@Airforce51 never, sorry to disappoint you but the issue is with apple's app store policies (which are there to prevent viruses spreading onto the platform).
@Jacobdaniel sorry for late replying, but I'm not sure why that would happen if the mod wasn't installed, or even if it was installed. You could try clearing your cache on android, and if that doesn't work try backing up your save files and clearing the app's data.
If you are capable of modding, that shouldn't be too hard. The mod support is in C#, you can read about it here. The values you want could be obtained from the ServiceProvider interface:
They are definitely not as realistic as can be. They are pre-computed for each part at the start of the game and not updated if the craft's structure is changed, so parts that were hidden behind others (hence have no drag) and are then moved into airflow, will continue to have no drag. SimpleRockets2's drag model is more real-time, but at the end of the day with these things it's about striking a reasonable balance between realism and not lagging out everyone's device. There are XML options available to remove drag for those who want to override the game's system as it can sometimes end up asymmetrical on a symmetrical aircraft and cause problems with handling (especially on very complex aircraft).
@Kweed10 make sure you actually reload the aircraft into the designer, even if it's already there. If it's definitely not working, try running the script through a command prompt or something so that it doesn't close and you can catch whatever error it's outputting. If it got around to prompting for the property and value then it would have succeeded with opening the file so I'm not too sure what would be wrong...
@Zoomzoom999 open the debug console (` button) and then close it, then try pressing the "open image" button, open the console again and send a screenshot of any errors that are there.
@ChiyomiAnzai oh thanks for the constructive feedback. I actually still use it quite a lot since it provides multiple levels of warp rather than an on/off warp, as well as being able to be toggled without having to pause the game. But yeah, I didn't think you'd notice that. Even if it wasn't, it would still be less useless than the 5 forum posts you've made in the last 24 hours.
@BogdanX I've had similar problems with the android version and haven't tested on a mac since I don't have one. My suspicion is that the mac has stricter security and does not allow the file browser to access the main filesystem causing it to fail to open.
@EngineerOtaku it pops out of orthographic view of the camera no longer points directly at that angle, so rotating the view would make it disappear.. I find it easier when using the finger aid (pointer thingy) on Android.
@Lahoski107 it should be based on the average muzzle velocity of all guns on the craft. Or you can override it with mod settings. But if set to -1 (as default) it should be muzzle velocity.
@mikoyanster first of all, that will trigger whenever any collider enters the trigger. This means it will get triggered many many times if the player flies through it, leading to a lot of aircraft spawned in the same place. Secondly, the GameObject field should be defined inside the class, instead of outside it. Thirdly, instantiating an asset may not be the best way to go about this. The AI spawner script will not activate until it is enabled. So instead of instantiating it from an asset, it would be better to have the AIAircraftSpawner already in place on your map, but make the gameobject it is on inactive (the checkbox by the object name in the inspector). Then, when the trigger activates, simply do AiAircraftSpawner.SetActive(true); to spawn the aircraft. This also means that it can only be activated once and won't repeatedly spawn aircraft on top of each other.
For a quick bodge, you could disable the guidance on an A2A missile by setting the manoeuvrability characteristics (maxHeadingAngleAdjustmentRate and maxVelocityAngleAdjustmentRate to 0). Would still require a lock to fire but you could make it instant 360 lock I guess.
@AstleyIndustries it wouldn't cause an issue if there were no other attributes after calculateDrag, which I don't think there usually is, but it's good to be airtight...
@AlbertNafta There is a link in the description. Though it hasn't been updated for 1.8, the helicopter update, so I'll have to get around to that at some point.
You might want to make the calculateDrag=".*" lazy matching (calculateDrag=".*?") so that it doesn't delete things after it. For instance, calculateDrag=".*" would match all of calculateDrag="false" health="200", including the health tag, since the wildcard includes as much as possible.
@Battybatbat7 the "Show Platform" checkbox is for that
@Airforce51 never, sorry to disappoint you but the issue is with apple's app store policies (which are there to prevent viruses spreading onto the platform).
@Jacobdaniel sorry for late replying, but I'm not sure why that would happen if the mod wasn't installed, or even if it was installed. You could try clearing your cache on android, and if that doesn't work try backing up your save files and clearing the app's data.
If you are capable of modding, that shouldn't be too hard. The mod support is in C#, you can read about it here. The values you want could be obtained from the ServiceProvider interface:
etc
+1@Kweed10 do you have the latest version of the game that supports those parameters? If you set them with overload, does that work?
+1They are definitely not as realistic as can be. They are pre-computed for each part at the start of the game and not updated if the craft's structure is changed, so parts that were hidden behind others (hence have no drag) and are then moved into airflow, will continue to have no drag. SimpleRockets2's drag model is more real-time, but at the end of the day with these things it's about striking a reasonable balance between realism and not lagging out everyone's device. There are XML options available to remove drag for those who want to override the game's system as it can sometimes end up asymmetrical on a symmetrical aircraft and cause problems with handling (especially on very complex aircraft).
+2@MTakach oh, well yes you can do that, you can put any image in there for all I care.
@MTakach not sure why you'd want to but there's nothing stopping you pulling them off the uploaded aircraft page...
