Holding shift while dragging a part will break it away from all connected parts and drag it alone. There were also a bunch of new designer inputs added in the steam deck compatibility update that was pushed.
It's all based on experimental data. If I had to guess it could be that there's 24 individually moving nozzle flaps that aren't combined into the part group mesh like most parts are.
.
1 - Removing an upvote will remove the points it gave when that users points next update
2 - Here's a super old video of SP https://youtu.be/clglambOTHA, on Andrew's channel. This was well before my time (I joined between 2 and 3 years ago) but it gives you some idea of when the game was being initially developed. Jundroo had already made a number of engineering/building games including the original SimpleRockets, so it was probably a continuation of this trend, upped to 3d.
3 - Don't know, probably a test mod. Mods section is relatively new (on the timescale of the game's lifetime). Previously they were on the forums, and maybe even on the subreddit before that.
4 (and 5) - Depends what the mod is and who makes it. Mods can do basically anything if you know how to do said thing. It's not about what a mod can do but what the person making the mod makes it do.
7 - There's no hard limit, just what system resources can handle. It'd definitely blow up over 2147483647 since integer indexing would overflow but you'd run out of memory way way before then.
8 - Don't know
9 - I think it's this one - it was uploaded before accounts were a thing so nobody has the points from it, but I think it was Andrew's.
10 - no clue, and "release" is a relative term given it was released at different times on android/ios, gumroad, then steam, and also other app stores like amazon and GOG.
11 - dunno. Probably by Andrew because he's the one that does the website development.
in terms of "reducing part counts" SP pretty much already does this behind the scenes. Parts that don't have rotators, detachers or other physics-related joints between them are combined into a single physics body during flight, which greatly reduces the physics processing. Within these bodies there are part groups which are automatically generated. A part group is the smallest unit of parts that can "break off" of from the craft, and this means all of the parts in a group can be actually combined into a single mesh (3d object) to reduce the amount of draw calls sent to the GPU. This all happens automatically as the aircraft is loaded into the game.
@Ohmyus it is a shame they aren't consistent however as was said below I wouldn't want to change things and potentially break existing designs. To simplify working with them, the deltaangle(a, b) function will probably be useful to you.
@Korzalerke I don't maintain the site, however I am able to tell pretty easily that what you have stumbled on is in fact your own bio. They're posts like any other so that they can fit in with the rest of the system for reporting, deleting, editing etc.
I removed your post - while I don't want to come across as suppressing information, the SimplePlanes forums just aren't really the place for breaking news, true or false. People can get their news from other sources, this is a forum about a plane game.
Very nice plane, a few notes for the VR users though:
Would be nice to have a first person camera that is levelled - currently feels like the whole world is tilted down because the camera is
Lots of decorative controls set to "0" - this isn't a valid control input and causes error spam, setting them to Disabled is the recommanded practice.
Unfortunately the code doesn't seem to handle the 0 Control very gracefully and actually logging so many errors every frame is causing a significant amount of lag, so you might get a decent performance boost from setting your controls to Disabled instead of 0.
You shouldn't make a forum post to call out other users. If you have a problem, you can report comments to moderators or mention them on a private post
@huiyuanzhang it doesn't quite apply. SP's atmosphere was already long built when I made the IAS readout and I didn't want to change it and affect the way people's aircraft fly. I decided to make IAS match how the aircraft would be flying, rather than what IAS would be at that altitude in real life. This also means it doesn't include calculation for compressibility effects etc. I also never added a Mach readout because the concept of Mach simply doesn't exist in SP's aerodynamics, so the number is only really of value for aesthetics or realism. You could probably just assume vague standard temperature of 15C surface and the 2 degrees per thousand feet rule (or 3.5C per km) for lapse rate. The formula used for the mach readout in the stock Wasp jet is TAS/(340-clamp((Altitude*0.003937),0,43)) which was made by someone else
@SnoWFLakE0s Remember that curvature doesn't deform the individual characters, just moves them, so you need multiple lines to have vertical curvature show up properly.
