I would also like to point out as I have in the past that it's possible for a person to own and enjoy multiple games, we're not egotistical enough to expect that our players shall only play the games we make and nothing else. And it's not like another game gaining a player directly correlates to SP losing one. In the end it is a positive thing to have a burgeoning genre with different games filling their own niche. I'm not one to censor discussion of other games, though I do question if this post really adds anything valuable to the discussion
Unfortunately this didn't quite make it into the mod API, so you can either use an input controller as hpgbproductions says, or use reflection. If you're familiar with reflection you'd need to be calling AircraftControls.GetAxisGetter and make sure to set the contextPart argument with your part script so that it has an expressions context (this is the parameter that's not in the mod api version of the method, and it's what enables the FT parser to run). Then you would have to save the returned function and evaluate it every fixedupdate
@windshifter1 as for adding damper to floppy rotators, not really. However if you use a control base part and set the spring to zero, it will essentially become floppy (on the axes that are set as control axes in the xml). Then you can scale the damper.
is there a way to make suspension compression permanent? So when the suspension part compresses, it doesn't bounce back?
not precisely. However, you could try turning the "spring" component down to very low or zero and the "damper" right up. Spring resists displacement, and damper resists motion, so with a high damper it should resist motion but not return to its home position. However this isn't perfect because damper is proportional to motion speed directly, so small forces will still be able to deform the spring - just slowly over time. So it might look like your car is melting in the sun if you leave it out too long. That's the distinction between friction and damper, friction in this case will give full frictional force to oppose motion regardless of the speed of that motion. Unfortunately that frictional behaviour is more mathematically complex and it's not implemented anywhere except in actual collision friction. I'm not going to say it's impossible though, I think it could be in theory possible by using a piston and a damper shock in series, with the piston actively monitoring the extension of the shock and making adjustments to hold its value. But I can't say exactly how that would be achieved, only that I think it's probably possible. It also sounds very complex though and having two things in series could make the whole structure weaker in terms of the physics engine.
The mod tools on the game should be updated now, using the web linked ones was only due to a new fix in those that didn't get into a steam release, but now the new mod tools should be shipped with the game. Let me know if you have any issues using the bundled mod tools on the newest version
@32 we did add the target framerate setting on android in this update, because we basically weren't sure why it was disabled on that platform. Seems like some people had uncapped framerates before and we weren't aware. I guess it didn't even cross my mind that someone would want to run a flight sim at 120fps on a mobile phone xD. We'll probably add an option in the menu to uncap the framerates to mimic the old behaviour.
I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
It looks like something is constantly setting the craft's velocity. Can you check it happens with no mods enabled, and send us the craft that you're testing with?
@Valiant2017 that's the point, there was a bug in the mod tools that prevented you from starting a project if you didn't have android build support installed, which obviously isn't needed anymore.
@Simplestt I've said this to many people before but it's not our choice. If we didn't make the changes that removed mod scripting support on Android, SP would have been removed from the google play store because it wouldn't have supported 64-bit only devices. It also just wouldn't run on some modern phones, as 32-bit emulation is being removed from modern mobile processors.
@TheTomatoLover there's not much that can't be added, it's just a question of how much time it would take and if that's worth it versus how much we want it. In this case, there is the extra issue that the underwater part of the SP map was never designed to be seen, the terrains simply end. That was fine when you couldn't see underwater, but allowing the camera underwater in the stock game would push that into bug territory
@Pepper50cal nothing is going away :). SP is still here and will continue to be here. Even if there's a sequel, SP won't disappear, your builds won't disappear, it's all still here like it always was. We're just keeping you informed on what our plans are and what we're doing right now. And I assure you, every day I'm working on new stuff that is really cool and as soon as we get our stuff together to a point where we're confident we can deliver what we show off, I'll be eager to show off a lot.
