@Flightsonic If you see this issue again, it would be helpful if you could hook us up with the log file for the game right after it occurs. C:\Program Files (x86)\Steam\steamapps\common\SimplePlanes\SimplePlanesData\outputlog.txt
@Seraphinium We laid out our release plan in the previous beta post and nothing has changed since then. We are still shooting for a release this Friday on Steam. After we get these issues addressed with the beta, we will be putting all our effort in to getting a mobile release ready. It will likely be sometime towards the end of the month, though it could easily slip a couple weeks. After the mobile release is ready, we will have to go through Apple's approval process which could take up to a week or two. The mobile release is coming, we promise, but it will just take a little time. Please have patience.
As far as the sinkable ships go... this is already implemented on the desktop version of SimplePlanes. We have more testing to do before we determine if its going to make the mobile release. It hasn't been ruled out yet.
@WNP78 There isn't really a good way to access existing SimplePlanes assets from a mod. You can load our most of our assets via a call to Resources.Load if you know the path to our prefabs or assets, but I'm not sure how you'd figure out what those paths are. If there is an asset in particular you are looking to load up, let me know and I can tell you its path.
@AeroEngineering @DeezDucks Regarding the gizmos page and the texture covering everything... I can't seem to reproduce this. Does it happen every time? Could you get a screenshot of the issue? Thanks.
There are a couple things that can temporarily disable achievements.
- If the dev console was opened at all during the game session, all achievements are disabled until you quit the game.
- If auto-pilot is enabled during the race, the achievements for that race will be disabled until the race is restarted.
When I started looking in to this, I noticed we had a bug that if you meet the target time exactly (anytime within that second) it may not unlock. In this case, it sounds like that may not have been the issue, since you got 34 seconds. A score of 35 seconds should be triggering the achievement though, but it was not. This should be fixed in the next beta build.
Hmmm... I didn't notice the missing textures before. As for the mod tools, we forgot to include them in the last Steam build, but they should be in the next. In the meantime, I've just rebuilt them and they are available here.
@Skua @Mod I'd be interested in hearing if the texture issue still occurs if the mod is rebuilt using the new mod tools and Unity 5.3.4. Currently, I'm not sure if this a bug in the current version of Unity, or if its just a matter of version incompatibility between what the mod was built with and what is currently running.
The upcoming 1.4 update should support this, however its broke in the current beta. I've got the problem fixed, so the next beta build we push to Steam should have it working (possibly sometime today or tomorrow).
The turrets should reset whenever you enter the level from the designer or whenever you click the restart button. Are you sure the turrets are still destroyed when you enter back in to the level in your step #8 above?
@JShay Regarding your planes rolling to the right... Does this happen on any planes that don't have XML modded control surfaces that overlap? There were some changes there that were made for performance reasons and we weren't expecting people to actually be using overlapping control surfaces. If this is a big issue, we can look in to added back that support. If the roll issue is happening for planes without overlapping control surfaces, can you provides us with a link to an example plane or two that exhibit the problem? Thanks.
@Thefalloutplayr Andrew was talking about the PC update for this week or next. The mobile release will be a bit further out. Probably near the end of the month, give or take a week or two.
@TehDuck Ok, thanks. Looks pretty similar to me. Are your referring to the fact that things look a bit brighter an more washed out in the newer version (particularly the designer)?
@Thefalloutplayr The upcoming mobile update will likely have the new controls system that PC got earlier this year. Its possible it may have better compatibility with things like you keyboard. We certainly can't make any promises, but give it another try when the new update comes out.
@TehDuck Altered how? I'm still not sure exactly what it is you are seeing... Do you have a before & after screenshot or plane upload or something you can show us?
