@RocketLL Ok, think I figured out the problem with publishing mods to the workshop from OSX. It didn't make it in today's release but it should make it in the next one, whenever that is. In the meantime and with the latest mod tools, you should at least be able to build and test in OSX.
@poenix We just released an update to the game. It might help with your joystick issue. Once you get the update, go to the controls page and click on the 'Advanced' button to bring up advanced settings. Uncheck 'Use DirectInput' then click done. Restart the game and give your controller another shot. Does that help?
@RocketLL The latest version of the mod tools on the wiki and the mod tools deployed with the next Steam update (sometime this afternoon probably) fixed the issue with not being able to build mods on OSX. I didn't test much, but I was able to make a custom map in OSX and load the mod. I've not yet tested on Windows a mod that was created in OSX but I think it should work. The big glitch at this point is when trying to upload a mod to the Steam workshop in OSX, everything works except actually attaching the content of the mod to the upload. I have no idea what is going on or why it doesn't work. Everything appears to be correct, but Steam is not packaging up the files. I need to investigate some more, not sure if/when a fix will come. As a workaround, you could always build and test the mod on OSX, then upload it from a windows PC, or have a friend do it. I'll try and figure out why it isn't working...
@ElijtheGeat No plans for that at this point. We have made an update however that should show mods required for uploaded airplanes, including linking to those required mods in the Steam Workshop.
@TheTMac The workshop will not be hosting Android mods. That said, for Android users with a Steam account, it can be a good way to find mods and talk to mod authors, requesting that they build a version of their mod for Android. Mod authors will have to find their own place to host Android mods though.
@Shmexysmpilot Mod support has existed for a while for PC and Android. The Steam Workshop will just be an easy way to host and distribute mods for Steam, along with a bunch of other handy features. There are no current plans to host mods on this site, however I am investigating trying to link to mods for planes that are created with modded parts.
@FrankieB Was that before or after the major input system upgrade? Last week we put out an update to completely rip out the old input system and replace it with a new one. It should be much better now.
@RocketLL Shame on me for never testing OXS... based on your error, and some code I'm looking at... I'm guessing mod creation on OSX doesn't work. However, it might be an easy fix. I'll try to make a change in the near future that may allow it to work. I have tested mods build in Windows with both Windows and OSX, so it seems reasonable that it should be able to work the other way around too. Stay tuned...
@Gg1234 Autopilot is in mobile, is it not? You just need an external keyboard or controller or something to access it. Not very useful right now, I know... Its possible we may look in to touch support for some of those features in the future, but UI space is already a little crowded already on mobile...
Unfortunately, I'm not sure why it isn't working. There is a small change to the input system that I intend to implement sometime in the next few weeks that may possibly help, but its hard to say.
When you calibrate yours, do you see a 'Throttle' Axis on the left? If so, click that button, then try moving the throttle slider up and down. You should see the white and blue arrows move around in the image on the top right. The blue arrow should represent the raw value of the axis and the white arrow should represent the calibrated value in Simple Planes. From the sounds of it, I'm guessing your white arrow is popping from 0 to 1 without hitting anything in between. What about the blue arrow? Is the raw value popping from 0 to 1 or does it smoothing transition from -1 to 1 when moving the slider?
Not sure what is going on with your profile... not sure how/why the game would be interfering with it.
@Meawk I can't say for certain because we've never tested that particular controller. I have seen reports of people having trouble with various different types of joysticks though. We are really hoping to resolve these issues in the next patch however.
What exactly isn't working? Are you are able to bind axis and buttons in the configure controls dialog?
One of the major things we are focused on for the next steam update is improving the controls and controller support. Not sure when the next update will come... hopefully early January.
They should start disabled by default on PC, however there is a bug that changes the setting to always display if you play a tutorial level. It will be fixed in the next patch, sorry.
Maybe you used a different email address when purchasing from Gumroad? Sorry for the trouble. If it still isn't working, please contact us via our contact page: http://jundroo.com/contact/
@jsaret There is a bug in the steam overlay browser that won't let you type in some password fields. It is incredibly annoying and we apologize. We might look in to some workaround, but it may be out of our hands as it appears to be a problem with Steam's browser. As a very unfortunate workaround for now... you can type your password in the username box (or somewhere else) and then cut & paste it in the password box.
@TomTheBuilder Mobile users can still download planes designed on computers like normal. The only catch is if the plane uses some of the new parts (weapons) then mobile users will not be able to download the plane (yet).
@mustafanaveed Modding information can be found here. For information on creating a custom part with your own mesh, check out the tutorial video titled 'Custom Parts - Part 4'.
@Puredeath I looked in to it briefly, trying to use your script, but did not have much luck. I could save a file, but it didn't appear to load properly in Blender or Unity. Unfortunately, I don't have lot of spare time to really dig in to it at the moment, sorry.
@Puredeath The script i posted should allow you to get the collection of mesh filters that make up the plane. you might need to combine them first in order to run a mesh filter through you export code you found. Might googling or taking a look here on combining meshes.