I pushed an update to this craft's XML before curating it to fix the canopy - I set preventBreaking to true on the canopy piston and fixed the connections (it was connected to the fuel source selector)
@xiaozhang358 I do remember the easter egg. Nice work decoding the first part. I honestly can not remember, and have no record of, what the second part means. I'd also say there's a 50% chance it doesn't mean anything and I put random numbers in it to mess with people. Sorry. Also, I don't think 7 * 191 is a hint for the second one. It has a meaning in itself.
It seems to be raised 2cm above centre. The Kicking Fish has the engine on its side for some reason. However the centre of thrust is not offset at all.
@LYBHYDRA if you sign into your SP account on the headset you can favourite crafts on the website and then get them from the favourites section of the in-game menu. Press the little user icon in the main menu to sign in. You can also see all your uploads including unlisted when signed in.
"Auto-save" (saving to __editor__.xml) currently only occurs when application focus changes away from SP (so alt tab, etc), or when exiting the designer. This would be a fairly simple mod to implement for anyone familiar with C# Reflection.
Edit: just saw the comment below too. Presume they're just thinking of calling OnApplicationPause on DesignerScript, which is probably the easy route.
Stacked control bases should work at the moment, unless you connect them through another part that has physics joints such as a rotator or detacher. But if you have an unbroken chain of ControlBases, it should work. Some on craft from 1.11 might not work if you load them into SPVR without going through the designer first but I'm looking into this.
@Shmitzseneous nope, this uses scripts which don't work on android mods any more. Only mods without scripts like some simple maps or parts etc work on android.
Good luck changing it back again :P
+1Holding shift while dragging a part will break it away from all connected parts and drag it alone. There were also a bunch of new designer inputs added in the steam deck compatibility update that was pushed.
+1It's all based on experimental data. If I had to guess it could be that there's 24 individually moving nozzle flaps that aren't combined into the part group mesh like most parts are.
+16.
+111 - Removing an upvote will remove the points it gave when that users points next update
2 - Here's a super old video of SP https://youtu.be/clglambOTHA, on Andrew's channel. This was well before my time (I joined between 2 and 3 years ago) but it gives you some idea of when the game was being initially developed. Jundroo had already made a number of engineering/building games including the original SimpleRockets, so it was probably a continuation of this trend, upped to 3d.
3 - Don't know, probably a test mod. Mods section is relatively new (on the timescale of the game's lifetime). Previously they were on the forums, and maybe even on the subreddit before that.
4 (and 5) - Depends what the mod is and who makes it. Mods can do basically anything if you know how to do said thing. It's not about what a mod can do but what the person making the mod makes it do.
7 - There's no hard limit, just what system resources can handle. It'd definitely blow up over 2147483647 since integer indexing would overflow but you'd run out of memory way way before then.
8 - Don't know
9 - I think it's this one - it was uploaded before accounts were a thing so nobody has the points from it, but I think it was Andrew's.
10 - no clue, and "release" is a relative term given it was released at different times on android/ios, gumroad, then steam, and also other app stores like amazon and GOG.
11 - dunno. Probably by Andrew because he's the one that does the website development.
@IceCraftGaming no, it does not use the subassembly system, it automatically combines parts at all times, behind the scenes.
+3in terms of "reducing part counts" SP pretty much already does this behind the scenes. Parts that don't have rotators, detachers or other physics-related joints between them are combined into a single physics body during flight, which greatly reduces the physics processing. Within these bodies there are part groups which are automatically generated. A part group is the smallest unit of parts that can "break off" of from the craft, and this means all of the parts in a group can be actually combined into a single mesh (3d object) to reduce the amount of draw calls sent to the GPU. This all happens automatically as the aircraft is loaded into the game.
+11@Ohmyus it is a shame they aren't consistent however as was said below I wouldn't want to change things and potentially break existing designs. To simplify working with them, the
+2deltaangle(a, b)
function will probably be useful to you.Simply recolouring and reuploading a post isn't considered enough to be "significant changes" to a craft.
+7Your post has been removed because it appears to have broken the website rules. You can read them here
@Madelvasallo7 no
+4@Korzalerke I don't maintain the site, however I am able to tell pretty easily that what you have stumbled on is in fact your own bio. They're posts like any other so that they can fit in with the rest of the system for reporting, deleting, editing etc.
+6@Ambarveis if you mean the android version, no the android version of the game can no longer load code from mods so it wouldn't work.
