@MisterT Thank you. I recall messing around with the Environment settings but could never get the in-game fog working. I'll have to boot up Unity and mess around some more.
On that note, is there anything that might be causing the fog not to show up in-game?
@HuskyDynamics01 Also, the tutorials for modding SP are extremely outdated but several of the concepts/processes used are still valid. I'd recommend watching some of them to get an idea of how to get a mod working (it's a bit of a pain).
@HuskyDynamics01 Ah ok. I'd recommend toying around with some basic scripts using lights or other basic stuff, just to get a feel for the C#+Unity+SimplePlanes trio.
As for line breaks, it's just an empty link bracket.
I'm not a dev nor expert modder or programmer but I'll give my best input here.
If you don't have any experience with the Unity editor, then trying to work with custom scripting and whatnot in SP is probably going to be pretty confusing and daunting (speaking from experience).
Scripting is done in C#. If you already have experience with C or Python/Java/Lua/etc. then it'll probably be easier for ya.
If you're entirely new (or almost) to scripting in any language, god help you. Now might be a good time to learn some basic Python.
1. I'm almost certain it's possible.
2. Download the version of Unity that corresponds with your current version of SP and get Microsoft Visual Studio. Visual Studio is gonna be your scripting interface.
3. As a beginner, probably pretty difficult. C has a more complicated syntax than Python or Java (which are very easy in comparison), so if you're not already familiar with basic programming then I would recommend learning one of those first.
As for the console thing, I don't know if that's actually possible. It might be possible to spawn AI aircraft using commands but at that point you might as well be doing it through the menu anyways. I don't think there's a way to auto-execute them without a custom script, which leads back to Unity and C#.
That's my bit anyways. Hope this helps in some way.
@Sharkmanned Nope. I don't think any scripted mods are compatible with modern versions of mobile SP. Only a few map mods, and that's restricted to Android devices.
The maximum dimensions for a Unity terrain tile (if I remember correctly) is 100,000x100,000x50,000 meters.
To make something 500x500 miles you'll need several terrain tiles.
I don't know exactly how the game would handle that much terrain. SimpleLand uses procedural generation and runs pretty well on my laptop, but I don't know how well standard devices would handle standard terrain of that size.
@Korzalerke2147483647 I'm alright. Ya, I've continued exploring the backwaters of the command console every now and then.
I think the most recent thing I found was bringing back part of the legacy designer (it was just the lights though, couldn't find the rest).
I believe a more useful function of this would be to help beginners learn FT.
I remember it being really daunting when I first got into it. It took me several months and lots of trial and error, but I eventually got the hang of it.
Having a chat bot to help break down how the code operates would be a valuable tool for beginners, at least in my opinion.
That aside, this is actually pretty neat. I recon if you took a few hours and made a simulated input-output environment, feeding it strings of code then evaluating the correctness of the outputs, the bot might eventually become more fluent (if that makes any sense).
That's just my idea though. I have 0 experience with programming chatbots so idk how they function and what it takes to get one working as desired.
If you see a dev/0-point user upvote your build, it's probably because your build is curated for VR use.
Although I think it might be possible for 0 point users to upvote using the Inspect tool, but I can't confirm nor deny that.
I've bought it twice in my 2.5 years of playing.
First time was on my old Steam account (lost to time and space on an old nonfunctional email address).
Second time was on my current Steam account, when they announced the new 1.12.200.0 update.
I had gotten a new laptop last year and didn't have access to my old Steam account to move game files over, so I just manually moved the game via thumbdrive (which unlinked it from Steam altogether).
When 1.12.200.0 was announced I decided to repurchase the game so I'd have the latest version.
Guess it didn't help much since I ended up downgrading to 1.12.128.0 again.
I do have the fie backup feature though, so that's nice.
@AshdenpawTG22 I just look through forums and whatnot to see if anyone needs some help with something (I try to help people when I can) or if there's anything interesting in general.
Happened to see this as I was looking through.
