@QuickNils Remove the comma, the IP you're trying to connect to I believe is 157.7.205.136. Only the highlighted part belongs in that box.
If you're still having issues after that, open the dev console and enter the command MPToggleDebugMode, to enable MP debug logs, then try to connect, and after it fails send me your output_log.txt, located in C:\Users\[Username]\AppData\LocalLow\Jundroo\SimplePlanes (you can upload it to pastebin or somewhere similar, and give me the link).
@Axartar it also says he waits dreaming.
How can one wait dreaming while dead?
Perhaps "dead" has a different meaning here.
That said, I was not on the team back during Cthulhu development, nor have I actually read the stories (I've been meaning to pick them up...), so I cannot speak much on accuracy or why Cthulhu was designed exactly that way.
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
Anybody that has set their icon offset may need to set it back to the default0,0,0.
@KingHandspider Thanks! It shows the assembly in the assemblies for me, and building it results in a perfectly functional mod with the script acting as I would expect... The script doesn't work in the sandbox for you?
@KingHandspider would you mind sending me your project folder zipped up, so I can take a look? Or an separate/dedicated demonstration project folder, as long as it clearly has the same issue.
@KingHandspider after you extract the zip, there is a Unity package inside, which should be imported into Unity using the "Import Package" context menu.
What program are you using to unzip it?
Also, I'm not sure if it's there on Mac, however on PC Steam installation, within the installation folder there is a "ModTools" folder which contains the unity package.
You shouldn't need any tag on the game object, or a using directive just to compile your own scripts into the mod...
If the Unity package doesn't change anything, I just want to confirm that you've actually tried running the mod and the scripts, and they indeed fail? If not, perhaps it's just not showing the assembly in the mod builder for some weird reason that you don't need to worry about...? However if it does fail, it's possible the error message(s) in-game (or your outputlog after trying to load the mod/scripts) would be helpful.
I'm not sure, but it sounds like you're expecting the script file to be saved/listed in the mod builder individually? If that's the case, it isn't supposed to, all scripts will be compiled into <ModName>-Assembly-CSharp.dll, which should be listed under "Assemblies" in the mod builder :)
@Meepmaster87 part positions, rotations, and explosions are synced every so often, so bombs and missiles work... To some extent. It's rather poorly done and unreliable at this time.
@DuckMintnewprofile I'd need to see the errors to really have a clue... It's not the same project that you created in a newer version of Unity is it? That might break things when going back to 5.3.6...
@Jetpackturtle ya, you gotta run the installer again, install in the same location, and unchecked everything except Windows Build support (the error is because you don't have Windows build support installed, doing this should install Windows build support without reinstalling everything else)
@Chancey21 if you are asking whether the tournament validator mod will be updated to account for these, the answer is no, because it calls the game's internal tournament validation code, which was updated to account for these in this same update that added them :)
Hey, I personally love the ridiculously Over-Powered performance of this, however I suggest making up a fictional variant and explaining that it is OP if you are doing a "replica" with such performance, so it is not expected to perform like the real thing :)
@KingHandspider Then you should be able to achieve it by setting the collider's material to a PhysicsMaterial with dynamic friction of 1.
Though I think other physics material properties are ignored by the wheels, the full properties of the runway physics material are as follows:
Dynamic Friction: 1
Static Friction: 0.6
Bounciness: 0.1
Friction Combine: Average
Bounce Combine: Average
The wheel collider checks if the ground collider is a TerrainCollider, so unfortunately you cannot make the wheels treat Unity's terrain like pavement using the normal terrain collider.
For specifically friction, it does also use the collider's dynamic friction defined by the PhysicsMaterial
(it multiplies the dynamic friction by the wheel's "offroad friction" or "normal friction", depending on whether the collider is a TerrainCollider).
@Mymessage check out the reddit modding wiki, it's got some tutorials that should help get you started, and if you run into any specific problems you can ask about those (some of the tutorial information is outdated, so be wary of that) :)
Your post has been removed. Please read these rules about posting planes.
Please try to make major changes to a plane before posting it. Simply painting an object a different color, or adding a few guns is not enough to consider it your own. In the future please credit the original maker, and try to post your own work.
@Lylian it is still possible, you need to manually add tracerColor="FFFFFF" to the Gun.State tag, and FFFFFF is the color hex code which you can change to whatever color you want, as before :)
Please don't go posting spoilers, especially not in the title, which everyone will see before they know to look away.
If you must post spoilers in the future, try a title like
"*SPOILERS* Discussion about latest Rick and Morty *CONTAINS SPOILERS*"
@Elicushman it sometimes looks like torpedoes go through the ship, when they actually went under.
