@BoganBoganTheMan @DeathStalker627 This mod in alpha at the moment. I am trying to increase performance of tracks ( and fps). Some players from russian community testing this mod on their tanks:) I have add a new gif.
@MWG4386 it is no physics tracks. They don't collide with ground. This type of track is more hard than texture track, but more easier than physics track (when each track-rigidbody). I hope you will can play with pleasure :)
@Baby Yes, you can mirror the part. The tracks part have a 10 attach point at the moment - 5 on the left side and 5 on the right side. But after that part will not mirror automatically: you should to set attribute "Side" to "Left" instead "Right".(if you first track was "Right"). It's no need to adjust track for the each side. You can adjist only for one side and mirror it. But perhaps after mirrored you should to re-attached tracks to your tank. And i will recommend to "remember" the track position with overload mod before re-attaching.
@Tessemi I mean that "computer block" in this mod read the pitch value from aircraft control stick, compute it and set the VTOL, and VTOL turn the stabilizers and thrust vectoring. Canard too, but i don't tune canard yet. But its work like stabilizer.
@squideater56 Looks interesting, but i could not download your craft. I have download all mods, but i haven't some parts. i don't know why. And i think than nobody want to download craft with 5 mods.
@squideater56 the problem is that tracks count 4. The maximum tracks count=2. One left track and one right track. But, in tracks 2 mod you will can use any count of tracks.
@squideater56 upload your crane on the site and tag me. When you will upload, write about this here. The tag system work bad on the site, of the this reason i usually see my mail to know when somebody tag me.
@Brields95 I use solidworks 2017. Model from solidworks i export to IGES format, after that i open IGES model in 3dMax. In 3dMax i convert model to FBX format. And then FBX format i use in Unity. This operation is tire, if i have to edit 3d model many times.
@Minecraftpoweer Sorry, but i can not say exact time of the mod is out. The mod have some problems, which i didn't show:) Also, i want to make a texture for tracks, and this requires time:)
@Tessemi Nice idea, maybe i will create this mod. But now i creating "Tracks 2" mod with my own 3d model of tracks and wheels. The jet engine mod was stopped for the reason of fuel problem and i have sent this engine to devs. The update of hover mod was stopped for the same reason, because hover mod have fuel consumption too.
@NathanMikeska I was tested this again and discover that:
"So setting ServiceProvider.Instance.PlayerAircraft.Fuel affects AI spawned aircraft?"
No, if this AI aircraft no have my mod. Like "Hellseka". And yes, if this AI aircraft use this mod engines. And this work for ServiceProvider.Instance.PlayerAircraft.Controls too. But the AI aircraft must have the mod part.
The problem is that game don't distinguish the script on my aircraft and script on AI aircraft.
If i create a some engine part and write code in it:
{
Nozzleflap.transform.localeEulerAngles = new Vector3(Input.GetAxis("Vertical"),0,0)
}
and attach this engine to airplane, save this, run game and spawn the same AI airplane with this engine mod, then nozzle flap will be move on AI airplane and on my airplane in one time.
This problem was solved when i started using Input controller. So, then i write:
{
Nozzleflap.transform.localeEulerAngles = new Vector3(InputController.Value,0,0)
}
After this action nozzle flap work correct.
But it not work for fuel. If i want to write fuel consumption code, i compelled to use ServiceProviderScript. In this case i have no ways to do that fuel will not decrease on AI aircraft with mod engines and decrease on my aircraft with this mod engines.
@NathanMikeska "So setting ServiceProvider.Instance.PlayerAircraft.Fuel affects AI spawned aircraft?" Yes, it is. And ServiceProvider.Instance.PlayerAircraft.Controls.Pitch,Yaw... and other axis too. If i use input controller or array of input controllers, its ok. But if i use ServiceProvider.Instance.PlayerAircraft.Controls, its affect to AI aircraft.
I have tag you in another unlisted post with unity file.
@sheepsblood This wings will have customizable aerodynamics. But they look like wing which already in game.
@Coolguy4567345 What do you mean?
@Coolguy4567345 of course you can
Best map i ever seen.
@Schiefensnarglez i have tag you on close page.
@Coolguy4567345 @stig27 @Brields95
@DeathStalker627 i have tag you on close page.
@Lox1 да, я знаю. Я даже написал, что не гарантирую работу на андроиде, так как на момент создания мода не имел андроид версию игры.
@DeathStalker627 I can not say about release date. I hope the mod will be ready before june
@BoganBoganTheMan @DeathStalker627 This mod in alpha at the moment. I am trying to increase performance of tracks ( and fps). Some players from russian community testing this mod on their tanks:) I have add a new gif.
Awesome
@Falcon2456 Thanks! What about 3 or more tracks- i know about this problem. In Tracks 2 mod this problem will solve.
Very interesting design!
@MWG4386 yes. It physics tracks like this is-7
My tracks not like this.