@Puredeath Sorry, forgot to mention... the < and &rt; are supposed to be less than and greater than symbols. The markdown syntax on the forum isn't cooperating. I was talking to Andrew about it this morning to see if we can do anything about it.
@Puredeath Before the floating origin update, if you got far enough away from the origin, bad stuff would start to happen due to lower floating point precision. The physics engine would start to get a little wonky and cause parts to jiggle, which would get worse the further from the origin you got. I think we were also experiencing some graphical issues as well. The problem seemed to get 10 times worse when we moved to Unity 5 though. It HAD to be dealt with if we were sticking with Unity 5. Also, flying to the other island would not have been possible before this change due to those issues as well.
@Puredeath Yeah, sorry... the floating origin can be a pain. If it helps in testing, you can change the floating origin threshold (how far away you can get before a reposition) using the dev console in the game. When I am testing a floating origin problem, i usually drop the threshold really low, like 50 or 100 so I don't have to fly so far every time I want to test a change. The following command in the dev console will allow you to adjust that threshold: ">>FloatingOriginScript.TargetThreshold 1000". Change the 1000 to whatever you like (1000 is default).
@Puredeath That is a lot of pink lines... I'm seeing a lot of errors in the console. I think there are a couple things going on here. First, I think there is some kind of issue serializing whatever material/texture you are using for the renderer, which is why things are pink (probably a bug on my end). Try using a material/texture that is not built in to Unity. Second, I suspect your trail renderer is getting created every frame. Looks like maybe the part modifier script was not updated to reference the new trail renderer and that issue is resulting in a new trail renderer trying to load every update call.
@RocketLL Ok, think I figured out the problem with publishing mods to the workshop from OSX. It didn't make it in today's release but it should make it in the next one, whenever that is. In the meantime and with the latest mod tools, you should at least be able to build and test in OSX.
@poenix We just released an update to the game. It might help with your joystick issue. Once you get the update, go to the controls page and click on the 'Advanced' button to bring up advanced settings. Uncheck 'Use DirectInput' then click done. Restart the game and give your controller another shot. Does that help?
@RocketLL The latest version of the mod tools on the wiki and the mod tools deployed with the next Steam update (sometime this afternoon probably) fixed the issue with not being able to build mods on OSX. I didn't test much, but I was able to make a custom map in OSX and load the mod. I've not yet tested on Windows a mod that was created in OSX but I think it should work. The big glitch at this point is when trying to upload a mod to the Steam workshop in OSX, everything works except actually attaching the content of the mod to the upload. I have no idea what is going on or why it doesn't work. Everything appears to be correct, but Steam is not packaging up the files. I need to investigate some more, not sure if/when a fix will come. As a workaround, you could always build and test the mod on OSX, then upload it from a windows PC, or have a friend do it. I'll try and figure out why it isn't working...
@ElijtheGeat No plans for that at this point. We have made an update however that should show mods required for uploaded airplanes, including linking to those required mods in the Steam Workshop.
@HellFireKoder Nice!
@TheTMac The workshop will not be hosting Android mods. That said, for Android users with a Steam account, it can be a good way to find mods and talk to mod authors, requesting that they build a version of their mod for Android. Mod authors will have to find their own place to host Android mods though.
@Shmexysmpilot Mod support has existed for a while for PC and Android. The Steam Workshop will just be an easy way to host and distribute mods for Steam, along with a bunch of other handy features. There are no current plans to host mods on this site, however I am investigating trying to link to mods for planes that are created with modded parts.
@FrankieB Was that before or after the major input system upgrade? Last week we put out an update to completely rip out the old input system and replace it with a new one. It should be much better now.
@RocketLL Shame on me for never testing OXS... based on your error, and some code I'm looking at... I'm guessing mod creation on OSX doesn't work. However, it might be an easy fix. I'll try to make a change in the near future that may allow it to work. I have tested mods build in Windows with both Windows and OSX, so it seems reasonable that it should be able to work the other way around too. Stay tuned...
@FenixAlfa The Steam Workshop is only for mods, not planes. We have no intentions of supporting planes on the workshop.
@UnstableOrbit Looking forward to it :-)
@Modulemakermk5 Its possible, but I don't think we have any immediate plans at the moment
@Skua Works for me, congrats!
@Gg1234 Autopilot is in mobile, is it not? You just need an external keyboard or controller or something to access it. Not very useful right now, I know... Its possible we may look in to touch support for some of those features in the future, but UI space is already a little crowded already on mobile...
@Flightsonic Unlikely, but I wouldn't completely rule out the possibility (with permission of course)
@AnarchistAerospaceIndustries https://www.reddit.com/r/SimplePlanes/wiki/modding
@Flightsonic Just mods, no planes
Unfortunately, I'm not sure why it isn't working. There is a small change to the input system that I intend to implement sometime in the next few weeks that may possibly help, but its hard to say.