When launching all at once, but only one/some going through, this could be due to rotation of the plane, placement of torpedoes, or some minor inconsistencies elsewhere.
If you're sure they're not going under, or they definitely shouldn't be, could you please provide a link to a design which can replicate the bug, with instructions on launching (e.g, distance from the ship, height above sea level, approximate speed at launch, etc) for best replication?
@Oski the old propeller engines don't seem to have a property for engine power, and the powerMultiplier does not reset on them, so I figured he meant the T1000. (@TheOwlAce correct me if I'm wrong..?)
I know of no way to prevent the XML'd props from resetting, besides not selecting them ever again, however in the next beta they should not reset when selected :)
Yes.
@HarryBen47 depends on what you mean by that.
@QuickNils Remove the comma, the IP you're trying to connect to I believe is
157.7.205.136
. Only the highlighted part belongs in that box.If you're still having issues after that, open the dev console and enter the command
MPToggleDebugMode
, to enable MP debug logs, then try to connect, and after it fails send me youroutput_log.txt
, located inC:\Users\[Username]\AppData\LocalLow\Jundroo\SimplePlanes
(you can upload it to pastebin or somewhere similar, and give me the link).@Axartar it also says he waits dreaming.
How can one wait dreaming while dead?
Perhaps "dead" has a different meaning here.
That said, I was not on the team back during Cthulhu development, nor have I actually read the stories (I've been meaning to pick them up...), so I cannot speak much on accuracy or why Cthulhu was designed exactly that way.
@Axartar it is not supposed to be the kraken, it is Cthulhu (well, his head).
@metallicplanes @cadillac1 @LancasterAce @QuickNils Updated :)
@LancasterAce nah
@T8flightcrafts @JamesBoA @metallicplanes We are working on updating it to 1.8.
For FineTuner, you can try this:
PC/Mac: https://www.dropbox.com/s/1jf7iqda4g8uwim/FineTuner.spmod?dl=0
Android: https://www.dropbox.com/s/0l3gjdegkhtswpf/FineTuner.spmod-android?dl=0
This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
Anybody that has set their icon offset may need to set it back to the default
0,0,0
.@Prolex917 it should be in
C:\Users\[YourUsername]\AppData\LocalLow\Jundroo\SimplePlanes\Mods
@BlobfishMaster to install on mac, check out the "OSX" section here.
Opening it through Steam shouldn't be a problem after it's installed as directed :)
@KingHandspider Unfortunately I can't think of anything else, and I don't have a Mac of my own to test with.
I will note this down with a link, and hopefully one of the other devs with a Mac can check it out after SR2 development has settled down a bit.
Sorry for the inconvenience.
@KingHandspider Thanks! It shows the assembly in the assemblies for me, and building it results in a perfectly functional mod with the script acting as I would expect... The script doesn't work in the sandbox for you?
@KingHandspider would you mind sending me your project folder zipped up, so I can take a look? Or an separate/dedicated demonstration project folder, as long as it clearly has the same issue.
You can send it to william@jundroo.com
@KingHandspider after you extract the zip, there is a Unity package inside, which should be imported into Unity using the "Import Package" context menu.
What program are you using to unzip it?
Also, I'm not sure if it's there on Mac, however on PC Steam installation, within the installation folder there is a "ModTools" folder which contains the unity package.
You shouldn't need any tag on the game object, or a using directive just to compile your own scripts into the mod...
If the Unity package doesn't change anything, I just want to confirm that you've actually tried running the mod and the scripts, and they indeed fail? If not, perhaps it's just not showing the assembly in the mod builder for some weird reason that you don't need to worry about...? However if it does fail, it's possible the error message(s) in-game (or your outputlog after trying to load the mod/scripts) would be helpful.
@KingHandspider where did you get the version you are using?
What about just extracting the zip file?
@KingHandspider that's probably not it, then...
@KingHandspider You should not have to use Unity's build player menu... Are you using Unity 5.3.6f1?
Could I see a screenshot of your mod builder window, and the project window in the folder with your scripts?
@KingHandspider hmm.. have you actually hit the build button, yet?
I'm not sure, but it sounds like you're expecting the script file to be saved/listed in the mod builder individually? If that's the case, it isn't supposed to, all scripts will be compiled into <ModName>-Assembly-CSharp.dll, which should be listed under "Assemblies" in the mod builder :)
@Meepmaster87 part positions, rotations, and explosions are synced every so often, so bombs and missiles work... To some extent. It's rather poorly done and unreliable at this time.