But ya I don't have much business being here. Just came to leave that note.
And thanks by the way, maybe one day I'll remaster the Venture.
I'm not really here nor there on the topic so this probably isn't my business, I just felt the need to point out that... this is a website about building airplanes.
I'm not a hater by any means (like I said, I'm neither here nor there about it).
I just don't think it's wise to post about it here.
Generally this kind of stuff just sparks drama that's unnecessary on sites like this.
Again, not hating on anybody here, just putting that point out there.
PlaneFlightX's solution may be better, but I typically use IAS>x ? Input/(IAS/x) : Input.
In this specific case, the code might look something like this: IAS>350 ? (Roll-Trim)/(IAS/350) : Roll-Trim.
I'm sure you'll have to tweak the Roll-Trim input stuff to your liking, but that's the basis for what I usually do.
One other thing, the game measures speed in m/s by default. If the 350 in this case is in mph/kph/kts then you'll need to convert it to m/s to get accurate results. Here's a multipurpose converter I like to use.
@XProAerospaceAircrafts Unfortunately they can't do that either, or so I've heard. Something to do with Apple's TOS, but I couldn't tell you anything specific.
They can't. Google's Play Store requirements prevents mods from functioning properly on Android (with the exception of a few map addons that still work on Android).
@Planemodder1911 Jundroo didn't have much of a choice though. Google's Play Store requirements forced the removal of mod support.
It's a bit more technical and would better be explained by WNP78 or another dev, but that's the basis of it.
@Lwills Android mods stopped working years ago due to changes in Playstore requirements.
The devs removed the Android mod buttons because they'd be entirely useless. You can't run 3rd party mods on Android anymore.
The only exception to this is a few non-scripted map plug-ins that still work.
@Lwills Ah, they did remove those buttons I suppose.
There's no point in having Android download button if the mods can't load at the game's build time anymore, so they did get rid of the buttons.
To be fair, SP didn't remove anything.
Changes in Playstore requirements prevented Android mods from working.
iOS never had support to begin with, as far as I know.
Additional features rely primarily on addon makers now. I'd recommend looking into Unity (and probably Visual Studio too) if you really want these to be added.
Aside from that, some of these can already be achieved without needing to mod the game (engine idle and ground refueling for example).
I know I'm not Darz, but you can upload images to forums/descriptions using the  format.
In terms of uploading images, I'd recommend postimages.org. If you use postimages, use the Direct Link option when prompted.
Edit: oh you meant in-game.
In that case, take a screenshot and load the image into the designer as a blueprint, then use the publishing menu to take snapshots with your "blueprint" image in the background.
@screechy Pretty sure it's called the Rowe UFO
beep
This little goob.
I like a lot of Hans Zimmer goodies. Orchestral, synthetic, stuff like that. Emotional, though-provoking music that makes me feel.
https://www.youtube.com/watch?v=FwdvVuK7a88
https://www.youtube.com/watch?v=xTqhIlsCU6w
https://www.youtube.com/watch?v=TmNUD1Z5PrA
https://www.youtube.com/watch?v=dX3k_QDnzHE
https://www.youtube.com/watch?v=7GlsxNI4LVI
https://www.youtube.com/watch?v=QjB3qextZbQ
https://www.youtube.com/watch?v=D9OhQVuupdY
Edit: alright that might be a bit much... you get the point.
+1@MisterT Thank you. I recall messing around with the Environment settings but could never get the in-game fog working. I'll have to boot up Unity and mess around some more.
On that note, is there anything that might be causing the fog not to show up in-game?
@32 Doesn't sound like a bad idea. I'd say go for it!
@HuskyDynamics01 Also, the tutorials for modding SP are extremely outdated but several of the concepts/processes used are still valid. I'd recommend watching some of them to get an idea of how to get a mod working (it's a bit of a pain).
@HuskyDynamics01 Ah ok. I'd recommend toying around with some basic scripts using lights or other basic stuff, just to get a feel for the C#+Unity+SimplePlanes trio.