Here is an image of my calibration menu for a different joystick: http://i.imgur.com/iaIgsTj.png.
When you calibrate yours, do you see a 'Throttle' Axis on the left? If so, click that button, then try moving the throttle slider up and down. You should see the white and blue arrows move around in the image on the top right. The blue arrow should represent the raw value of the axis and the white arrow should represent the calibrated value in Simple Planes. From the sounds of it, I'm guessing your white arrow is popping from 0 to 1 without hitting anything in between. What about the blue arrow? Is the raw value popping from 0 to 1 or does it smoothing transition from -1 to 1 when moving the slider?
Not sure what is going on with your profile... not sure how/why the game would be interfering with it.
Have you tried calibrating the throttle in the game's control settings menu?
@jflana1986 No, not yet unfortunately. We are working on it though.
Hey man, welcome to the site! Love your videos.
@Meawk I can't say for certain because we've never tested that particular controller. I have seen reports of people having trouble with various different types of joysticks though. We are really hoping to resolve these issues in the next patch however.
What exactly isn't working? Are you are able to bind axis and buttons in the configure controls dialog?
One of the major things we are focused on for the next steam update is improving the controls and controller support. Not sure when the next update will come... hopefully early January.
They should start disabled by default on PC, however there is a bug that changes the setting to always display if you play a tutorial level. It will be fixed in the next patch, sorry.
If you have any trouble, please contact us via http://jundroo.com/contact/
You can get your free Steam key here if you bought it on Gumroad:
http://jundroo.com/service/Steam/RequestKey?gameName=SimplePlanes
Maybe you used a different email address when purchasing from Gumroad? Sorry for the trouble. If it still isn't working, please contact us via our contact page: http://jundroo.com/contact/
@jflana1986 yes
@jsaret There is a bug in the steam overlay browser that won't let you type in some password fields. It is incredibly annoying and we apologize. We might look in to some workaround, but it may be out of our hands as it appears to be a problem with Steam's browser. As a very unfortunate workaround for now... you can type your password in the username box (or somewhere else) and then cut & paste it in the password box.
Yes, it should be. The one downside is that you won't get the steam integration like achievements and the steam overlay browser for downloading planes
@CarterIndustries Probably
@TomTheBuilder Mobile users can still download planes designed on computers like normal. The only catch is if the plane uses some of the new parts (weapons) then mobile users will not be able to download the plane (yet).
@GINGER007 Thanks
@AeroEngineering TBD
1.3 is releasing Thursday on Steam. We aim for a mobile release sometime in January.
Thank you everyone!!
@mustafanaveed Modding information can be found here. For information on creating a custom part with your own mesh, check out the tutorial video titled 'Custom Parts - Part 4'.
Thanks for the heads up. The user has been banned.
@WalrusAircraft We are keeping busy :-)
Wow, that is impressive. Looks like a ton of work and very well done!
@Puredeath I looked in to it briefly, trying to use your script, but did not have much luck. I could save a file, but it didn't appear to load properly in Blender or Unity. Unfortunately, I don't have lot of spare time to really dig in to it at the moment, sorry.
@Puredeath The script i posted should allow you to get the collection of mesh filters that make up the plane. you might need to combine them first in order to run a mesh filter through you export code you found. Might googling or taking a look here on combining meshes.
@Puredeath Sorry, forgot to mention... the
<
and&rt;
are supposed to be less than and greater than symbols. The markdown syntax on the forum isn't cooperating. I was talking to Andrew about it this morning to see if we can do anything about it.I'm not sure how to save it as an obj, but here is a little snippet that I think should give you the mesh objects that make up a visible aircraft.
@Puredeath Before the floating origin update, if you got far enough away from the origin, bad stuff would start to happen due to lower floating point precision. The physics engine would start to get a little wonky and cause parts to jiggle, which would get worse the further from the origin you got. I think we were also experiencing some graphical issues as well. The problem seemed to get 10 times worse when we moved to Unity 5 though. It HAD to be dealt with if we were sticking with Unity 5. Also, flying to the other island would not have been possible before this change due to those issues as well.
@Puredeath Yeah, sorry... the floating origin can be a pain. If it helps in testing, you can change the floating origin threshold (how far away you can get before a reposition) using the dev console in the game. When I am testing a floating origin problem, i usually drop the threshold really low, like 50 or 100 so I don't have to fly so far every time I want to test a change. The following command in the dev console will allow you to adjust that threshold: ">>FloatingOriginScript.TargetThreshold 1000". Change the 1000 to whatever you like (1000 is default).
@Puredeath That is a lot of pink lines... I'm seeing a lot of errors in the console. I think there are a couple things going on here. First, I think there is some kind of issue serializing whatever material/texture you are using for the renderer, which is why things are pink (probably a bug on my end). Try using a material/texture that is not built in to Unity. Second, I suspect your trail renderer is getting created every frame. Looks like maybe the part modifier script was not updated to reference the new trail renderer and that issue is resulting in a new trail renderer trying to load every update call.
Awesome!