@Kakhikotchauri1 the smoke effects occur when touching down with enough speed with resizeable wheels. This is also unrelated and should be on the main 1.9 post.
@CoolPeach regarding your bug report - I can't reproduce this issue. I have 1 rotator assigned to Activate1, and one to Activate1 + 0 (which means funky trees gets activated, instead of default behaviour). They act identically. Could you provide an example?
@CoolPeach no, they were a special case added in by HF, they still work on their own for backwards compatibility, but they don't go with the new system.
@Oski no, currently there's not much for having.. thresholds as such. Comparison operators (<, >) are something I'm considering in the future. So currently you could set a rotator to follow an input like speed or altitude etc. Theoretically, you could do the beacon thing though. Beacons activate when their input isn't 0, so you could make it work with say, min(0, IAS - 330) which would be 0 if IAS was under 330, therefore would light the beacon when IAS > 330
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.
"Also I made it from scratch using the other as inspiration"
This is clearly a lie
@YourWife well, say you wanted to know when someone posts their build. You can simply follow them, and it will plop straight into your jetstream when it's done. If spotlights drown it out, just filter them out.
Google finds pages using a web crawler. This means it will visit the site homepage, and "click" (or just follow, it's a bot) all the links there, until it's explored the entire site from one link to the next. Therefore, it will show unlisted builds that have been linked from other pages. But if a build has no links to it from other parts of the site, then it's still hidden.
@Baby nope, it's a separate mod. It disables the limit on rotation speed which is not caused by the motors here, but by the actual game limiting the rotational speed of any object.
@Jim1the1Squid could you please not tag every moderator and developer on the site whenever something you don't like happens. Biographies are removed when they break the rules. I'd think that would be fairly obvious. We can see your bio still, and if it isn't breaking the rules we might re-approve it. But if it stays removed, I guess you'll know why.
@Jollyranger4776 I expect so. Well done for connecting, not many people manage. I had an update in the works for it but then I uh... kinda started working with jundroo.
@Brields95 oh, it looks like that site might have Google ads with big green download buttons. Hint: don't click on the first big green download button, make sure it's not an ad. If you can't tell the difference, get an adblocker. You could report the misleading ads, it's Google's as system, don't blame paint.NET
@justanotheranon My main purpose is to be implementing mods, but as the blog post said I'm only working here for a couple of months (since I have to go back to school at some point), so I'll be back to modding then.
@Chancey21 we have a motor-glider for navigation and field landing exercises. Otherwise I've had one flight for fun in an R22. You can see the motorglider (and an R22) on my profile.
@Jerba It's a tanker from this mod. Though that mod is currently being overhauled (when I say currently, it's mostly done but I've got a lot of other stuff on).
@jamesPLANESii trust me, they won't have given up easily. Reading up on it it appears that Mono, the compiler currently used, which has JIT (just in time) compilation that allows loading of mods, does not support Arm64, so to build for Arm64 they must use IL2CPP, which is an AOT (Ahead of Time) compiler and thus cannot go adding things (loading mods) at runtime - every library must be present at compile time. Here, it seems like the unity guys don't see much promise in getting Arm64 on mono in the future.
@jamesPLANESii I saw your first comment, no need to send and delete to spam me with notifications (and I can still read small text, you don't need to make your entire message a title, btw). I'll try and get around to fixing it when I can, but we'll see. Shift+K still works!
@Chancey21 that's the website messing up my angle brackets. lt = less than, it's supposed to be v< but when you put it in code blocks it shows as v<
@jborra this is a property of the guns themselves, not the mod. Essentially to increase performance, instead of creating a new bullet every time the gun fires, they have a "pool" of bullets that can be re-used. It seems there is an upper limit to how many bullets there are "alive" at one time, at which point they become re-used. There's not much I can do about it from my standpoint. You could decrease rounds per second or increase velocity for higher range but that's about it.
@Kakhikotchauri1 the smoke effects occur when touching down with enough speed with resizeable wheels. This is also unrelated and should be on the main 1.9 post.
@CoolPeach regarding your bug report - I can't reproduce this issue. I have 1 rotator assigned to
Activate1
, and one toActivate1 + 0
(which means funky trees gets activated, instead of default behaviour). They act identically. Could you provide an example?@CoolPeach no, they were a special case added in by HF, they still work on their own for backwards compatibility, but they don't go with the new system.
@spefyjerbf not at the moment, but I'd like to at some point.
+1@jamesPLANESii if you wanted x to be between -2 and 2, then you'd do
+1clamp(x, -2, 2)
@Oski no, currently there's not much for having.. thresholds as such. Comparison operators (<, >) are something I'm considering in the future. So currently you could set a rotator to follow an input like speed or altitude etc. Theoretically, you could do the beacon thing though. Beacons activate when their input isn't 0, so you could make it work with say,
+2min(0, IAS - 330)
which would be 0 if IAS was under 330, therefore would light the beacon when IAS > 330Your 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.