As for line breaks, it's just an empty link bracket.
I'm not a dev nor expert modder or programmer but I'll give my best input here.
+2If you don't have any experience with the Unity editor, then trying to work with custom scripting and whatnot in SP is probably going to be pretty confusing and daunting (speaking from experience).
Scripting is done in C#. If you already have experience with C or Python/Java/Lua/etc. then it'll probably be easier for ya.
If you're entirely new (or almost) to scripting in any language, god help you. Now might be a good time to learn some basic Python.
1. I'm almost certain it's possible.
2. Download the version of Unity that corresponds with your current version of SP and get Microsoft Visual Studio. Visual Studio is gonna be your scripting interface.
3. As a beginner, probably pretty difficult. C has a more complicated syntax than Python or Java (which are very easy in comparison), so if you're not already familiar with basic programming then I would recommend learning one of those first.
As for the console thing, I don't know if that's actually possible. It might be possible to spawn AI aircraft using commands but at that point you might as well be doing it through the menu anyways. I don't think there's a way to auto-execute them without a custom script, which leads back to Unity and C#.
That's my bit anyways. Hope this helps in some way.
This looks amazing.
@Sharkmanned Nope. I don't think any scripted mods are compatible with modern versions of mobile SP. Only a few map mods, and that's restricted to Android devices.
henlo
+3Edit: I just realized you haven't made any posts in well over 3 years. Welcome back.
@AkrionDynamics Sentences have to be contained in quotes.
+1say "hello world"
:D
The maximum dimensions for a Unity terrain tile (if I remember correctly) is 100,000x100,000x50,000 meters.
To make something 500x500 miles you'll need several terrain tiles.
I don't know exactly how the game would handle that much terrain. SimpleLand uses procedural generation and runs pretty well on my laptop, but I don't know how well standard devices would handle standard terrain of that size.
@Korzalerke2147483647 I'm alright. Ya, I've continued exploring the backwaters of the command console every now and then.
+1I think the most recent thing I found was bringing back part of the legacy designer (it was just the lights though, couldn't find the rest).
@Redrocktumbler Ah, I see. Thanks for the info.
He lives on...
+1How've you been?
I believe a more useful function of this would be to help beginners learn FT.
I remember it being really daunting when I first got into it. It took me several months and lots of trial and error, but I eventually got the hang of it.
Having a chat bot to help break down how the code operates would be a valuable tool for beginners, at least in my opinion.
That aside, this is actually pretty neat. I recon if you took a few hours and made a simulated input-output environment, feeding it strings of code then evaluating the correctness of the outputs, the bot might eventually become more fluent (if that makes any sense).
That's just my idea though. I have 0 experience with programming chatbots so idk how they function and what it takes to get one working as desired.
How about lifting body aircraft?
Some examples on Google Images.
@CaptainNoble Not to my knowledge.
Beautiful and part efficient at the same time. Love it!
+1If you see a dev/0-point user upvote your build, it's probably because your build is curated for VR use.
+3Although I think it might be possible for 0 point users to upvote using the Inspect tool, but I can't confirm nor deny that.
I've bought it twice in my 2.5 years of playing.
First time was on my old Steam account (lost to time and space on an old nonfunctional email address).
Second time was on my current Steam account, when they announced the new 1.12.200.0 update.
I had gotten a new laptop last year and didn't have access to my old Steam account to move game files over, so I just manually moved the game via thumbdrive (which unlinked it from Steam altogether).
When 1.12.200.0 was announced I decided to repurchase the game so I'd have the latest version.
Guess it didn't help much since I ended up downgrading to 1.12.128.0 again.
I do have the fie backup feature though, so that's nice.
Ah, nice. Considered purchasing it but I'm waiting on people's reviews of the game.
@VenusLancer 59.21.48.116 is the new IP for Rebirth's server I believe.
Edit: my bad, not a new IP. I heard it was working from another user.
