@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.
@JetFly Sorry, but i don't understand what you all talking about. This engine-mod. This engine consist only 1 part. On gif and on all pictures except last-two engines. 2 engines-2 parts. On last picture 1 engine-1 part.
@ThomBomb You have give me a link for your craft, but your craft don't have my mod. ??? And what you offer me to tune? I will not attach this block on your craft instead you.
The instruction is:
So, you are creating a craft. You have download this mod and read the instruction. You have tryed to tune block by yourself- but its not work. The turret is rotating by itself, as you said. Then you save your current craft and upload on site. With mods, if your craft have a mods. It's not problem for me to download and install mods( of course, only if their's count less then 20 in one craft).And then i download your craft with tank aiming block(it already attached to the craft) and try to configured it.
After that you can tag me in comments of your craft, but you must to give me a link in comments of this mod page. Because notifications when i was mentioned are deleted over time.
@Tessemi hey! I have thought about it. May be i will do this mod. This system are more better at the moment. But closest mod-jet engine and tutorial how to create it:)
@ThomBomb yes. Upload your craft on the site and give me a link here: in this mod page. If you tag me in the description of your uploaded craft, may be i will not find out about this. The site tag's work bad after late update.
@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!
@JetFly Yes, you can add to your craft only 1 engine. Like F-16.
@JetFly Sorry, but i don't understand what you all talking about. This engine-mod. This engine consist only 1 part. On gif and on all pictures except last-two engines. 2 engines-2 parts. On last picture 1 engine-1 part.
@JetFly This engine can be attached to any part in any place in airplane and he will work.
@randomusername I don't understand what you mean "blends".
@ThomBomb TankAiming_solved
@ThomBomb If you disable all mods, sign-in and enable your mods-you can upload craft on site with mods.
@ThomBomb You have give me a link for your craft, but your craft don't have my mod. ??? And what you offer me to tune? I will not attach this block on your craft instead you.
The instruction is:
So, you are creating a craft. You have download this mod and read the instruction. You have tryed to tune block by yourself- but its not work. The turret is rotating by itself, as you said. Then you save your current craft and upload on site. With mods, if your craft have a mods. It's not problem for me to download and install mods( of course, only if their's count less then 20 in one craft).And then i download your craft with tank aiming block(it already attached to the craft) and try to configured it.
After that you can tag me in comments of your craft, but you must to give me a link in comments of this mod page. Because notifications when i was mentioned are deleted over time.
@Tessemi hey! I have thought about it. May be i will do this mod. This system are more better at the moment. But closest mod-jet engine and tutorial how to create it:)
@ThomBomb yes. Upload your craft on the site and give me a link here: in this mod page. If you tag me in the description of your uploaded craft, may be i will not find out about this. The site tag's work bad after late update.
@CocoAaron Tailhook? Num 7
@UByx Upload your craft to the site and show it me, i try to fix brutally shake.
Очень круто.
@AchuTMM yes
@EliteArsenals24 @Roswell
@GritAerospaceSolutionsLTD @goboygo1