Dev WNP78 Comments

  • Damn, it feels good to be back! yesterday

    we are so back
    or should I say wing're so back

    +6
  • SimplePlanes 2 FAQ 4 days ago

    @Lwillswith2sentryguns yes, I see no reason to make the game online-only.

    +9
  • April sh1tty fools one month ago

    no

  • Funky Trees! one month ago

    @LoneSpaceGaming with boolean values, != is logically equivalent to XOR

  • New XML properties one month ago

    @Aviatorloke meters I think

  • Very annoying SP rendering specifications (The cause has been determined) one month ago

    The reason is due to the precision of the depth buffer. Insufficient depth buffer precision causes an effect called "Z-fighting" (example). SP needs good precision in depth at both very close ranges (for in-cockpit details etc) and far away (runways, roads etc), so a single depth buffer was not sufficient to cover the full range of view with adequate precision especially on some mobile platforms where the depth buffer is stored differently. So SP uses two cameras, each with their own depth buffer.

    +1
  • Funky Trees! one month ago

    @darthgently in SP there is a menu you can open that allows you to create custom craft-level variables. You can enter the name of the variable, followed by a value it will be set to every frame. If you press the button to expand the full properties, you can also set an assignment priority that can change how it will act if the same variable is written to from multiple places, and also a condition which the variable will only update if said condition is true. In order to "set" a variable when something occurs, you can just make a setter with the condition set to only run that line when the condition is true.

  • Funky Trees! one month ago

    @darthgently yeah, you can't really do it with PID directly. In the post it shows how you can deconstruct PID into sum and rate, so you'd use that NewSum in its place

    +1
  • Funky Trees! one month ago

    @darthgently There are a few ways you could achieve that kind of behaviour.

    One is to use the smooth function, which would have a conditional expression in both arguments. In normal mode the target point would be something like sign(x) * a_big_number where x is the input that would have gone to sum, so that the smooth is always moving towards that very far away target in the direction you want it to go, and the max movement speed is abs(x), so the speed the input changes. When in reset mode, the target value would be zero, and the speed would be set to a really high number so it can reach zero in a single frame.

    The second way would be to use the variables system to keep a zero value used to "calibrate" the sum, kind of like how a digital scales calibrates. It would look something like
    RawSum : sum(x)
    SumZero : RawSum with the condition set to only run this line when you want to reset it
    NewSum: RawSum - SumZero

    +1
  • How in the? [SOLVED] 2 months ago

    try now

  • Is there a way to increase the visual range of the game camera? 2 months ago

    There are practical limits to how far a camera can render due to the precision of the depth buffer, and the floating point precision of the meshes being rendered.

    The way JNO renders the full scale solar system is by actually having two scenes at once, the foreground scene at normal size, and then a "scale model" of the solar system that is rendered behind it. The terrain transitions between these two models when you get close to it. It gets quite complicated and unfortunately I don't have the time to help add it to SP.

    +2
  • Bug thread for v1.12.128 (current version) 3 months ago

    @Mousewithamachinegun123 you might be viewing the http version of the site, instead of https. When you try to login, the site redirects you to the secure https site to protect your login info. If you go back to the URL you were looking at before and it starts with http:// you will appear as logged out, because for security reasons your browser will not send authentication tokens unencrypted. Changing the url to have https:// might fix that. If you have a bookmark for the site or something, make sure it's to the https:// protocol to spare that bother

    +1
  • How to upload MOD to Creative Workshop? 3 months ago

    Here's the steps for it

  • New Tag: German Corsair 3 months ago

    I think it should have been obvious you weren't supposed to be able to do this, I'm disappointed you chose to anyway instead of letting us know. I'll be deleting most of the tags that you and others added, don't do it again and I'll be able to see if you do.

