Dev WNP78 Comments

  • Missiles keep blowing up when launched 8.5 years ago

    Try turning the detach force down on the pylons

  • Overload 8.5 years ago

    @Bdog04 it's because the part model needs to be regenerated. Doing something like exiting then entering the designer, or mirroring it will cause the size to change.

  • Oceanview 8.5 years ago

    Mod Class!

  • Overload 8.5 years ago

    @ReindeerNevve I guess I could upload it to steam... Although you can just get the PC version here for now.

  • Where my KSPeeps at? 8.5 years ago

    Sorry about turning your thread into a mod dev post...

  • Where my KSPeeps at? 8.5 years ago

    @MrMecha actually, maybe the whole thing should have an AG. When that is disabled, the loop stops.

  • Where my KSPeeps at? 8.5 years ago

    So, an example script (I still haven't wired this up to SP) would look like:

    LOOP;
    PRINT hi;
    ENDLOOP;

  • Where my KSPeeps at? 8.5 years ago

    @MrMecha so, I have a basic interpreter with support for adding commands which can be coroutines (unity thing, means we can have a "Delay" command). I have basic loops working, but they just go on for ever. Do they need to have some way of stopping?

  • Where my KSPeeps at? 8.6 years ago

    @MrMecha well, I guess you could modify parts directly via part ID. The script would have a list of "inputs" which would be parts the user could select. Like rotators. I have an abandoned project that added an ingame scripting API, but I never finished it. However, it has a lot of stuff for overriding inputs and individual parts, getting and selecting them. It would probably be text based, we don't need no fancy GUI!

  • Where my KSPeeps at? 8.6 years ago

    @MrMecha just googled it. So, I guess we're just wanting a simple way of scripting things? I'm thinking text based, stuff like Wait, ActivateGroup, SetAxis etc...

  • Where my KSPeeps at? 8.6 years ago

    @TheLatentImage oh, and I didn't just get a ship to the mun and back.. it's fully reusable! But that was a mk1-sized spaceplane. Just then I sent a mk2 one to minmus, where I did lithobraking (using the ground to slow you down in order to save fuel), and returned. Hooray for science.
    Also, I'm still in the process of getting used to the whole spaceplane re-entry thing. Damn wings keep falling off.

  • Where my KSPeeps at? 8.6 years ago

    @MrMecha Can you explain IR sequencer's functionality? I never got round to looking at it.
    @TheLatentImage although minimus looks further away, it has a lot less gravity which makes landings easier and also there is only a small deltav difference between minimus and mun intercepts. Escaping is also easier.

  • Where my KSPeeps at? 8.6 years ago

    In conclusion, I last played KSP half an hour ago.

  • Where my KSPeeps at? 8.6 years ago

    Yeah! I play it a lot, actually. See, I'm actually terrible at making planes/craft on SimplePlanes. So I make mods for SP, and play KSP to relax. I've recently started an ssto program in a multiplayer (darkmultiplayer mod) world with a friend where we are building a station.


    @EliteIndustries1 How have they ruined them? Maybe it was easier before, I've only had it since 1.1


    @RailfanEthan you should check update 1.2! So much cool stuff, I can't list it here. But there's stuff like communication networks and relay satellites and other cool stuff like kerbnet, for scanning bodies from probes.


    Anyone else:
    KSP is awesome. Yes, learning the mecahnincs is hard at first, but actually what happened to me was this:
    - I got KSP
    - I was rubbish at KSP
    - I went on a huge road journey and spent ages on simplerockets on my phone
    - when I got back, I gave KSP another try.
    - I managed to do cool stuff!
    - a week or so ago, I got a spaceplane to the mun and back!

  • Mona Lisa 8.6 years ago

    @Losbybr good for you.

  • Overload 8.6 years ago

    @LoganStarships yes, it is. Just click the engine, open the mod , select "Engine" in the top dropdown and change the parameters you want

  • Mona Lisa 8.6 years ago

    @GermanAircrafts the perfectly matched formatting covering the whole of your 4th comment gives it away.

  • Mona Lisa 8.6 years ago

    @GermanAircrafts weird glitch was it? Right...............................................................................................................................................................................................................................................................................................................................................................................................................

  • Mona Lisa 8.6 years ago

    @TheNightmare811 screenshot what? The high detail one? No, because I can't load it into my game.

  • How long does it take for points to count? 8.6 years ago

    It refreshes every so often, and your points update.

