I had and in-game XML editor on my list of mods I'd like to make, but now I don't need to XD)
Oh, BTW, You should tag this "Hosting Multiplayer Server".
Again, thanks for hosting!
@UmbyTheZombeonYT well, um, yeah... I'm just saying that if other people don't have it and connect on a different map, the map will not be the same across all players, but it will still sync planes and positions, which would potentially allow for someone to pass through mountains on someone else's map, since there isn't a mountain there on their end XD
@FlipposMC oh really? the rest of the plane still appears? Huh, cool!
For maps, it would just not sync the map, but it'll still sync planes and global positions.. so, someone may end up in a mountain on someone else's screen :P
Hey, Thank you for hosting!
Since multiplayer doesn't enforce people's mods to match, you may want to make a list of required mods... I'm not entirely sure what will happen if someone loads a plane with a mod part that someone else doesn't have, but it won't load properly, it may either crash the game, or just fail to load their plane for the person who doesn't have the mod.
Edit: Unless you meant just XML mods... in which case please specify XD
@Flightsonic Yeah, um... that's weird... log file?
@RedstoneAeroAviation please actually read the post. or the description. or the other post.
Multi-select selects things, then when things are selected you change to multi-edit to actually adjust them.
@LiamW I do that, too.
@Flightsonic as described in the MP mod post, it is busted for some people... but @spefyjerbf... it did work, and now it doesn't? Did anything change (that you know of)?
It might not do any good since nobody is reporting errors in the console along with the join dialog being busted, but could you perhaps upload your
output_log.txt
to dropbox or something and PM me the link on reddit or Steam (or use an unlisted plane if you want)? It's found in the game folder where the executable is, underSimplePlanes_Data
.Sorry for your trouble.
It's impossible...
@Tully2001 they serve completely different purposes -_-
Fine Tuner is for fine tuning position and rotation, and it does a MUCH better job of that than this mod, but that's okay, since this mod is for in-editor XML editing, which it's good at.
This is far more flexible than fine tuner, sure, but at the specific job for which the fine tuner was made for, this sucks.
Great mod, not comparable to the Fine Tuner in functionality.
@PilotOfFuture lol, no big deal
@PilotOfFuture ... try reading the mod post -_-
@PilotOfFuture What do you mean, it "doesn't work"?
@JMicah4
@JMicah4 by following the directions in the mod post... or the mod description... or the post that said the mod was updated and link to here...
You also must first actually get the new version, usually by using one of the buttons under "Downloads"
@BritishNarwhal7 Steam download is up!
@ForeverPie part count has absolutely no affect on the functionality of the mod.
@ForeverPie not literally, but server hosts often give a part count limit, since the "limit" would be whatever everyone who joins can handle... we intend to eventually add a way to actually limit the part count, but in the meantime, hosts can kick and/or ban people who don't follow their rules XD
@Tikyofit This doesn't cause any problems with the random planes mod for me... the only issues the random planes mod has might be from using outdated mod tools, but you'd need to talk to the author of that mod about it.
@FlipposMC I'm afraid I don't know about the ports, sorry :(
As for hamachi... just setup a hamachi VPN like normal, and then run the server executable :)
@BritishNarwhal7 I plan to put it on steam when I update the mod post to have the multi-tool, but in the meantime the PC/Mac download should work for the Steam version
@BirdOfSteel Awesome, thanks.
Please move any bug reports or further conversation to the mod post.
Sorry @WNP78, for spamming your mod XD
@BirdOfSteel update
@BirdOfSteel it's that feature that was leaked a few weeks ago.
Fine tuner with a multi-selection and edit mode.
@MechWARRIOR57 you need to go into multi edit mode -_-
Hit the button again... the one that now says "Multi-Edit" instead of "Multi-Select".
@MechWARRIOR57 um, that's really specific....... what's the problem?
@MechWARRIOR57
PC/Mac
Android/kindle
multi-tool public beta testing is open, until whenever I feel like pushing the update to the mod post!
@BirdOfSteel
PC/Mac
Android/kindle
multi-tool public beta testing is open, until whenever I feel like pushing the update to the mod post!
@MechWARRIOR57 For Android? Quit horribly........ until today.... I hate GUI :/
There's still a null reference exception that breaks the fine tuner until you exit the designer, but it doesn't happen very often, and since I have no clue what's going on with it, I'm probably going to leave it in the original release, which could be soon...
@Alienbeef0421 they don't, until you gimbal lock, usually happens with an X around 270.
@DandruffCat open the terminal and navigate to the directory that SPServer.exe is saved in (using the command
+4cd [example/downloads]
, for example, where "[example/downloads]" is the directory that SPServer.exe is in) (or open it there to begin with, if you can... I don't know OSX), and then typemono SPServer.exe
in the terminal, and enter the command.@FlipposMC Sounds good :)
@FlipposMC you can DEFINITELY install the mono runtime on OSX (10.7 and later)... the link I gave was specifically for OSX.
The question is if it will actually work correctly... I'd say it's worth a shot...