@AshdenpawTG22 I just look through forums and whatnot to see if anyone needs some help with something (I try to help people when I can) or if there's anything interesting in general.
+2Happened to see this as I was looking through.
But ya I don't have much business being here. Just came to leave that note.
And thanks by the way, maybe one day I'll remaster the Venture.
I'm not really here nor there on the topic so this probably isn't my business, I just felt the need to point out that...
this is a website about building airplanes.
I'm not a hater by any means (like I said, I'm neither here nor there about it).
+7I just don't think it's wise to post about it here.
Generally this kind of stuff just sparks drama that's unnecessary on sites like this.
Again, not hating on anybody here, just putting that point out there.
PlaneFlightX's solution may be better, but I typically use IAS>x ? Input/(IAS/x) : Input.
In this specific case, the code might look something like this: IAS>350 ? (Roll-Trim)/(IAS/350) : Roll-Trim.
I'm sure you'll have to tweak the Roll-Trim input stuff to your liking, but that's the basis for what I usually do.
One other thing, the game measures speed in m/s by default. If the 350 in this case is in mph/kph/kts then you'll need to convert it to m/s to get accurate results.
Here's a multipurpose converter I like to use.
@XProAerospaceAircrafts Unfortunately they can't do that either, or so I've heard. Something to do with Apple's TOS, but I couldn't tell you anything specific.
+1They can't. Google's Play Store requirements prevents mods from functioning properly on Android (with the exception of a few map addons that still work on Android).
+1If you can't get it working, I'd email Jundroo about it.
+6@Planemodder1911 Jundroo didn't have much of a choice though. Google's Play Store requirements forced the removal of mod support.
+2It's a bit more technical and would better be explained by WNP78 or another dev, but that's the basis of it.
You mean that weird "flashing" that happens even at 0% engine power? Yeah, that's normal. I don't think there's a way to fix it unfortunately :/
+1//Aircraft>AircraftScript.set_EvadeLockProbability is probably the best way to delay detection.
+2Finished commands should look something like this:
Congrats on platinum!
+1@Lwills Hmm, not really sure. I have AI disabled by default so I'm not familiar with the quirks.
+1@Lwills Ask away
+1@Lwills Android mods stopped working years ago due to changes in Playstore requirements.
+2The devs removed the Android mod buttons because they'd be entirely useless. You can't run 3rd party mods on Android anymore.
The only exception to this is a few non-scripted map plug-ins that still work.
@Lwills Ah, they did remove those buttons I suppose.
+1There's no point in having Android download button if the mods can't load at the game's build time anymore, so they did get rid of the buttons.
To be fair, SP didn't remove anything.
+2Changes in Playstore requirements prevented Android mods from working.
iOS never had support to begin with, as far as I know.
Additional features rely primarily on addon makers now. I'd recommend looking into Unity (and probably Visual Studio too) if you really want these to be added.
+3Aside from that, some of these can already be achieved without needing to mod the game (engine idle and ground refueling for example).
@Graingy Heh, it does look a bit goofy, especially from the side-view.
+1Wide and stubb.
This actually looks really cool, considering it's only 25 parts.
+1It's a shame there aren't more aircraft like the N-9M.
I know I'm not Darz, but you can upload images to forums/descriptions using the  format.
In terms of uploading images, I'd recommend postimages.org. If you use postimages, use the Direct Link option when prompted.
Edit: oh you meant in-game.
In that case, take a screenshot and load the image into the designer as a blueprint, then use the publishing menu to take snapshots with your "blueprint" image in the background.
@STENDEC Nah, it's fixed-gear.
Requested Autotags:
@MrCOPTY
@0k
Requested Tags:
@Sakorsky
Thoughts, suggestions, or bug reports? Let me know in the comments!
Set the
partType
toWing-2
using Overload. It'll stop wing flexing.Unfortunately, you can't do that with the default rotors.
You'll have to make your own custom rotors.