@Kweed10 make sure you actually reload the aircraft into the designer, even if it's already there. If it's definitely not working, try running the script through a command prompt or something so that it doesn't close and you can catch whatever error it's outputting. If it got around to prompting for the property and value then it would have succeeded with opening the file so I'm not too sure what would be wrong...
@Zoomzoom999 interesting. Try re-downloading the mod, I've made a small change. Unfortunately I can't test on mac.
@FLYGUY101 no, but it seems to work fine with 1.8 for me
@Zoomzoom999 open the debug console (` button) and then close it, then try pressing the "open image" button, open the console again and send a screenshot of any errors that are there.
@Brields95 I supposedly fixed it, give it another go?
@JohnnyBoythePilot When did you download the mod? I supposedly fixed thataround 8 hours ago as per my comment.
@MisterT @Brields95 the issue should be rectified now, please redownload and sorry for the inconvenience.
@Zippy6 yeah I could do that, I'm just going to do a bugfix release so I could put it with that.
+1@ChiyomiAnzai oh thanks for the constructive feedback. I actually still use it quite a lot since it provides multiple levels of warp rather than an on/off warp, as well as being able to be toggled without having to pause the game. But yeah, I didn't think you'd notice that. Even if it wasn't, it would still be less useless than the 5 forum posts you've made in the last 24 hours.
+2@Topfighter the "show platform" checkbox in the ortho/images panel is for that.
@BogdanX I've had similar problems with the android version and haven't tested on a mac since I don't have one. My suspicion is that the mac has stricter security and does not allow the file browser to access the main filesystem causing it to fail to open.
Where did you get the game from, Mac App Store, Steam, or elsewhere?
@BlueCitrus what kind of bugs do you mean?
@EngineerOtaku it pops out of orthographic view of the camera no longer points directly at that angle, so rotating the view would make it disappear.. I find it easier when using the finger aid (pointer thingy) on Android.
+3@Z3RO the default fov is 60 degrees. Do you have a mod that changes it? What have you set it to? It shouldn't break it...
@FairFireFight wouldn't say that's why I made it - it's been around like this for over 6 months and I finally got around to it.
@Lahoski107 it should be based on the average muzzle velocity of all guns on the craft. Or you can override it with mod settings. But if set to
+2-1
(as default) it should be muzzle velocity.You're welcome!
+1@mikoyanster first of all, that will trigger whenever any collider enters the trigger. This means it will get triggered many many times if the player flies through it, leading to a lot of aircraft spawned in the same place. Secondly, the GameObject field should be defined inside the class, instead of outside it. Thirdly, instantiating an asset may not be the best way to go about this. The AI spawner script will not activate until it is enabled. So instead of instantiating it from an asset, it would be better to have the
+1AIAircraftSpawner
already in place on your map, but make the gameobject it is on inactive (the checkbox by the object name in the inspector). Then, when the trigger activates, simply doAiAircraftSpawner.SetActive(true);
to spawn the aircraft. This also means that it can only be activated once and won't repeatedly spawn aircraft on top of each other.Cool but why did you delete it all bit by bit backwards? I wouldn't really call that a speed build...
+3Thank you for mod tags! Maybe mod teasers will take advantage of this too
+4@FLYGUY101 look at the comment just a bit below from BRuthless
@FLYGUY101 it spawns automatically 10 seconds into the level
@cptangel multiplayer! It's at the top of highest rated if you need to find it.
Hawk, Gnat, Harrier, Vulcan/Victor/Valiant, Lightning, TSR-2 (RIP) to name a few.
+3But yeah, rockets are hardcoded to be A2G.
For a quick bodge, you could disable the guidance on an A2A missile by setting the manoeuvrability characteristics (
+6maxHeadingAngleAdjustmentRate
andmaxVelocityAngleAdjustmentRate
to 0). Would still require a lock to fire but you could make it instant 360 lock I guess.@ProcessedPlAnEs hi 400 I'm WNP78
+2@P0TET0Z the screenshots were taken by @BRuthless and I can't find it on his profile so you'd have to ask him.
@AstleyIndustries it wouldn't cause an issue if there were no other attributes after calculateDrag, which I don't think there usually is, but it's good to be airtight...
@AlbertNafta There is a link in the description. Though it hasn't been updated for 1.8, the helicopter update, so I'll have to get around to that at some point.
+2You might want to make the calculateDrag=".*" lazy matching (calculateDrag=".*?") so that it doesn't delete things after it. For instance, calculateDrag=".*" would match all of calculateDrag="false" health="200", including the health tag, since the wildcard includes as much as possible.
Yeah the current version is designed for 1.8. How have you rolled back the update, and did you report the issue? the old version of overload is here
Videos don't embed very well as images...
+4or, www.simpleplanes.com/Users?mods=true
+2jundroo.com/about-us/
+1Looks like the fog isn't applying to it for some reason. Maybe check the shader isn't set to transparent, because that can mess up fog.
+1@Kweed10 just do the normal code for a link, except instead of the link text, put the code for the image. so
+1[](link)
@TheEpicMOONHAWK yes this will cost you 7 ponds, would you like to pay by excavator or dig them yourself?
+1@ThomasRoderick I've re-added the options, redownload the update unless you have it on the steam workshop where it should do it automatically.
+3@NFIGMT @GiuliMBorgesYT it should be fixed for 1.8, I updated it 16 days ago
@Okvitu correct