Dev WNP78 Comments

  • Next update..........GLASS! 5.0 years ago

    @OrangeCrush it's not that simple when I say "broke" - unless we found a way to do some switching up with shaders and the render queue, the kind of visual glitches would be say, glass being drawn as if it's underwater (with the blue fog you get on underwater objects), even though it's above water.

  • Account transfer 5.0 years ago

    @randomusername that and using alternate accounts to upvote things multiple times.

    +2
  • Account transfer 5.0 years ago

    @randomusername What you described I think by any reasonable definition would be an abuse of the points system - and if you didn't know it was against the rules, I'd see no reason to try to hide it by editing your comment 9 times.

    +1
  • Next update..........GLASS! 5.0 years ago

    @JustDatGuy I comment a lot of places, but I can't be everywhere. I have work to do. I just check in on the forums from time to time to see what's up.

    +1
  • Next update..........GLASS! 5.0 years ago

    @JustDatGuy Contrary to what you've assumed, I've personally investigated it. It's not like we throw your ideas into a pit - I'm a player too and I'd love to have transparent parts! But some things are impractical or would be glitchy to implement for technical reasons. In this case, the water system uses something called the depth buffer to determine what depth value things are at on the screen. It is an image, each pixel corresponds to each pixel on the screen and gives information as to how far the object drawn at that pixel is from the game camera. This allows it to determine if said pixel is underwater, and render it accordingly. But when a transparent part is used, you can now look through the transparent part and see other parts - so there's multiple objects being drawn, at the same pixel on the screen - but the depth buffer only stores one value, and the water rendering wouldn't work. Even playing games with massive budgets, like JC4, I've noticed glass being completely broken in water. Water isn't the only thing that uses the depth buffer, but this is an example. Of course, it'd be surmountable with enough work and consideration. But time is money.

    +7
  • Simple_Land 5.0 years ago

    @Zoowarp feel free to keep going, maybe one day you'll reach the end!

    +1
  • Metric Conversion 5.0 years ago

    @YouLanjie read the huge blue text in the description.

  • Craft Generator Script 5.0 years ago

    @TheReturningHound there should be tabs for linear and round.

    +1
  • Funky Trees! 5.0 years ago

    @Aerofy yes, that is possible.

  • Mona Lisa 5.1 years ago

    @Bobofboblandia it's closer to 50p, but sure.

  • [MOD] GPS Map! 5.1 years ago

    @Bryflies77x since this is about 4 years old, I'm not really surprised. The version on the mod section is slightly newer so it might but I wouldn't bet on it.

    +1
  • MAH-11A 'Puma' 5.1 years ago

    Your post has been removed. Please read these rules about posting planes.
    Please try to make major changes to a plane before posting it. Simply painting an object a different color, or adding a few guns is not enough to consider it your own. In the future please credit the original maker, and try to post your own work.

  • DesignerSuite 5.1 years ago

    @slimya Mods with scripts are no longer supported on the newest versions of SP for android, for technical reasons.

  • Funky Trees! 5.1 years ago

    @ZHUAREVONI yes, function should be set to MultiRole on the Missile modifier.

    +2
  • Opening The Dev Console on Android Without External Keyboard 5.1 years ago

    There was a way introduced in an update... Go into settings, tap the header 5 times to enable, and then you can use a 3-fingered-tap to open it.

    +3
  • New Rules & Update to Points System 5.1 years ago

    @LastManStanding your post is only going to be removed if it breaks the rules. If it broke the rules, then you lose your points. Don't break the rules and this will never affect you. (Also, if you remove it yourself in an attempt to keep the points even though it broke the rules, we can still remove the points after that.)

    +15
  • Why is IMGUR so janky? 5.1 years ago

    Imgur has actually for some reason blocked requests that have the origin marked as from this site. When you set the protocol to http, the browser recognises that it's communicating on an insecure channel, and so doesn't actually provide the "origin" field as it normally would, I guess for security/privacy reasons in case anyone's eavesdropping. But as a side-effect of that, imgur doesn't know the request is coming from a page on this site so doesn't block it. HTTP links have their own problems, and I don't recommend them since they cause security warnings in browsers. I'd just recommend you use a different image host, like the ones below or just post it to discord and link from there.

    +7
  • Advanced Targeting 5.2 years ago

    @VChart correct. In fact the inbuilt version is more advanced as it supports the new cannon parts.

    +1
  • A Simple Flight Control Attempt 5.2 years ago

    @hfusiwjf29 you could try multiplying the output of a PID by a function of the airspeed to reduce sensitivity at higher speeds.

    +2
  • OK someone PLEASE fix this 5.2 years ago

    @asteroidbook345 I tried it several times with the missiles fired and not fired, landing soft and pretty hard, and nothing goes wrong. The suspension takes it fine.

  • A Simple Flight Control Attempt 5.2 years ago

    I made this too, when I was bored, feel free to check it out and take inspiration. It acts on the principle of keeping canards pointing into airflow, and then adding the pitch movement to that. I have a few PID integrated variants without the makebelieve aerofoil too. Edit: here

    +1
  • OK someone PLEASE fix this 5.2 years ago

    Could you link a specific build that causes the issue?

