@AnoniMosu the developer of that game has created their own "C-Like" scripting language and manually integrated into the game. There is a lot of work put into keeping it separate from the game's core logic. (ref)
@AnoniMosu which other games? Chances are, the code reqiured for the "mods" (using quotations here) is actually already in the game from the start, and they are just data - not code.
@AnoniMosu "download, install, or execute code which introduces or changes features or functionality of the app, including other apps". This is what iOS apps cannot do. "code which introduces or changes features or functionality of the app" is literally the definition of most mods. It couldn't be spelled out clearer.
@AnoniMosu May I ask, what do you mean by "functional assets"? Because to make an asset function in SP, besides a few cases like engines and guns where the game is already set up to make them function with it's own code, to make assets function, you need code. I said this before. The game is not psychic. For assets to be functional, they need code. Either the devs can spend ages coding into the game for every circumstance, or modders have to include their own code.
Either they can allow mods without code only, in which case they still have to do a lot of work, but for very little gain as very few popular mods aren't scripted. Or, if they do want to let code execute, then they have to spend loads of dev-hours on a very sophisticated sandbox (even then, Apple's policy would probably still deny it).
@AnoniMosu the structure of the iOS application is irrelevant here. Mods are not iOS applications. I'm going to try and make it really simple now.
The game is not psychic, it does not know that, for instance, the cargo bay doors should open when they are activated.
Therefore, code is required to check if it's activated and duly open and close it.
Apple does not like code being run that hasn't arrived through the app store, because they can't censor it that way. (source: nor may they download, install, or execute code which introduces or changes features or functionality of the app, including other apps)
So they have 2 options:
A) Mods are actually iOS apps, downloadable from the iOS store. (to put them on there though, each mod creator would require a 99$ per year developer licence from Apple)
B) Mod code is run in a sandboxed, contained environment, to prevent it from accessing things it should not. This would require excessive work on the developer's end, and would limit the functionality of mods.
Both of these options are impractical and time-wasting. The developers put a lot of effort into working on both the mod support and the iOS version of the game, so if they could do this, they definitely would. They don't have anything against iOS users.
@AnoniMosu I'm going to have to say "no" to that one.
"But they did it in this other game I saw!"
Either, that game had a well-planned structure for external content, or a highly sandboxed environment that allowed simpler scripts to run with lower permission sets. Both of these approaches limit the scope and functionality of mods whilst taking up large amounts of development time, from the developers, who already have enough on their plate.
"Weapons bay, instruments, vickers are fine as they do not introduce new strings into the application source code"
First of all, that stuff about adding strings to the source code makes literally zero sense in this context. They of course make no changes to the source code of the application because then A) they wouldn't be mods, they'd be features of the game, and B) the game is compiled well before it is sent to the app store - your device will never see the source code, unless you happen to work for Jundroo. The code in mods is required to make the objects do things. For instance, you could have your weapons bay as a part. You could put it on the plane. But would it do anything? No, it's just a model, sat there, on the plane. To make it open and close, you need a script. That's code. Apple don't like code that doesn't go through the store, so straight away that's a no. Instruments. Sure, you can have the instruments, but they wouldn't do anything without code. Code is the set of instructions that makes your computer check, for instance, your airspeed, then calculate the angle the instrument needle should be at, and then set the needle's rotation with regards to that angle. It won’t just do that by itself.
What you have described is content packs, rather than mods. Mods can contain executable code. So, maybe a simple map or designer background could work if the system was reworked, you still wouldn't be able to get any of the most popular mods. (multiplayer, fine tuner, overload, adv. targeting, tracks, smoke trails, refuelling, colour editor, weapons bay, instruments, metric conversion, lasers, space, cctv, screenshots, the list goes on). There's a reason all the developers and advanced modders understand and agree on why modding on iOS is impractical. Apple is notoriously strict with app store policies and if it was found that there was a way to put your own code into it without going through the app store, then SP could get pulled off the appstore without warning. What SP really needs for 1.8 is for people to use Uservoice, the service set up for suggesting and voting for ideas, instead of posting stuff on the forum that the devs will likely never see and expecting to get special treatment and have their ideas shoved straight into the game.
I would not dissmiss that as impossible - men have walked on the moon. However you then have two options:
1. Preset amount of inbuilt logos: users will always want more logos to fit this and that niche, this fictional air force, this car make, etc.
2. Allow users to add their own images. This would mean aircraft files then contained images. I suppose a limit on the size could be imposed but it would be ineffectual. Turning SP builds into flying images, textured to the max is something I'm not sure is the best for the game...
@DemonSniper8 though there is no rule against it as far as I know but, if a mod was shown to be malicious, at the very least it would be taken down (unsure, but this could even be a legal responsibility) and actions may be taken (conjecture) against the uploader if they are known.
There isn't really a concept of intellectual property in SP - sure you will get a post taken down for literally re-uploading someone else's work, but if you built it yourself, it doesn't matter if somebody has done it before, and nobody can "own" a concept.