  • Mona Lisa 8.6 years ago

    @ProKillaV12 haha this is nothing compared to the 498,371 part version that I couldn't upload for obvious reasons... (Here's a link to the XML file)

  • Mona Lisa 8.6 years ago

    @Ulenspiegel that, in itself is a feat. It's kinda sad yours got a lot less attention, because you clearly put a lot of effort into it.

  • Mona Lisa 8.6 years ago

    @MrMecha upload complete say goodbye to your computer...

  • Mona Lisa 8.6 years ago

    @Joco80 I'll probably make it public soon, if I tidy it up a bit...

  • Mona Lisa 8.6 years ago

    @DeezDucks @Joco80
    Answer to "how I coded it":
    I spend a lot of time coding. I had a lot of time to spare on an old laptop, where I could access python and SimplePlanes but couldn't get unity to work. So I made this. It takes the raw image data, and creates an aircraft XML file from scratch with a block for each pixel. I put that in the game's aircraft folder, and load it into the game.

  • Mona Lisa 8.6 years ago

    @MrMecha I tried putting it in pastebin but my browser crashed. Guess It just can't handle roughly 0.2 gigabytes of raw text... I'm uploading it to google drive.

  • Mona Lisa 8.6 years ago

    @MrMecha done! the file is over 151mb.

  • Mona Lisa 8.6 years ago

    okay, revised calculations: 93.13% complete

  • Mona Lisa 8.6 years ago

    It's been over an hour and I appear to have messed up the percent completion thing because now it's at 102%...

  • Mona Lisa 8.6 years ago

    @MrMecha well, I don't think I'll be able to upload it to the site. It has been processing for over 40mins and it's at 84%. The finished craft will be 498,371 parts. I will probably put the xml file on pastebin.

  • Mona Lisa 8.6 years ago

    Whoever it was, thanks for the feature!

  • Mona Lisa 8.6 years ago

    @MAHADI I don't know 'C'. This was using python, and I do SP mods in C#. How long it takes depends on to what level you are learning and how you approach it.

  • Folders for planes 8.6 years ago

    Or even just make the items in the list smaller...

    +1
  • Mona Lisa 8.6 years ago

    @MrMecha will do tomorrow. I'll post it unlisted :D

  • Mona Lisa 8.6 years ago

    @zackattack316 well, the coding took up the time. But I was bored and had an old laptop with python installed.
    @EliteIndustries1 python! I scaled down the image, modified it so it had a few less colours (over around 300 different colours glitches it) and ran the script.
    Also, thanks for the upvotes and spotlight (@Supercraft888 , that was really quick!)

  • Mona Lisa 8.6 years ago

    I'm so bad at art, I had to use python instead... :(

  • Question 8.6 years ago

    Unfortunately, you cannot use markdown in aircraft descriptions. I think there was a reason, but I can't remember it now.

  • some questions about unity 8.6 years ago

    And the asset package is in [steam installation]\steamapps\common\SimplePlanes\ModTools\SimplePlanes_ModTools_Assets.unitypackage

  • Time Warp 8.6 years ago

    @FarrowAirlines not yet :( but it's planned

  • Overload 8.6 years ago

    @FlyWithWine select the engine then open overload (the button with a plane and this />) click the dropdown menu at the top and select Engine. Then click the text box next to where it says "powerMultiplier" and set it to what you want. Then press the tick/checkmark/

  • Overload 8.6 years ago

    @pushthelimits thats what we call a "check" or "checkmark". Like this: √ (I know that's a square root but it's similar)

  • Mod announcment/sneak peek 8.6 years ago

    @saturn28 still in the works! I'm doing AI tankers and stuff

  • Laser Designator 8.6 years ago

    @5stars what?

  • Overload 8.6 years ago

    @pushthelimits try pressing the tick after you add it. Then reopen it to add more stuff.

  • Questions about map making 8.6 years ago

    I made a custom level. It's possible with coding. I'm not sure about races but I don't think there is official stuff for it. You'll need Unity Editor with the mod tools linked below. You can't change physics stuff on different bits of terrain, it's global for the whole collider. Creating custom models is done in 3d modelling applications. Google Sketchup is good for beginners, but Blender much more full-featured. You can then import them into Unity.
    To conclude:
    1. See below
    2. Yes, but only if you have it on Android. And it's a lot harder. You'll find yourself doing export after export (especially with scripts) and every time you'll have to send it to your device.
    3. Don't think so.
    4. Not really. Make roads as separate models.
    5. 3d modelling programs (blender, sketchup)

  • Some proper clouds 8.6 years ago

    I've considered it.

  • YES I DID IT! 8.6 years ago

    The main problem with these is you can only control one at once... I've thought of making an AI tow plane before