@IndesterSion It is possible to connect to different channels other than the usual Channel 0.
You can do this via the command console or manual file editing (which works a bit better).
Go to C:\Users\USERNAME\AppData\LocalLow\Jundroo\SimplePlanes, scroll down until you find the text document titled "MultiplayerSettings". Open this and you should see "ChannelID:0". Change the 0 to whatever channel you want to join.
Hopefully this helps. As I said previously there is a way to do this via the command console, but it has issues at times. The file editor method works much better (in my opinion).
@Lithesafe647 In that case, using something like this should help with the issue:
Throttle-rate(IAS/#)
Changing the # changes the acceleration of the build. You'll need to keep increasing this number until the aircraft takes off fast enough without going too fast.
Keep in mind is that just because it has enough horizontal thrust doesn't mean that it has enough vertical thrust.
Either increase the Collective Range or the engine power itself.
I think at this point it's better to paste the link as plain text instead of markdown, simply because the website has been rather paranoid about the whole train scam thing.
@ssenmodnar I did a bit of testing. Using Overload to set the input to Throttle does allow the switch to change the throttle, but it conflicts with the actual throttle control.
I'm not sure if it's possible to do this without running into this error.
Hmm...
If I understand the question correctly, then I assume that simply setting the input to Throttle would do it.
I'm not able to test it at the moment however. If it doesn't work, then I'll test it a bit later and I'll see what I can do.
@caelanthekow I've had this issue several times.
I believe it's an issue with the server itself. Whenever the ping on the server is really high it tends to do that.
@AppyPappy I removed it. Also, I would recommend that you use the "Reply" button; otherwise, people won't get notified of your response.
I should also mention that the image was made using an online tool. It wasn't "hand made".
@Red920 It would take away from the experience.
It would be difficult to actually enjoy MP, especially since there is only one public server that is operational.
That would mean only 4 out of dozens of routine MP players would be able to play at any given time. Ultimately it would be a terrible idea.
@Red920 Yeah, I see requests from time to time. I tell others the same thing.
SP servers just don't have the capacity. They can only hold around 10-15 users without overloading, and that's being generous.
Perhaps if separate servers for mobile users existed it would be slightly more feasible.
@Red920 That would work much better.
You would also need a way to set up a server. On PC it's an executable that you can download. I'm not sure exactly how that would work on mobile but it could be possible.
The question of "Is it reasonable to add as a default feature?" also comes into play. This sort of feature is for a more specific audience.
However, it would still be neat (and might be possible).
Alternatively, you could go through the trigonometry-nightmare task of creating your own functional rotor system with working rotor brakes.
Or you could use the "cheat method" and make a fake rotor system (with rotor brakes) with a hidden engine somewhere (I wouldn't recommend this method though).
Other than that, the previous comment explains it.
I think this is a great idea.
I like the way SP is, and I don't think the sequel should be almost entirely different.
I like the UI and building style, and I think it should stay that way in SP2.
@Red920 In addition to the previous comments, as of right now there is only one known working public server.
Even if the few other servers were working, it would not be enough to support so many users, making the addition of MP as a default mod entirely pointless.
On the surface, this sounds like a great idea.
But, when you look at the details, it only ends up being worse for everyone.
@Red920 If someone wants to use MP, then they should simply buy a PC, as long as they can afford it.
Otherwise, they will just have to wait until they can afford it.
@Red920 I've thought about this before.
It sounds great at first, until you actually start playing MP and realize how that would work entirely differently.
I can say from my experience on MP that if it was added to the game, every public server would be overloaded. The servers can only hold several people at a time without there being substantial lag, consequently disconnecting the user from the server or crashing their game. Even players with decent computers experience lag from MP, so there is no way whatsoever that mobile devices could handle that amount of processing without significantly lagging or just not working at all.
@temporaryplanetester I found that attribute a while ago, and yes it sadly does not work.
I suppose if it did work however, people would probably put cleverly positioned RickRoll links on their build. Imagine the horrors that would fill the MP chat log...
My NOVA robot is a good start for walking on uneven terrain. Its feet have a set cycle that allow it to walk both up and down slopes.
Traction? No idea. I think if the legs move too fast it causes issues.
I use gyros for bipedal walkers. They take a bit of tuning, but they work fine. Adding FT inputs to the gyro helps a lot as well.
Size can be adjusted with Fine Tuner. See what works best, and then go with that.
I'm sure rolling is entirely possible, but I have no idea how that would function on a bipedal walker.
How to make the walker go faster is really dependent on what code you're using. Higher speed can also be achieved by giving the walker a longer stride with each step (though settings this too high may cause balance issues).
@Ancinder A player can control their own explosion sync, but you cannot control other player's explosion sync.
@Lithesafe647 Ah.
No problem!
@IndesterSion It is possible to connect to different channels other than the usual Channel 0.
+2You can do this via the command console or manual file editing (which works a bit better).
Go to C:\Users\USERNAME\AppData\LocalLow\Jundroo\SimplePlanes, scroll down until you find the text document titled "MultiplayerSettings". Open this and you should see "ChannelID:0". Change the 0 to whatever channel you want to join.
Hopefully this helps. As I said previously there is a way to do this via the command console, but it has issues at times. The file editor method works much better (in my opinion).
@Lithesafe647 In that case, using something like this should help with the issue:
Changing the # changes the acceleration of the build. You'll need to keep increasing this number until the aircraft takes off fast enough without going too fast.
Keep in mind is that just because it has enough horizontal thrust doesn't mean that it has enough vertical thrust.
+1Either increase the Collective Range or the engine power itself.
Did this happen again, or was this the previous incident?
+2I think at this point it's better to paste the link as plain text instead of markdown, simply because the website has been rather paranoid about the whole train scam thing.
