@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.
@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?
@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!
@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...
@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.
@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.
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!
@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.
@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.
@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.
@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.
@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!)
@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/√
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)
Try turning the detach force down on the pylons
@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.
Mod Class!
I haven't tried myself, but I know someone who has
+1@ReindeerNevve I guess I could upload it to steam... Although you can just get the PC version here for now.
Sorry about turning your thread into a mod dev post...
@MrMecha actually, maybe the whole thing should have an AG. When that is disabled, the loop stops.
So, an example script (I still haven't wired this up to SP) would look like:
@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?
@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!
@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...
@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.
@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.
In conclusion, I last played KSP half an hour 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!
@Losbybr good for you.
@LoganStarships yes, it is. Just click the engine, open the mod , select "Engine" in the top dropdown and change the parameters you want
@GermanAircrafts the perfectly matched formatting covering the whole of your 4th comment gives it away.
@GermanAircrafts weird glitch was it? Right...............................................................................................................................................................................................................................................................................................................................................................................................................
@TheNightmare811 screenshot what? The high detail one? No, because I can't load it into my game.
It refreshes every so often, and your points update.
@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)
@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.
@MrMecha upload complete say goodbye to your computer...
@Joco80 I'll probably make it public soon, if I tidy it up a bit...
@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.
@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.
@MrMecha done! the file is over 151mb.
okay, revised calculations: 93.13% complete
It's been over an hour and I appear to have messed up the percent completion thing because now it's at 102%...
@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.
Whoever it was, thanks for the feature!
@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.
Or even just make the items in the list smaller...
+1@MrMecha will do tomorrow. I'll post it unlisted :D
@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!)
I'm so bad at art, I had to use python instead... :(
Unfortunately, you cannot use markdown in aircraft descriptions. I think there was a reason, but I can't remember it now.
And the asset package is in
[steam installation]\steamapps\common\SimplePlanes\ModTools\SimplePlanes_ModTools_Assets.unitypackage
@FarrowAirlines not yet :( but it's planned
Wasn't there a report button somewhere..?
@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/√
@pushthelimits thats what we call a "check" or "checkmark". Like this: √ (I know that's a square root but it's similar)
@saturn28 still in the works! I'm doing AI tankers and stuff
@5stars what?
@pushthelimits try pressing the tick after you add it. Then reopen it to add more stuff.
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)
Read about it here
I've considered it.
The main problem with these is you can only control one at once... I've thought of making an AI tow plane before