"Also I made it from scratch using the other as inspiration"
This is clearly a lie
https://www.simpleplanes.com/Forums/View/1023046/Post-Redirection
@Oofsoda no, that's not how source code works
Just note that deliberately asking/telling people to upvote is against the rules here, so I'd advise changing that bit
+1@BuiltBionixInd10 please stop tagging me on several-year-old bugs
@CruzerBlade also, mods give 25 points per vote
@YourWife well, say you wanted to know when someone posts their build. You can simply follow them, and it will plop straight into your jetstream when it's done. If spotlights drown it out, just filter them out.
Pretty sure this is what the "follow" button on people's profile is for...
+2@BuiltBionixInd10 thanks for the tag but I think there are more pressing concerns since this post is 2.8 years old...
+9@Hawkeye156 I think I got that the other day when I turned the UI scale too high in mod settings. Try turning it down a bit?
+1Google finds pages using a web crawler. This means it will visit the site homepage, and "click" (or just follow, it's a bot) all the links there, until it's explored the entire site from one link to the next. Therefore, it will show unlisted builds that have been linked from other pages. But if a build has no links to it from other parts of the site, then it's still hidden.
+4@WagonRestorant you'd want to lower the InputController's
min
value, and raise the Engine'spowerMultiplier
value.@Baby nope, it's a separate mod. It disables the limit on rotation speed which is not caused by the motors here, but by the actual game limiting the rotational speed of any object.
+1@Baby you tried this?
yes and also yes
+1@Jim1the1Squid could you please not tag every moderator and developer on the site whenever something you don't like happens. Biographies are removed when they break the rules. I'd think that would be fairly obvious. We can see your bio still, and if it isn't breaking the rules we might re-approve it. But if it stays removed, I guess you'll know why.
+10@Jollyranger4776 I expect so. Well done for connecting, not many people manage. I had an update in the works for it but then I uh... kinda started working with jundroo.
+5@Brields95 oh, it looks like that site might have Google ads with big green download buttons. Hint: don't click on the first big green download button, make sure it's not an ad. If you can't tell the difference, get an adblocker. You could report the misleading ads, it's Google's as system, don't blame paint.NET
@Brields95 firstly, watch your language. You know the rules here. Second, I've never encountered any problems like that whatsoever.
Excellent article! I fixed the typo in the first sentence for you.
+4@Brields95 pngs work well, I believe jpeg does too, but no transparency of course. paint.NET works for that, you could use MS paint as well
@TheFantasticTyphoon @Tully2001 ya me too. British. Didn't get it.
+1@Chancey21 mAcS cAn'T gEt vIRuSeS
+5@justanotheranon My main purpose is to be implementing mods, but as the blog post said I'm only working here for a couple of months (since I have to go back to school at some point), so I'll be back to modding then.
+1@IarGpd the remove button is in the dropdown by the downloads.
@Plane66373637 there is a fast-forward built into the game now, though, which android users can make use of.
+2@plane918273645 this. Whether it still works, I don't know.
@Itisyourboi I think I'll call it Jeremiah if that's ok with you @AndrewGarrison
+1Unfortunately v< and v> are the only special ones like that available.
@Chancey21 we have a motor-glider for navigation and field landing exercises. Otherwise I've had one flight for fun in an R22. You can see the motorglider (and an R22) on my profile.
@Chancey21 thanks, I think you go the wrong post tho ;)
+1@Zippy6 fixed it! (I think)
@Jerba It's a tanker from this mod. Though that mod is currently being overhauled (when I say currently, it's mostly done but I've got a lot of other stuff on).
@jamesPLANESii trust me, they won't have given up easily. Reading up on it it appears that Mono, the compiler currently used, which has JIT (just in time) compilation that allows loading of mods, does not support Arm64, so to build for Arm64 they must use IL2CPP, which is an AOT (Ahead of Time) compiler and thus cannot go adding things (loading mods) at runtime - every library must be present at compile time. Here, it seems like the unity guys don't see much promise in getting Arm64 on mono in the future.
+5You never read this then? Strange, I thought you were fairly active.
+2Unless of course, you are somehow exempted from it unlike everyone else...
@WarHawk95 I mean, did you read the whole thing? What about the bit where it says, "Do not post or comment about a player who blocked you"?
Please read the third bullet point of the blocking section in the rules here. This is a bannable offence.
@aircraftarsenal123 nope, it's only the on/off behaviour currently. But you could say, use beacon lights in a ring.
+1@jamesPLANESii I saw your first comment, no need to send and delete to spam me with notifications (and I can still read small text, you don't need to make your entire message a title, btw). I'll try and get around to fixing it when I can, but we'll see. Shift+K still works!
@Brields95 ↓
@Chancey21 that's the website messing up my angle brackets. lt = less than, it's supposed to be v< but when you put it in code blocks it shows as
+2v<
@X4JB There are no other ones, and
+2v
can't be used alone, it must bev>
orv<
.@jborra this is a property of the guns themselves, not the mod. Essentially to increase performance, instead of creating a new bullet every time the gun fires, they have a "pool" of bullets that can be re-used. It seems there is an upper limit to how many bullets there are "alive" at one time, at which point they become re-used. There's not much I can do about it from my standpoint. You could decrease rounds per second or increase velocity for higher range but that's about it.
+1@Darklol woops, didn't realise I had it hidden.