  • Funky Trees! 3 months ago

    @thatsjustmidofficial RollInput is just Roll

  • Bug thread for v1.12.128 (current version) 4 months ago

    @gg5577 That's the old propeller engine part from before there were the configurable advanced propellors. It's just in there for compatibility with old builds that were made with it, it's been entirely superseded by the new ones that are fully customisable. As for what the input was set to, it was last touched well before funky trees was even a thing so I think you probably just had that set on the part before you changed the type and it carried over.

  • WHY DOES THE GAME ALWAYS FREEZE!? 4 months ago

    Also, I saw you edited out that bit on the phone you were using, are you definitely using the Galaxy A13? This is actually quite relevant because we've had issues with that device before; I believe it may be one of the few modern smartphones that uses 32-bit instruction set instead of 64-bit, so it shows up whenever there's an issue in the 32-bit build of the game.

    +2
  • WHY DOES THE GAME ALWAYS FREEZE!? 4 months ago

    @Aviator720 does it just pause for a bit and come back, or does the app completely crash end exit? And by that do you mean that it freezes when you try to enter the flight scene?

  • WHY DOES THE GAME ALWAYS FREEZE!? 4 months ago

    If it's a specific plane, can you let me know which? Or if it's specific to your device could you let me know what device you're running on? I don't have a lot of time so I might not be able to investigate right away but it's important to keep track of this stuff.

    +1
  • A Note of Thanks 4 months ago

    @DatMaluchGuy19

    1. this isn't a bug, just behaviour of the game that you personally would rather be different
    2. you've already pinged multiple devs about it on a different post
    3. this post isn't for bug reporting
    4. the update cycle this post refers to was 2 months ago and we're now very busy on making big things for the future, rather than constantly making small tweaks to SP

    +1
  • Activate rotators with "FireWeapons"? 5 months ago

    The way people usually do this is by checking how much ammo of those bombs is left and therefore how many bombs have been dropped

  • SimpleDoom High Graphics 5 months ago

    Amazing. In hindsight it was inevitable but now it's been done. And well.

    +13
  • Steam Autumn Sale 5 months ago

    @Aviator720 since you're not the first person to say this I'm just going to refer you to some of my previous comments that should fill you in:
    what we're doing
    people asking about flyout
    more about flyout (half a year ago)

    +13
  • Guys, Everyone is leaving (updated title) 5 months ago

    I would also like to point out as I have in the past that it's possible for a person to own and enjoy multiple games, we're not egotistical enough to expect that our players shall only play the games we make and nothing else. And it's not like another game gaining a player directly correlates to SP losing one. In the end it is a positive thing to have a burgeoning genre with different games filling their own niche. I'm not one to censor discussion of other games, though I do question if this post really adds anything valuable to the discussion

    +2
  • Modding question 5 months ago

    Unfortunately this didn't quite make it into the mod API, so you can either use an input controller as hpgbproductions says, or use reflection. If you're familiar with reflection you'd need to be calling AircraftControls.GetAxisGetter and make sure to set the contextPart argument with your part script so that it has an expressions context (this is the parameter that's not in the mod api version of the method, and it's what enables the FT parser to run). Then you would have to save the returned function and evaluate it every fixedupdate

  • Funky Trees! 5 months ago

    @Randomplayer andrew did

    +1
  • New softbody car released 6 months ago

    @windshifter1 as for adding damper to floppy rotators, not really. However if you use a control base part and set the spring to zero, it will essentially become floppy (on the axes that are set as control axes in the xml). Then you can scale the damper.

  • New softbody car released 6 months ago

    @windshifter1

    is there a way to make suspension compression permanent? So when the suspension part compresses, it doesn't bounce back?

    not precisely. However, you could try turning the "spring" component down to very low or zero and the "damper" right up. Spring resists displacement, and damper resists motion, so with a high damper it should resist motion but not return to its home position. However this isn't perfect because damper is proportional to motion speed directly, so small forces will still be able to deform the spring - just slowly over time. So it might look like your car is melting in the sun if you leave it out too long. That's the distinction between friction and damper, friction in this case will give full frictional force to oppose motion regardless of the speed of that motion. Unfortunately that frictional behaviour is more mathematically complex and it's not implemented anywhere except in actual collision friction. I'm not going to say it's impossible though, I think it could be in theory possible by using a piston and a damper shock in series, with the piston actively monitoring the extension of the shock and making adjustments to hold its value. But I can't say exactly how that would be achieved, only that I think it's probably possible. It also sounds very complex though and having two things in series could make the whole structure weaker in terms of the physics engine.