@windshifter1 unfortunately I feel like there just isn't enough time. Personally I have about a million ideas for things to do to SP, and a finite amount of time. Also, the ideas you suggested, although they sound simple on the surface would actually require a lot of reworking of SP's systems - which would be a nonsensical thing to do if we were already thinking of a potential sequel
@winterro even though you don't see us around a lot, I still browse the forums and site daily and I'm sure a lot of the other devs do too. It's not that we don't like your ideas, it's just that right now we're very full up in the ideas department and not so full up in the time department - and the more we delay the future projects to keep things ticking over, the longer it'll be until what I've spent a lot of my time working on gets to see the light of day
@1342791782 right click on the game's .exe file open properties, in the details section it tells you what unity version it is. This works for any unity game.
it's not new, it's been known for over 7 years at this point. And while yes the design of the website could be changed to prevent it, we're kinda busy with a lot of stuff right now - it's not exactly an existential threat to anything and it can't be hidden, so if people abuse it we can just remove the points they got from it (or even more! :D)
@Tanner0501 if the plane still loads in the game world but you can't see it in the designer, there's a chance that you've managed to accidentally place a part very far away from the plane so when the whole build is centred in the designer, the actual plane is moved far away from the platform in the centre. If you can't find the part yourself you could upload the design and have someone check through the XML to find the stray part.
@ToeTips it's not a rule we decided on ourselves, we can't legally knowingly collect data from people under 13, due to US law. So if we're aware that someone is under 13 then we have to terminate the account.
@Palliumindustries I can't speak for the company, but I will say that you're not exactly the first person to mention that here. I personally think people that think we should just copy over or inspire features from flyout are missing a few key points, first of which being that making our game into another game that already exists is a terrible business strategy. The other thing I think that happens a lot is people make the false assumption that "if [game x] gains n users, [game y] will lose n users!" which isn't true at a scale like this. Playing a game isn't an exclusive contract and very few people just play one game all the time. If anything, increased interest in the genre is good for us, and the chance of Flyout "replacing" SP is approximately zero because it's a PC only game, which SP is not. This reasoning is backed up by the fact that the massively popular Kerbal Space Program and its AAA-backed successor KSP 2 has yet to kill Juno: New Origins. More people interested in engineering and aerospace? Cool. That's what we make games about. Also, this is the bug report post, not for suggestions. The forums are for those.
@vonhubert bombs (after they have been dropped) have a different type of drag to SP's normal drag for some reason, instead of being SP's custom directional drag system they just have standard unity fixed drag (with a value of, if I remember correctly, 0.05). The way PhysX applies this drag is according to the internet via the per-frame formula velocity = velocity * ( 1 - deltaTime * drag). That's a frame-by-frame process, but if you want to do it with continuous calculus then that can be rearranged to the forumla acceleration = - drag * velocity (with drag being 0.05). Which I guess you can form a differential equation for or something
the latest version is always here. Information on modding can be found on the modding wiki that's linked at the bottom of the page when you go into Mods>Help
@temporaryplanetester FT is only an expressions language, and if/else blocks typically group statements (instructions). What you can do if you want is to use the Activator field on a variable setter (click the downwards arrow to expand it) to only set a variable when a condition is met, and then have another setter for the same variable with the opposite condition. Or, if you want to format your code nicer, you could edit it in an external editor and split your ternary operators across multiple lines, like
I would also like to point out as I have in the past that it's possible for a person to own and enjoy multiple games, we're not egotistical enough to expect that our players shall only play the games we make and nothing else. And it's not like another game gaining a player directly correlates to SP losing one. In the end it is a positive thing to have a burgeoning genre with different games filling their own niche. I'm not one to censor discussion of other games, though I do question if this post really adds anything valuable to the discussion
+2Unfortunately this didn't quite make it into the mod API, so you can either use an input controller as hpgbproductions says, or use reflection. If you're familiar with reflection you'd need to be calling
AircraftControls.GetAxisGetter
and make sure to set thecontextPart
argument with your part script so that it has an expressions context (this is the parameter that's not in the mod api version of the method, and it's what enables the FT parser to run). Then you would have to save the returned function and evaluate it every fixedupdate@Randomplayer andrew did
+1@windshifter1 as for adding damper to floppy rotators, not really. However if you use a control base part and set the spring to zero, it will essentially become floppy (on the axes that are set as control axes in the xml). Then you can scale the damper.