@Windworn see here
@HistoricBirds delete the old
SimplePlanes Multiplayer.spmod
file from your mods folder, download the new one, and put it in the mods folder@NaCl10 it can be run on Linux using the mono runtime
@DuckMintnewprofile you could copy-paste the full error or upload a screenshot if you want. As long as I can read it, it doesn't really matter to me.
@DuckMintnewprofile I'd need to see the errors to really have a clue... It's not the same project that you created in a newer version of Unity is it? That might break things when going back to 5.3.6...
@Jetpackturtle ya, you gotta run the installer again, install in the same location, and unchecked everything except Windows Build support (the error is because you don't have Windows build support installed, doing this should install Windows build support without reinstalling everything else)
Your post has been removed because it appears to have broken the website rules. You can read them here
@Chancey21 if you are asking whether the tournament validator mod will be updated to account for these, the answer is no, because it calls the game's internal tournament validation code, which was updated to account for these in this same update that added them :)
Hey, I personally love the ridiculously Over-Powered performance of this, however I suggest making up a fictional variant and explaining that it is OP if you are doing a "replica" with such performance, so it is not expected to perform like the real thing :)
@KingHandspider Then you should be able to achieve it by setting the collider's material to a PhysicsMaterial with dynamic friction of 1.
Though I think other physics material properties are ignored by the wheels, the full properties of the runway physics material are as follows:
Dynamic Friction: 1
Static Friction: 0.6
Bounciness: 0.1
Friction Combine: Average
Bounce Combine: Average
The wheel collider checks if the ground collider is a TerrainCollider, so unfortunately you cannot make the wheels treat Unity's terrain like pavement using the normal terrain collider.
For specifically friction, it does also use the collider's dynamic friction defined by the PhysicsMaterial
(it multiplies the dynamic friction by the wheel's "offroad friction" or "normal friction", depending on whether the collider is a TerrainCollider).
@Jetpackturtle you need 5.3.6, not 5.6.5 ;)
@CruzerBlade stick double quotes around the message
say "something with spaces"
@Mymessage check out the reddit modding wiki, it's got some tutorials that should help get you started, and if you run into any specific problems you can ask about those (some of the tutorial information is outdated, so be wary of that) :)
Your post has been removed. Please read these rules about posting planes.
Please try to make major changes to a plane before posting it. Simply painting an object a different color, or adding a few guns is not enough to consider it your own. In the future please credit the original maker, and try to post your own work.
@TornadoRUS what seems to be the issue exactly?
5.3.6f1 should work fine with mod tools, it is the version used for SimplePlanes, and I have made several mods with it.
Unity's own standard assets being broken is another issue...
5.3.6f1
@DerekSP it can be run on Linux using the Mono runtime :)
Seems you've made a minor mistake.
In-game it says I'm the author.
Please fix, I don't need people thinking I made your mod ;)
Thanks!
I'll take a look at this later...
In the meantime, pastebin is nice for sharing whole single scripts (or any sizable snippets) :)
Your post has been removed because it appears to have broken the website rules. You can read them here
@Lylian it is still possible, you need to manually add
tracerColor="FFFFFF"
to theGun.State
tag, andFFFFFF
is the color hex code which you can change to whatever color you want, as before :)@ThunderAircraft 1.7 will come to the Amazon app store, just not Amazon Underground.
Please don't go posting spoilers, especially not in the title, which everyone will see before they know to look away.
If you must post spoilers in the future, try a title like
"*SPOILERS* Discussion about latest Rick and Morty *CONTAINS SPOILERS*"
@TFM8 yikes! Thanks for catching that, should be fixed next beta.
@TheOwlAce and "Display Resolution"?
@Elicushman it sometimes looks like torpedoes go through the ship, when they actually went under.
When launching all at once, but only one/some going through, this could be due to rotation of the plane, placement of torpedoes, or some minor inconsistencies elsewhere.
If you're sure they're not going under, or they definitely shouldn't be, could you please provide a link to a design which can replicate the bug, with instructions on launching (e.g, distance from the ship, height above sea level, approximate speed at launch, etc) for best replication?
Thanks!
@TheOwlAce what's your resolution? In the settings, what is you "User Interface Size" set to?
@Oski the old propeller engines don't seem to have a property for engine power, and the
powerMultiplier
does not reset on them, so I figured he meant the T1000. (@TheOwlAce correct me if I'm wrong..?)I know of no way to prevent the XML'd props from resetting, besides not selecting them ever again, however in the next beta they should not reset when selected :)