@MWG4386 it is no physics tracks. They don't collide with ground. This type of track is more hard than texture track, but more easier than physics track (when each track-rigidbody). I hope you will can play with pleasure :)
@RamboJutter
@Mavizasyon good idea. But i am not plan to update mod soon.
@Mavizasyon try to turn it off not by button on screen, but a command
Mode on/off. You can find this in block attribute.@randomusername google translate can not translate this word:) what does it mean?
@randomusername you mean google drive links? Thanks, i forgot about it :)
@Klafzfox mod was updated.
@Klafzfox mod will be updated soon
@Tessemi The mod not ready yet, but i have begin to write a description
LINK
@Baby Yes, you can mirror the part. The tracks part have a 10 attach point at the moment - 5 on the left side and 5 on the right side. But after that part will not mirror automatically: you should to set attribute "Side" to "Left" instead "Right".(if you first track was "Right"). It's no need to adjust track for the each side. You can adjist only for one side and mirror it. But perhaps after mirrored you should to re-attached tracks to your tank. And i will recommend to "remember" the track position with overload mod before re-attaching.
@Tessemi In the mod description wil be some pictures, which will better explain how its work:)
@Tessemi I mean that "computer block" in this mod read the pitch value from aircraft control stick, compute it and set the VTOL, and VTOL turn the stabilizers and thrust vectoring. Canard too, but i don't tune canard yet. But its work like stabilizer.
@BoganBoganTheMan the tracks part will have "Right/Left"attribute
@squideater56 Looks interesting, but i could not download your craft. I have download all mods, but i haven't some parts. i don't know why. And i think than nobody want to download craft with 5 mods.
@squideater56 yes. In new mod "Tracks 2" (now in develop) this problem was fixed. Also, you can scale tracks of your crane
@squideater56 the problem is that tracks count 4. The maximum tracks count=2. One left track and one right track. But, in tracks 2 mod you will can use any count of tracks.
@squideater56 upload your crane on the site and tag me. When you will upload, write about this here. The tag system work bad on the site, of the this reason i usually see my mail to know when somebody tag me.
@DeezDucks I think yes
@DeezDucks Yes. Only limit of wheels- perfomance of your computer:)
@exosuit i want to do this feature.
@Z3RO i will try to do it.
@Kyle123344 i hope this too) This is version for current version simpleplanes-1.7.1
@Brields95 I use solidworks 2017. Model from solidworks i export to IGES format, after that i open IGES model in 3dMax. In 3dMax i convert model to FBX format. And then FBX format i use in Unity. This operation is tire, if i have to edit 3d model many times.
@Minecraftpoweer Sorry, but i can not say exact time of the mod is out. The mod have some problems, which i didn't show:) Also, i want to make a texture for tracks, and this requires time:)
@Tessemi Nice idea, maybe i will create this mod. But now i creating "Tracks 2" mod with my own 3d model of tracks and wheels. The jet engine mod was stopped for the reason of fuel problem and i have sent this engine to devs. The update of hover mod was stopped for the same reason, because hover mod have fuel consumption too.
Полностью поддерживаю нижнего комментатора. Эта техника должна получать гораздо больше апвотов.
@NathanMikeska I was tested this again and discover that:
"So setting ServiceProvider.Instance.PlayerAircraft.Fuel affects AI spawned aircraft?"
No, if this AI aircraft no have my mod. Like "Hellseka". And yes, if this AI aircraft use this mod engines. And this work for ServiceProvider.Instance.PlayerAircraft.Controls too. But the AI aircraft must have the mod part.
The problem is that game don't distinguish the script on my aircraft and script on AI aircraft.
If i create a some engine part and write code in it:
{
Nozzleflap.transform.localeEulerAngles = new Vector3(Input.GetAxis("Vertical"),0,0)
}
and attach this engine to airplane, save this, run game and spawn the same AI airplane with this engine mod, then nozzle flap will be move on AI airplane and on my airplane in one time.
This problem was solved when i started using Input controller. So, then i write:
{
Nozzleflap.transform.localeEulerAngles = new Vector3(InputController.Value,0,0)
}
After this action nozzle flap work correct.
But it not work for fuel. If i want to write fuel consumption code, i compelled to use ServiceProviderScript. In this case i have no ways to do that fuel will not decrease on AI aircraft with mod engines and decrease on my aircraft with this mod engines.
@NathanMikeska "So setting ServiceProvider.Instance.PlayerAircraft.Fuel affects AI spawned aircraft?" Yes, it is. And ServiceProvider.Instance.PlayerAircraft.Controls.Pitch,Yaw... and other axis too. If i use input controller or array of input controllers, its ok. But if i use ServiceProvider.Instance.PlayerAircraft.Controls, its affect to AI aircraft.
I have tag you in another unlisted post with unity file.
@BlackhattAircraft Me.
@PhilipTarpley
@AndrewGarrison @NathanMikeska
@GreatHenry это уже можно сделать в игре, включив их командой toggle fps через консоль
Very beautiful.
@Regan1tho Its map only for mod presentation:)
@stig27 of course
@JetFly now i understand :)
Looks beautiful!