@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.
@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.
@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.
@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.
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.
@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.)
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.
@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.
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
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: ? :
@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.
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. :)
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).
@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.
@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.
@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.
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.
@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).
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.
@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.
@randomusername that and using alternate accounts to upvote things multiple times.
+2@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@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@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@Zoowarp feel free to keep going, maybe one day you'll reach the end!
+1@YouLanjie read the huge blue text in the description.
@TheReturningHound there should be tabs for linear and round.
+1@Aerofy yes, that is possible.
@Bobofboblandia it's closer to 50p, but sure.
@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.
+1Your 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.
@slimya Mods with scripts are no longer supported on the newest versions of SP for android, for technical reasons.
@ZHUAREVONI yes,
+2function
should be set toMultiRole
on theMissile
modifier.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@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.)
+15Imgur 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@VChart correct. In fact the inbuilt version is more advanced as it supports the new cannon parts.
+1@hfusiwjf29 you could try multiplying the output of a PID by a function of the airspeed to reduce sensitivity at higher speeds.
+2@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.
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
+1Could you link a specific build that causes the issue?
Use brackets to clarify which way round you want it to go:
+1a ? (b ? c : d) : e
. Neither expression you gave would work, as they have two operators next to each other:? :
@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@Brothen127 yes, but this is more complicated than just a static map, since it's procedurally generated. So it won't work.
@Chicken256 no
+1@FairFireFight that's due to the known bug with the equality operator listed.
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@goutboy411 it's exactly the same
@Chancey21 I tested it, it works.
@Chancey21 oops, I meant
1 - abs(smooth(Activate1, 2))
something like
smooth(abs(Activate1), 2)
.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. :)
+9I hope you are as excited as we are to join us on this exciting new part of our SimplePlanes journey!
+12It 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).
+1This isn't a bug. It's how the smooth function works.
@MagmaCubeYT Someone else has made a useful resource for that
@SledDriver changing false values to zero would cause a confusion with every craft made since the
+3Activate1
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.@jelybaca when did you make the lights that broke, after 1.8, 1.9, or 1.9.1?
@DPSAircraft when the aircraft loads, the gear is down. Therefore
+1GearDown
istrue
. This translates to a value of 1, so the rotator rotates. You could fix this by settingmin
on the input controller to -1 andmax
to 0. So when gear is down it's clipped to zero, and when gear is then raised (GearDown
isfalse
which translates to-1
as a number), it moves to -1.@DPSAircraft in which build do you observe this?
@vcharng yeah, anything in 1.9.202 might be broken, but should be able to be fixed by replacing
LandingGear
withGearDown
.@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 putLandingGear
, then FT won't be used so it will actually be-1
to1
. But with the FT variable, it is 0 (extended) to 1 (retracted). If this update broke your gear, try replacing all references toLandingGear
withGearDown
.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@Tessemi Pitch should be, but still would do the -180 to +180 thing. I'll add some more functions next update hopefully.
+2@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,
+2rate(RollAngle)
will give very high values when the roll angle goes from -180 to +180 (when doing a full roll).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@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.
@spefyjerbf yes, they should stack, like any other function.
+1@randomusername they do, just missed them off the update notes by accident. Check again!
+6