  • Solved 5.2 years ago

    Use brackets to clarify which way round you want it to go: a ? (b ? c : d) : e. Neither expression you gave would work, as they have two operators next to each other: ? :

    +1
  • Simple_Land 5.2 years ago

    @Brothen127 hey, let me spoil the surprise for you - it won't work. There will be an error message when trying to load the mod, and either the map will just be empty sea or simply not exist. There you go, no need to question any more.

    +2
  • Simple_Land 5.2 years ago

    @Brothen127 yes, but this is more complicated than just a static map, since it's procedurally generated. So it won't work.

  • Refuel 5.2 years ago

    @Chicken256 no

    +1
  • Update 1.9.205 - Extra Changelog 5.2 years ago

    @FairFireFight that's due to the known bug with the equality operator listed.

  • Where is the egg of the Eye of Truth? 5.2 years ago

    You may have disabled the mod the easter egg was a part of. Thank god someone finally found it. Also, look into the eye.

    +4
  • Funky Trees! 5.2 years ago

    @goutboy411 it's exactly the same

  • I need help 5.2 years ago

    @Chancey21 I tested it, it works.

  • I need help 5.2 years ago

    @Chancey21 oops, I meant 1 - abs(smooth(Activate1, 2))

  • I need help 5.2 years ago

    something like smooth(abs(Activate1), 2).

  • April fools -_- 5.2 years ago

    Some extra detail in the EULA that isn't shown in the FAQ, there is a clause that requires everyone on the wrong timezone to change their sleep cycles and clocks to the correct one, or we reserve the right to terminate your SimplePlanes subscription. SimplePlanes is a lifestyle, if you aren't committed, don't waste our time. :)

    +9
  • SimplePlanes - Subscriptions 5.2 years ago

    I hope you are as excited as we are to join us on this exciting new part of our SimplePlanes journey!

    +12
  • Problem with terrain in Unity and Simpleplanes 5.2 years ago

    It is as mushr0om says, the far clip plane of the game's camera, the furthest distance it will render. It can be increased by a script, however this is a trade off, as the further it is, the more pronounced effects such as z-fighting will be (where 2 faces close together make a strange pattern).

    +1
  • Bug: Shortest Angle with rotators doesn’t work with smooth function 5.2 years ago

    This isn't a bug. It's how the smooth function works.

  • Update 1.9.205 5.2 years ago

    @SledDriver changing false values to zero would cause a confusion with every craft made since the Activate1 etc inputs were introduced. I know it might confuse you or those who are new to things like this, but most are used to it now, and it would cause a much larger issue to revert again. If you need help, SnowFLakE0s is working on a great web resource for this in the near future.

    +3
  • Beta 1.9.203 5.3 years ago

    @jelybaca when did you make the lights that broke, after 1.8, 1.9, or 1.9.1?

  • Beta 1.9.203 5.3 years ago

    @DPSAircraft when the aircraft loads, the gear is down. Therefore GearDown is true. This translates to a value of 1, so the rotator rotates. You could fix this by setting min on the input controller to -1 and max to 0. So when gear is down it's clipped to zero, and when gear is then raised (GearDown is false which translates to -1 as a number), it moves to -1.

    +1
  • Beta 1.9.203 5.3 years ago

    @DPSAircraft in which build do you observe this?

  • Beta 1.9.203 5.3 years ago

    @vcharng yeah, anything in 1.9.202 might be broken, but should be able to be fixed by replacing LandingGear with GearDown.

  • Beta 1.9.203 5.3 years ago

    @vcharng nope, in 1.9.1 the LandingGear variable was actually 0 or 1. You can test it, switch off the beta and put the value LandingGear + 0 into a rotator. If you just put LandingGear, then FT won't be used so it will actually be -1 to 1. But with the FT variable, it is 0 (extended) to 1 (retracted). If this update broke your gear, try replacing all references to LandingGear with GearDown.

  • Mathematically generated game map vs. Old cartographer's game map. 5.3 years ago

    By the way, you could just save locations, open your Settings.xml file, and check the co-ordinates there if you didn't want to use the dev console. Or use the Mod Tools Assets package to view the entire world's models in the unity editor, where you can view positions directly.

    +6
  • Funky Trees! 5.3 years ago

    @Tessemi Pitch should be, but still would do the -180 to +180 thing. I'll add some more functions next update hopefully.

    +2
  • Funky Trees! 5.3 years ago

    @LiamW @Tessemi rate(RollAngle) seems to work well for roll rate. But it's not 100% accurate because of just rotations... Rotations are rotations and rotations are weird. Your roll angle can change without actually rolling. Say you're banked 15 degrees to the left, with the nose pointing at the horizon. Then pitch up through a full loop without touching the roll, watching your artificial horizon on the panel rotate as your roll angle changes. Also, rate(RollAngle) will give very high values when the roll angle goes from -180 to +180 (when doing a full roll).

    +2
  • Weapons bug 5.3 years ago

    This is happening because the AG is being interpreted as a funky trees input, returning literally the number 9, and then being converted to the boolean value of true. I've already fixed it for future versions.

    +1
  • There’s something with the guns. 5.3 years ago

    @Shnippy It should be fixed in the public-test beta (1.9.202), I'm not sure if you have access but I was able to recreate the bug and fix it.

  • Beta 1.9.202 5.3 years ago

    @spefyjerbf yes, they should stack, like any other function.

    +1
  • Beta 1.9.202 5.3 years ago

    @randomusername they do, just missed them off the update notes by accident. Check again!

    +6