@windshifter1
not precisely. However, you could try turning the "spring" component down to very low or zero and the "damper" right up. Spring resists displacement, and damper resists motion, so with a high damper it should resist motion but not return to its home position. However this isn't perfect because damper is proportional to motion speed directly, so small forces will still be able to deform the spring - just slowly over time. So it might look like your car is melting in the sun if you leave it out too long. That's the distinction between friction and damper, friction in this case will give full frictional force to oppose motion regardless of the speed of that motion. Unfortunately that frictional behaviour is more mathematically complex and it's not implemented anywhere except in actual collision friction. I'm not going to say it's impossible though, I think it could be in theory possible by using a piston and a damper shock in series, with the piston actively monitoring the extension of the shock and making adjustments to hold its value. But I can't say exactly how that would be achieved, only that I think it's probably possible. It also sounds very complex though and having two things in series could make the whole structure weaker in terms of the physics engine.
@Airplanengineering the mod's features have been implemented in the base game on all platforms for years now
+2@Englishgarden I linked the comment explaining why, not the mod itself
The mod tools on the game should be updated now, using the web linked ones was only due to a new fix in those that didn't get into a steam release, but now the new mod tools should be shipped with the game. Let me know if you have any issues using the bundled mod tools on the newest version
@Neruneten21 this sounds like a different bug to crashing on startup, is it only a specific aircraft, or any aircraft at all?
@Danidude88 which specific iPod? (I want to know if it's 32-bit because we fixed a similar issue affecting 32-bit androids)
@Danidude88 what iOS device are you using?
+1@Aviator720 hi, I explained in the last section of the post why we haven't been able to bring new features to SP.
+10https://www.simpleplanes.com/Mods/View/850445/Underwater-Camera#comment-4363912
@32 we did add the target framerate setting on android in this update, because we basically weren't sure why it was disabled on that platform. Seems like some people had uncapped framerates before and we weren't aware. I guess it didn't even cross my mind that someone would want to run a flight sim at 120fps on a mobile phone xD. We'll probably add an option in the menu to uncap the framerates to mimic the old behaviour.
How were you setting your target FPS before? Was it just uncapped by default?
+1Andrew's unclogged the pipes so they should all start coming through soon, might take a while to get through all of them
+2I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
Edit: Bug fixed in 1.12.201
I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
Edit: Bug fixed in 1.12.201
It looks like something is constantly setting the craft's velocity. Can you check it happens with no mods enabled, and send us the craft that you're testing with?
@Valiant2017 that's the point, there was a bug in the mod tools that prevented you from starting a project if you didn't have android build support installed, which obviously isn't needed anymore.
sike, you thought
+10(fr this time though)
@Simplestt I've said this to many people before but it's not our choice. If we didn't make the changes that removed mod scripting support on Android, SP would have been removed from the google play store because it wouldn't have supported 64-bit only devices. It also just wouldn't run on some modern phones, as 32-bit emulation is being removed from modern mobile processors.
+1we do a little trolling
+12@PlaneFlightX could you specify which part you tested on? I'm not getting this bug with a wing or a rotator
@TheTomatoLover there's not much that can't be added, it's just a question of how much time it would take and if that's worth it versus how much we want it. In this case, there is the extra issue that the underwater part of the SP map was never designed to be seen, the terrains simply end. That was fine when you couldn't see underwater, but allowing the camera underwater in the stock game would push that into bug territory
+9@Pepper50cal nothing is going away :). SP is still here and will continue to be here. Even if there's a sequel, SP won't disappear, your builds won't disappear, it's all still here like it always was. We're just keeping you informed on what our plans are and what we're doing right now. And I assure you, every day I'm working on new stuff that is really cool and as soon as we get our stuff together to a point where we're confident we can deliver what we show off, I'll be eager to show off a lot.