Very informative. Thank you for addressing this in detail.
+1@temporaryplanetester In that case, I'll stop commenting Hide the Pain Harold faces on those posts.
@ssenmodnar I did a bit of testing. Using Overload to set the input to
Throttledoes allow the switch to change the throttle, but it conflicts with the actual throttle control.I'm not sure if it's possible to do this without running into this error.
Hmm...
If I understand the question correctly, then I assume that simply setting the input to
Throttlewould do it.I'm not able to test it at the moment however. If it doesn't work, then I'll test it a bit later and I'll see what I can do.
I see nothing of concern here.
+5@Aviator01 Yep.
+1It might also work with the windmills as well, but I have yet to test that.
Give it a lightsaber.
@Bryan5 Hmm...
+1Normally I would just say "fly higher", but if this happens at any altitude then I'm not sure how to help with that.
What altitude are you flying at?
+1@caelanthekow I've had this issue several times.
I believe it's an issue with the server itself. Whenever the ping on the server is really high it tends to do that.
@Red920 I've got several. However I've already posted most of them in previous forums.
+1@Ktarnii Would you rather be tagged on an unlisted post?
@Ktarnii Sure.
I'm a bit busy with a project at the moment, so it likely won't be posted until tomorrow.
@32 The wide carrier actually lagged the game severely (I believe FPS dropped below 1).
@IAlsoBuildPlane @Numbers2 @BeastHunter
+6⊥
+1@Susyamngsu Short answer: no. I gave a longer explanation in the comments below, but essentially it simply wouldn't work.
Not sure how it started.
+1All I know is that I call it that because that's how everyone else calls it, and they likely picked it up the same way.
@AppyPappy Yes.
@Dragoranos Are you suggesting that sailboats are not supposed to go Mach 6.7?
@AppyPappy I removed it. Also, I would recommend that you use the "Reply" button; otherwise, people won't get notified of your response.
I should also mention that the image was made using an online tool. It wasn't "hand made".
This is fine.
+1I use postimages.org
+1It rarely has issues (for me).
@Red920 Unless of course you were talking about 4 people for mobile servers, in which case that would work well for lower-end mobile devices.
+1@Red920 Also yes, that would be me.
+1@Red920 It would take away from the experience.
+1It would be difficult to actually enjoy MP, especially since there is only one public server that is operational.
That would mean only 4 out of dozens of routine MP players would be able to play at any given time. Ultimately it would be a terrible idea.
@Red920 Yeah, I see requests from time to time. I tell others the same thing.
+1SP servers just don't have the capacity. They can only hold around 10-15 users without overloading, and that's being generous.
Perhaps if separate servers for mobile users existed it would be slightly more feasible.
@Red920 That would work much better.
+1You would also need a way to set up a server. On PC it's an executable that you can download. I'm not sure exactly how that would work on mobile but it could be possible.
The question of "Is it reasonable to add as a default feature?" also comes into play. This sort of feature is for a more specific audience.
However, it would still be neat (and might be possible).
Alternatively, you could go through the trigonometry-nightmare task of creating your own functional rotor system with working rotor brakes.
+1Or you could use the "cheat method" and make a fake rotor system (with rotor brakes) with a hidden engine somewhere (I wouldn't recommend this method though).
Other than that, the previous comment explains it.
I would love to see a cross-section editor, whether that's in a future update or the sequel game.
+5I think this is a great idea.
+5I like the way SP is, and I don't think the sequel should be almost entirely different.
I like the UI and building style, and I think it should stay that way in SP2.
@Red920 In addition to the previous comments, as of right now there is only one known working public server.
+3Even if the few other servers were working, it would not be enough to support so many users, making the addition of MP as a default mod entirely pointless.
On the surface, this sounds like a great idea.
But, when you look at the details, it only ends up being worse for everyone.
@Red920 If someone wants to use MP, then they should simply buy a PC, as long as they can afford it.
+2Otherwise, they will just have to wait until they can afford it.
@Red920 I've thought about this before.
+4It sounds great at first, until you actually start playing MP and realize how that would work entirely differently.
I can say from my experience on MP that if it was added to the game, every public server would be overloaded. The servers can only hold several people at a time without there being substantial lag, consequently disconnecting the user from the server or crashing their game. Even players with decent computers experience lag from MP, so there is no way whatsoever that mobile devices could handle that amount of processing without significantly lagging or just not working at all.
@phrongus No.
@Novah I should also mention that the server program has to be running in order for the server to actually run.
@Novah For people to use your server, you have to give your global IP address. It should be labeled by UPnP Gateway in the server console.
@destroyerIV 160.251.58.131
@MrCOPTY I'll be busy for several hours. I will likely be on later.
+1@temporaryplanetester I found that attribute a while ago, and yes it sadly does not work.
I suppose if it did work however, people would probably put cleverly positioned RickRoll links on their build. Imagine the horrors that would fill the MP chat log...
Hopefully this helps a bit. I am by no means an expert on the matter.
+1My NOVA robot is a good start for walking on uneven terrain. Its feet have a set cycle that allow it to walk both up and down slopes.
+1Traction? No idea. I think if the legs move too fast it causes issues.
I use gyros for bipedal walkers. They take a bit of tuning, but they work fine. Adding FT inputs to the gyro helps a lot as well.
Size can be adjusted with Fine Tuner. See what works best, and then go with that.
I'm sure rolling is entirely possible, but I have no idea how that would function on a bipedal walker.
How to make the walker go faster is really dependent on what code you're using. Higher speed can also be achieved by giving the walker a longer stride with each step (though settings this too high may cause balance issues).
@XAircraftManufacturer I think it's a great idea, and a logical one at that (given the additions in 1.11).
+1