@WNP78 We will hopefully have a new build out in the next day or two. Not sure yet, just seeing how things go. As for the turret scripts, they are not included in the mod tools, but if you were willing to use some reflection go through some trial & error, you could probably get them running on your own custom turrets. The script used on the snowstone turrents is 'Assets.Scripts.Levels.Enemies.RotatingMissileLauncherScript'
We forgot to include them in the last build. They should be in the next. Not much has changed, though we using a newer version of Unity, so you should be able to build your mods in Unity 5.3. Haven't tried 5.4, but it's possible it may work as well.
If you save your mod at the following location then hop in the game, a 'Mods' button should appear on the main menu that will allow you to enable it.
/Users/[UserName]/Library/Application Support/unity.Jundroo.SimplePlanes/Mods
Fantastic job man! I've been hoping to see some mods like this. Keep up the good work!
Couple things to maybe consider.. I suspect the issue with typing the decimal point may be related to resetting the text field to the parsed float value. You might have better luck not setting it in the text changed event. And regarding the part deletion issue... you might try, whenever an input field receives focus, setting the service provider's GameInputs.DeletePart.Enabled flag to false. That should prevent the input from actually deleting parts. Just be sure to re-enable it when your input fields lose focus!
@WalrusAircraft Something doesn't sound right... There should be sub-assemblies icon in the top left that only shows up when dragging parts (or groups of parts). It works much like that trash can. Just grab a part or group of connected parts over to the sub-assemblies icon and release the mouse button. It should prompt you to enter the sub-assembly name and then restore the part(s) to the location they were at before being dragged.
@WalrusAircraft We've talked before about adding a search filter at the top of the plane and subassemblies list. It was something I was going to look in to a couple weeks ago and just ran out of time. I'd still like to do it, just need to find some time to get it done.
Our current plan is to go live with this update on Steam next week if the beta goes fairly smooth. It will not be coming to mobile until the 1.4 update.
As far as mobile goes, we cannot promise specifics on anything as we continue to press the boundaries regarding how much we can stuff in the mobile version without crippling performance. When we get ready to do the mobile update for 1.4, we will do some testing and decide what we can keep and see if there is anything that needs to be cut. We will do the best we can, but the Steam version will likely always have more features that mobile.
As for the 1.4 update... things are in work and we are shooting for the end of March. Don't be the slightest bit surprised though if that deadline goes flying by. The mobile update for 1.4 will likely trail behind the Steam version by a couple weeks or more (depends on how long the review process takes for Apple).
As far as the drag view goes... yes, it was removed (Sorry!). We weren't crazy about it and decided to ditch it. If a lot of people are upset by this, maybe we can see what we can do about adding it back in.... no promises though.
Try this...
- Right click the game in your library and select 'Properties'.
- Click the 'Set Launch Options' button.
- Type (or paste) "-force-d3d9" in the box (without quotes) and click 'OK'.
- Close the properties dialog and try launching the game
@Eric314 Once we fully release workshop support, you will be able to browse the Steam workshop and subscribe to mods. Steam will download them automatically
@Flightsonic If you see this issue again, it would be helpful if you could hook us up with the log file for the game right after it occurs. C:\Program Files (x86)\Steam\steamapps\common\SimplePlanes\SimplePlanesData\outputlog.txt
What device are you on and what is your terrain quality setting?
@WNP78 We haven't updated those for a while now... Guess we should probably do that at some point...
@Mod I'll let @AndrewGarrison know. He is the wheel-master
@UnknownNate What is wrong with the wheels?
@Seraphinium We laid out our release plan in the previous beta post and nothing has changed since then. We are still shooting for a release this Friday on Steam. After we get these issues addressed with the beta, we will be putting all our effort in to getting a mobile release ready. It will likely be sometime towards the end of the month, though it could easily slip a couple weeks. After the mobile release is ready, we will have to go through Apple's approval process which could take up to a week or two. The mobile release is coming, we promise, but it will just take a little time. Please have patience.
@DeezDucks Great! Glad to hear it. Do you know specifically which mod it was that was causing the issue?
@Glaceon :-) sorry if I upset you... I was joking about delaying the mobile release. We are working on things as fast as we can.