@windshifter1 unfortunately I feel like there just isn't enough time. Personally I have about a million ideas for things to do to SP, and a finite amount of time. Also, the ideas you suggested, although they sound simple on the surface would actually require a lot of reworking of SP's systems - which would be a nonsensical thing to do if we were already thinking of a potential sequel
+7@winterro even though you don't see us around a lot, I still browse the forums and site daily and I'm sure a lot of the other devs do too. It's not that we don't like your ideas, it's just that right now we're very full up in the ideas department and not so full up in the time department - and the more we delay the future projects to keep things ticking over, the longer it'll be until what I've spent a lot of my time working on gets to see the light of day
+1Wait!
There seems to be some confusion about the meaning of this post, so before you comment read this quick rundown of the key points:
@1342791782 right click on the game's .exe file open properties, in the details section it tells you what unity version it is. This works for any unity game.
+1it's not new, it's been known for over 7 years at this point. And while yes the design of the website could be changed to prevent it, we're kinda busy with a lot of stuff right now - it's not exactly an existential threat to anything and it can't be hidden, so if people abuse it we can just remove the points they got from it (or even more! :D)
+5@Tanner0501 if the plane still loads in the game world but you can't see it in the designer, there's a chance that you've managed to accidentally place a part very far away from the plane so when the whole build is centred in the designer, the actual plane is moved far away from the platform in the centre. If you can't find the part yourself you could upload the design and have someone check through the XML to find the stray part.
+2@ToeTips it's not a rule we decided on ourselves, we can't legally knowingly collect data from people under 13, due to US law. So if we're aware that someone is under 13 then we have to terminate the account.
+5@DarthGo369 you'd have to make it a glass fuselage, the part type has different rendering and the other parts don't support transparency.
@Mueheheh23 for the nth root of x you can do
pow(x, 1/n)
@CL125 @32 I don't think Tully2001 was banned, they must have deleted their account.
+2@Palliumindustries I can't speak for the company, but I will say that you're not exactly the first person to mention that here. I personally think people that think we should just copy over or inspire features from flyout are missing a few key points, first of which being that making our game into another game that already exists is a terrible business strategy. The other thing I think that happens a lot is people make the false assumption that "if [game x] gains n users, [game y] will lose n users!" which isn't true at a scale like this. Playing a game isn't an exclusive contract and very few people just play one game all the time. If anything, increased interest in the genre is good for us, and the chance of Flyout "replacing" SP is approximately zero because it's a PC only game, which SP is not. This reasoning is backed up by the fact that the massively popular Kerbal Space Program and its AAA-backed successor KSP 2 has yet to kill Juno: New Origins. More people interested in engineering and aerospace? Cool. That's what we make games about. Also, this is the bug report post, not for suggestions. The forums are for those.
+8@vonhubert bombs (after they have been dropped) have a different type of drag to SP's normal drag for some reason, instead of being SP's custom directional drag system they just have standard unity fixed drag (with a value of, if I remember correctly, 0.05). The way PhysX applies this drag is according to the internet via the per-frame formula
velocity = velocity * ( 1 - deltaTime * drag)
. That's a frame-by-frame process, but if you want to do it with continuous calculus then that can be rearranged to the forumlaacceleration = - drag * velocity
(with drag being 0.05). Which I guess you can form a differential equation for or somethingdude's cooking some kinda TempleOS game
+8@SimpleStudent too busy adding other stuff to the games
+1the latest version is always here. Information on modding can be found on the modding wiki that's linked at the bottom of the page when you go into Mods>Help
@32 try using the mod tools package located here, they have been updated since the last release of the game to fix this bug
looks like you probably edited a part's position really far off in the distance, you can probably fix it in the xml
+1@OwO we literally made a whole game about that
+6@Kendra nope
+3@Bellcat jokes? we don't do jokes here.
+7lmfao wait until these people hear about mod support
+19@Emirates380 does this work for you? What version of the game does it run on?
+1@temporaryplanetester FT is only an expressions language, and if/else blocks typically group statements (instructions). What you can do if you want is to use the Activator field on a variable setter (click the downwards arrow to expand it) to only set a variable when a condition is met, and then have another setter for the same variable with the opposite condition. Or, if you want to format your code nicer, you could edit it in an external editor and split your ternary operators across multiple lines, like
+3I do a little gliding
+1