There's no way a build could have malware, the worst it can do is crash the game by being too big for your device to handle, et cetera, at which point the game would probably crash and revert. Mods however, can run code on your system, so treat downloading mods with the same care you take when installing software - it's the same premise.
@Chancey21 quite, and it would have to be installed on anyone who downloads the plane. It's possible though and there's actually some code lying around somewhere
@drgunblood actually it's not too consistent, I'm not overly pleased with the autopilot on them as its using the in-game waypoint navigation, trying to fly from it's current position to a waypoint very far ahead, however as it's further away it tends to lose altitude, then as it gets closer it pitches up to try and reach the waypoint which is now above it (so essentially it's flight path is curved like a slack rope). So the speed changes as it flies. These problems annoyed me sufficiently to start my own autopilot project and it worked fairly well but I never really finished it as the numbers (PID loops) took lots of tweaking and j had other projects.
Amazing plane! The flight characteristics and the visuals are both perfected, in just below 800 parts! The only issue I found was that when you pull intense negative G, the seats fall out and tumble around the cockpit (springs break from being expanded too far). And to be honest the comedy factor there by far out-shined the annoyance
The missile does not consider itself properly launched when it is still connected to the main cockpit and the targeting will not work. The target max speed for the inferno missile is 450m/s = 1006.6 mph.
@VChart they are not added to the user's saves, they are spawned either in the sandbox if you have the setting enabled or in the refuelling challenge level.
Also, I think the reason disabling static makes saving the mod slower is because it tries to bake the lighting. You can disable this manually by going into Lighting and disabling Baked GI and the auto checkbox.
@RamboJutter I've seen this glitch before. What mods do you have installed? I suspect it could be FreeCam, or the screenshot mod.
@Stormfur I did post the code, here
@AnoniMosu exactly - user content, not scripts. So that would eliminate the vast majority of popular mods. Not overly worth it.
@AnoniMosu the developer of that game has created their own "C-Like" scripting language and manually integrated into the game. There is a lot of work put into keeping it separate from the game's core logic. (ref)
@AnoniMosu which other games? Chances are, the code reqiured for the "mods" (using quotations here) is actually already in the game from the start, and they are just data - not code.
@AnoniMosu "download, install, or execute code which introduces or changes features or functionality of the app, including other apps". This is what iOS apps cannot do. "code which introduces or changes features or functionality of the app" is literally the definition of most mods. It couldn't be spelled out clearer.
+1But, I'm done arguing for now, the simple end is that if they could've, they would've by now.
+2@AnoniMosu May I ask, what do you mean by "functional assets"? Because to make an asset function in SP, besides a few cases like engines and guns where the game is already set up to make them function with it's own code, to make assets function, you need code. I said this before. The game is not psychic. For assets to be functional, they need code. Either the devs can spend ages coding into the game for every circumstance, or modders have to include their own code.
+1Either they can allow mods without code only, in which case they still have to do a lot of work, but for very little gain as very few popular mods aren't scripted. Or, if they do want to let code execute, then they have to spend loads of dev-hours on a very sophisticated sandbox (even then, Apple's policy would probably still deny it).
@AnoniMosu the structure of the iOS application is irrelevant here. Mods are not iOS applications. I'm going to try and make it really simple now.
nor may they download, install, or execute code which introduces or changes features or functionality of the app, including other apps
)A) Mods are actually iOS apps, downloadable from the iOS store. (to put them on there though, each mod creator would require a 99$ per year developer licence from Apple)
B) Mod code is run in a sandboxed, contained environment, to prevent it from accessing things it should not. This would require excessive work on the developer's end, and would limit the functionality of mods.
@AnoniMosu I'm going to have to say "no" to that one.
"But they did it in this other game I saw!"
Either, that game had a well-planned structure for external content, or a highly sandboxed environment that allowed simpler scripts to run with lower permission sets. Both of these approaches limit the scope and functionality of mods whilst taking up large amounts of development time, from the developers, who already have enough on their plate.
"Weapons bay, instruments, vickers are fine as they do not introduce new strings into the application source code"
+2First of all, that stuff about adding strings to the source code makes literally zero sense in this context. They of course make no changes to the source code of the application because then A) they wouldn't be mods, they'd be features of the game, and B) the game is compiled well before it is sent to the app store - your device will never see the source code, unless you happen to work for Jundroo. The code in mods is required to make the objects do things. For instance, you could have your weapons bay as a part. You could put it on the plane. But would it do anything? No, it's just a model, sat there, on the plane. To make it open and close, you need a script. That's code. Apple don't like code that doesn't go through the store, so straight away that's a no. Instruments. Sure, you can have the instruments, but they wouldn't do anything without code. Code is the set of instructions that makes your computer check, for instance, your airspeed, then calculate the angle the instrument needle should be at, and then set the needle's rotation with regards to that angle. It won’t just do that by itself.