Please behave ladies and gents...
As far as the sinkable ships go... this is already implemented on the desktop version of SimplePlanes. We have more testing to do before we determine if its going to make the mobile release. It hasn't been ruled out yet.
@DeezDucks Interesting... Are you using any mods? If so, have you tried disabling them?
@WNP78 There isn't really a good way to access existing SimplePlanes assets from a mod. You can load our most of our assets via a call to Resources.Load if you know the path to our prefabs or assets, but I'm not sure how you'd figure out what those paths are. If there is an asset in particular you are looking to load up, let me know and I can tell you its path.
@WNP78 Clever :-)
@AeroEngineering @DeezDucks Regarding the gizmos page and the texture covering everything... I can't seem to reproduce this. Does it happen every time? Could you get a screenshot of the issue? Thanks.
In the next update, this will hopefully be better. I've updated the collider for the engine to remove most of the dead space at the end of the engine.
There are a couple things that can temporarily disable achievements.
- If the dev console was opened at all during the game session, all achievements are disabled until you quit the game.
- If auto-pilot is enabled during the race, the achievements for that race will be disabled until the race is restarted.
When I started looking in to this, I noticed we had a bug that if you meet the target time exactly (anytime within that second) it may not unlock. In this case, it sounds like that may not have been the issue, since you got 34 seconds. A score of 35 seconds should be triggering the achievement though, but it was not. This should be fixed in the next beta build.
Hmmm... I didn't notice the missing textures before. As for the mod tools, we forgot to include them in the last Steam build, but they should be in the next. In the meantime, I've just rebuilt them and they are available here.
@Skua @Mod I'd be interested in hearing if the texture issue still occurs if the mod is rebuilt using the new mod tools and Unity 5.3.4. Currently, I'm not sure if this a bug in the current version of Unity, or if its just a matter of version incompatibility between what the mod was built with and what is currently running.
The upcoming 1.4 update should support this, however its broke in the current beta. I've got the problem fixed, so the next beta build we push to Steam should have it working (possibly sometime today or tomorrow).
Every time someone asks when the mobile update is coming, we delay it by another day.
The turrets should reset whenever you enter the level from the designer or whenever you click the restart button. Are you sure the turrets are still destroyed when you enter back in to the level in your step #8 above?
@JShay Regarding your planes rolling to the right... Does this happen on any planes that don't have XML modded control surfaces that overlap? There were some changes there that were made for performance reasons and we weren't expecting people to actually be using overlapping control surfaces. If this is a big issue, we can look in to added back that support. If the roll issue is happening for planes without overlapping control surfaces, can you provides us with a link to an example plane or two that exhibit the problem? Thanks.
@Thefalloutplayr Andrew was talking about the PC update for this week or next. The mobile release will be a bit further out. Probably near the end of the month, give or take a week or two.
@TehDuck Ok, thanks. Looks pretty similar to me. Are your referring to the fact that things look a bit brighter an more washed out in the newer version (particularly the designer)?
@Thefalloutplayr The upcoming mobile update will likely have the new controls system that PC got earlier this year. Its possible it may have better compatibility with things like you keyboard. We certainly can't make any promises, but give it another try when the new update comes out.
Does it work when typing in to input fields (such as the save plane dialog prompt or the upload plane dialog)?
@TehDuck Altered how? I'm still not sure exactly what it is you are seeing... Do you have a before & after screenshot or plane upload or something you can show us?
@WNP78 We will hopefully have a new build out in the next day or two. Not sure yet, just seeing how things go. As for the turret scripts, they are not included in the mod tools, but if you were willing to use some reflection go through some trial & error, you could probably get them running on your own custom turrets. The script used on the snowstone turrents is 'Assets.Scripts.Levels.Enemies.RotatingMissileLauncherScript'
We forgot to include them in the last build. They should be in the next. Not much has changed, though we using a newer version of Unity, so you should be able to build your mods in Unity 5.3. Haven't tried 5.4, but it's possible it may work as well.