  • Refuel 6 months ago

    @Airplanengineering the mod's features have been implemented in the base game on all platforms for years now

    +2
  • To be honest we Need Underwater cam installed in vanilla because simpleplanes is like 95 Percent Ocean 6 months ago

    @Englishgarden I linked the comment explaining why, not the mod itself

  • 2 bugs related to modding 6 months ago

    The mod tools on the game should be updated now, using the web linked ones was only due to a new fix in those that didn't get into a steam release, but now the new mod tools should be shipped with the game. Let me know if you have any issues using the bundled mod tools on the newest version

  • A Note of Thanks 7 months ago

    @Neruneten21 this sounds like a different bug to crashing on startup, is it only a specific aircraft, or any aircraft at all?

  • A Note of Thanks 7 months ago

    @Danidude88 which specific iPod? (I want to know if it's 32-bit because we fixed a similar issue affecting 32-bit androids)

  • A Note of Thanks 7 months ago

    @Danidude88 what iOS device are you using?

    +1
  • A Note of Thanks 7 months ago

    @Aviator720 hi, I explained in the last section of the post why we haven't been able to bring new features to SP.

    +10
  • A Bad thing about New update of SP Android. 7 months ago

    @32 we did add the target framerate setting on android in this update, because we basically weren't sure why it was disabled on that platform. Seems like some people had uncapped framerates before and we weren't aware. I guess it didn't even cross my mind that someone would want to run a flight sim at 120fps on a mobile phone xD. We'll probably add an option in the menu to uncap the framerates to mimic the old behaviour.

  • A Bad thing about New update of SP Android. 7 months ago

    How were you setting your target FPS before? Was it just uncapped by default?

    +1
  • Stuck on Publishing... 7 months ago

    Andrew's unclogged the pipes so they should all start coming through soon, might take a while to get through all of them

    +2
  • SP beta whack 7 months ago

    I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.

    Edit: Bug fixed in 1.12.201

  • new sp update forgot how to sp 7 months ago

    I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.

    Edit: Bug fixed in 1.12.201

  • new sp update forgot how to sp 7 months ago

    It looks like something is constantly setting the craft's velocity. Can you check it happens with no mods enabled, and send us the craft that you're testing with?

  • v1.12.200 beta is now available 7 months ago

    @Valiant2017 that's the point, there was a bug in the mod tools that prevented you from starting a project if you didn't have android build support installed, which obviously isn't needed anymore.

  • v1.12.200 beta is now available 7 months ago

    sike, you thought
    (fr this time though)

    +10
  • Advanced Targeting 8 months ago

    @Simplestt I've said this to many people before but it's not our choice. If we didn't make the changes that removed mod scripting support on Android, SP would have been removed from the google play store because it wouldn't have supported 64-bit only devices. It also just wouldn't run on some modern phones, as 32-bit emulation is being removed from modern mobile processors.

    +1
  • 8 months ago

    we do a little trolling

    +12
  • Bug thread for v1.12.128 (current version) 8 months ago

    @PlaneFlightX could you specify which part you tested on? I'm not getting this bug with a wing or a rotator

  • Underwater Camera 9 months ago

    @TheTomatoLover there's not much that can't be added, it's just a question of how much time it would take and if that's worth it versus how much we want it. In this case, there is the extra issue that the underwater part of the SP map was never designed to be seen, the terrains simply end. That was fine when you couldn't see underwater, but allowing the camera underwater in the stock game would push that into bug territory

    +9