What you have described is content packs, rather than mods. Mods can contain executable code. So, maybe a simple map or designer background could work if the system was reworked, you still wouldn't be able to get any of the most popular mods. (multiplayer, fine tuner, overload, adv. targeting, tracks, smoke trails, refuelling, colour editor, weapons bay, instruments, metric conversion, lasers, space, cctv, screenshots, the list goes on). There's a reason all the developers and advanced modders understand and agree on why modding on iOS is impractical. Apple is notoriously strict with app store policies and if it was found that there was a way to put your own code into it without going through the app store, then SP could get pulled off the appstore without warning. What SP really needs for 1.8 is for people to use Uservoice, the service set up for suggesting and voting for ideas, instead of posting stuff on the forum that the devs will likely never see and expecting to get special treatment and have their ideas shoved straight into the game.
+4@ACEPILOT109 @BaconAircraft @flyingsteve88 more specifically, this one
+2I would not dissmiss that as impossible - men have walked on the moon. However you then have two options:
+11. Preset amount of inbuilt logos: users will always want more logos to fit this and that niche, this fictional air force, this car make, etc.
2. Allow users to add their own images. This would mean aircraft files then contained images. I suppose a limit on the size could be imposed but it would be ineffectual. Turning SP builds into flying images, textured to the max is something I'm not sure is the best for the game...
yo
+3Bottom image is the cooling vents. Go just under the windscreen, you can open them to let air in. Not that we ever use them at this time of year xD
@DemonSniper8 though there is no rule against it as far as I know but, if a mod was shown to be malicious, at the very least it would be taken down (unsure, but this could even be a legal responsibility) and actions may be taken (conjecture) against the uploader if they are known.
+3from what I see, your last planes were 5, 18 and 20 hours ago.
There isn't really a concept of intellectual property in SP - sure you will get a post taken down for literally re-uploading someone else's work, but if you built it yourself, it doesn't matter if somebody has done it before, and nobody can "own" a concept.
+8There's no way a build could have malware, the worst it can do is crash the game by being too big for your device to handle, et cetera, at which point the game would probably crash and revert. Mods however, can run code on your system, so treat downloading mods with the same care you take when installing software - it's the same premise.
+12@RedRoosterII this is 2.9 years old. You have better things to do
@Chancey21 I'm sure it's possible to make mods on a mac. To make a fuselage though, you'd need C#...
@Chancey21 easier, yes
@JamesBoA yep, keep the engine above water and it should work. Angled wings for the propeller, just like the example plane
The prize is the disappointment of finding out the holes in it are fake
+6@stig27 electric? As in, an infinite rotator?
+1@AndrewGarrison aw, shame. I guess I'll put some linked images in my bio, you did mention it was a bit sparse.
@drgunblood that notifies of new posts, not comments.
adds to the chaos of feature requests When do we get mods on our front profile page (highlighted)?
+3Happy Yew Near?
+1@Chancey21 quite, and it would have to be installed on anyone who downloads the plane. It's possible though and there's actually some code lying around somewhere
@Chancey21 what's SPMC?
@drgunblood actually it's not too consistent, I'm not overly pleased with the autopilot on them as its using the in-game waypoint navigation, trying to fly from it's current position to a waypoint very far ahead, however as it's further away it tends to lose altitude, then as it gets closer it pitches up to try and reach the waypoint which is now above it (so essentially it's flight path is curved like a slack rope). So the speed changes as it flies. These problems annoyed me sufficiently to start my own autopilot project and it worked fairly well but I never really finished it as the numbers (PID loops) took lots of tweaking and j had other projects.
+2First!
Amazing plane! The flight characteristics and the visuals are both perfected, in just below 800 parts! The only issue I found was that when you pull intense negative G, the seats fall out and tumble around the cockpit (springs break from being expanded too far). And to be honest the comedy factor there by far out-shined the annoyance
1 gallium of fuel...
+4Posted 1 year ago here
+4It literally says it in the caption:
(also known as Rutan because Scaled Composites was founded by the man himself Burt Rutan)
+2yeah, fine tuner can if you deselect the "scale only selected parts" checkbox.
+1The missile does not consider itself properly launched when it is still connected to the main cockpit and the targeting will not work. The target max speed for the inferno missile is 450m/s = 1006.6 mph.
+6high drag, low mass. Simple.
+1@Diazein @denialofservice ↓
@Stalinity @PilotBug @HarleyBrandt android version is up
@Bubba08 @Landon4444 @CivilianPilot here
@CLIFFER @Shadowflare101 @Bladimirnava65 okay, there you go...
@VeryUnprofession It seems to work for me - make sure you have the latest version of the game and the mod.
@Chancey21 no asking for upvotes, RIP, account permabanned, house demolished, amirite @Tully2001
+6@VeryUnprofession I'm not quite sure what you're getting at.... 0ft is normal sea level.
@VChart it's enabled by default as far as I know but to disable it you need mod settings by hellfirekoder (link in description)
@VChart they are not added to the user's saves, they are spawned either in the sandbox if you have the setting enabled or in the refuelling challenge level.
Also, I think the reason disabling static makes saving the mod slower is because it tries to bake the lighting. You can disable this manually by going into Lighting and disabling Baked GI and the auto checkbox.
+1