Can you upload the aircraft or paste it's xml to pastebin or something?
I think the xml molding of tracer color is currently broken. I'll be looking in to it. Thanks for letting us know.
Might be broke... I'm looking in to it. Sorry guys!
@TehDuckFather what problem are you seeing?
@kikasshes Probably going public with the 1.4 update, which is getting close. No exact date yet, but we will probably be starting a beta soon.
@BOBCAT Congrats on the fix! What did the problem end up being?
If you save your mod at the following location then hop in the game, a 'Mods' button should appear on the main menu that will allow you to enable it.
/Users/[UserName]/Library/Application Support/unity.Jundroo.SimplePlanes/Mods
Fantastic job man! I've been hoping to see some mods like this. Keep up the good work!
Couple things to maybe consider.. I suspect the issue with typing the decimal point may be related to resetting the text field to the parsed float value. You might have better luck not setting it in the text changed event. And regarding the part deletion issue... you might try, whenever an input field receives focus, setting the service provider's GameInputs.DeletePart.Enabled flag to false. That should prevent the input from actually deleting parts. Just be sure to re-enable it when your input fields lose focus!
We agree, this would be a nice feature. Its been on our list for a while now, the trick is finding time to get it done. This list is long...
@WalrusAircraft Something doesn't sound right... There should be sub-assemblies icon in the top left that only shows up when dragging parts (or groups of parts). It works much like that trash can. Just grab a part or group of connected parts over to the sub-assemblies icon and release the mouse button. It should prompt you to enter the sub-assembly name and then restore the part(s) to the location they were at before being dragged.
@FullFruntall Not sure what is up. I'll check with Andrew. Do you have a plane uploaded that can easily reproduce the problem?
@deusalgor Sure, video is fine.
@WalrusAircraft We've talked before about adding a search filter at the top of the plane and subassemblies list. It was something I was going to look in to a couple weeks ago and just ran out of time. I'd still like to do it, just need to find some time to get it done.
@WalrusAircraft You asking for a key binding for the airplane properties panel? We could probably slip that in...
@AeroEngineering Had you damaged the USS Tiny? it won't move if it has taken a certain amount of damage.
@AeroEngineering What do you mean the USS Tiny location is broken?
Just to put a few questions to rest...
Our current plan is to go live with this update on Steam next week if the beta goes fairly smooth. It will not be coming to mobile until the 1.4 update.
As far as mobile goes, we cannot promise specifics on anything as we continue to press the boundaries regarding how much we can stuff in the mobile version without crippling performance. When we get ready to do the mobile update for 1.4, we will do some testing and decide what we can keep and see if there is anything that needs to be cut. We will do the best we can, but the Steam version will likely always have more features that mobile.
As for the 1.4 update... things are in work and we are shooting for the end of March. Don't be the slightest bit surprised though if that deadline goes flying by. The mobile update for 1.4 will likely trail behind the Steam version by a couple weeks or more (depends on how long the review process takes for Apple).
As far as the drag view goes... yes, it was removed (Sorry!). We weren't crazy about it and decided to ditch it. If a lot of people are upset by this, maybe we can see what we can do about adding it back in.... no promises though.
Try this...
- Right click the game in your library and select 'Properties'.
- Click the 'Set Launch Options' button.
- Type (or paste) "-force-d3d9" in the box (without quotes) and click 'OK'.
- Close the properties dialog and try launching the game
@Gg1234 What device are you using and what version of the game are you running?
@Gg1234 post it on imgur and post a link
@DonaldDuke No, this is a Steam only thing. Mods can work on Android, but only if the mod author specifically builds them for Android.
@Eric314 Once we fully release workshop support, you will be able to browse the Steam workshop and subscribe to mods. Steam will download them automatically
@Gg1234 Not sure what you are asking. Everyplay should be in the current mobile releases.