+1@Korzalerke yes
Try again, should hopefully be fixed now
You know, I'm just going to assume this post is because of that thing that has just got you banned for a week so bye bye mr forum post
@SkullKid25 idk man I'm from the UK
+3The landing gear raises with the aircraft every time you ascend.
+5@LobsterBisque128 nope, moving things only work when they are directly connected to a control base.
Please use the report feature to send a report to the moderators instead of posting screenshots on the forums to cause even more attention
I removed your post - while I don't want to come across as suppressing information, the SimplePlanes forums just aren't really the place for breaking news, true or false. People can get their news from other sources, this is a forum about a plane game.
@Spillo Great, I've re-curated the craft for you.
@Spillo Do you have access to the "Update XML" button in the post dropdown? If not, I can update the craft file for you.
@SsKyCoSs @Krikkit42 below should answer your question about the lag
+1Very nice plane, a few notes for the VR users though:
Disabled
is the recommanded practice.Unfortunately the code doesn't seem to handle the
+30
Control very gracefully and actually logging so many errors every frame is causing a significant amount of lag, so you might get a decent performance boost from setting your controls toDisabled
instead of0
.You shouldn't make a forum post to call out other users. If you have a problem, you can report comments to moderators or mention them on a private post
@huiyuanzhang it doesn't quite apply. SP's atmosphere was already long built when I made the IAS readout and I didn't want to change it and affect the way people's aircraft fly. I decided to make IAS match how the aircraft would be flying, rather than what IAS would be at that altitude in real life. This also means it doesn't include calculation for compressibility effects etc. I also never added a Mach readout because the concept of Mach simply doesn't exist in SP's aerodynamics, so the number is only really of value for aesthetics or realism. You could probably just assume vague standard temperature of 15C surface and the 2 degrees per thousand feet rule (or 3.5C per km) for lapse rate. The formula used for the mach readout in the stock Wasp jet is
+1TAS/(340-clamp((Altitude*0.003937),0,43))
which was made by someone else@SkyJayTheFirst Activate1 & Activate2
@PPLLAANNEE SelectedWeaponName = "weapon1"
@SnoWFLakE0s Remember that curvature doesn't deform the individual characters, just moves them, so you need multiple lines to have vertical curvature show up properly.
This isn't a build
If you play it, it won't be dead. And I'm not sure what it's got to do with KSP2.
+5I pushed an update to this craft's XML before curating it to fix the canopy - I set preventBreaking to true on the canopy piston and fixed the connections (it was connected to the fuel source selector)
+1@xiaozhang358 I do remember the easter egg. Nice work decoding the first part. I honestly can not remember, and have no record of, what the second part means. I'd also say there's a 50% chance it doesn't mean anything and I put random numbers in it to mess with people. Sorry. Also, I don't think 7 * 191 is a hint for the second one. It has a meaning in itself.
+5@Upv0te the part count is due to the number of pixels in the image. Scale the image smaller for a lower part count
@Yoloooooo yes
It seems to be raised 2cm above centre. The Kicking Fish has the engine on its side for some reason. However the centre of thrust is not offset at all.
You got it right basically - the output will follow the first input, but won't change faster than the rate specified in the second argument.
+1The diagram is mostly accurate, but I'd take pizza over caffeine any day.
@LYBHYDRA if you sign into your SP account on the headset you can favourite crafts on the website and then get them from the favourites section of the in-game menu. Press the little user icon in the main menu to sign in. You can also see all your uploads including unlisted when signed in.
@LobsterBisque128 & (and) is only true when both conditions are met, | (or) is true when either condition is met.
Upload the new one as unlisted and I'll copy the XML for you
@LobsterBisque128 everything is converted into degrees for you for funky trees.
@MrShenanigans just use overload to put any name you like into the switch inputId, and then put the same name into the rotator input.
Been waiting for one of these that flies nice in VR for a while now. Pretty cool.
+1"Auto-save" (saving to
+2__editor__.xml
) currently only occurs when application focus changes away from SP (so alt tab, etc), or when exiting the designer. This would be a fairly simple mod to implement for anyone familiar with C# Reflection.Edit: just saw the comment below too. Presume they're just thinking of calling OnApplicationPause on DesignerScript, which is probably the easy route.
This would cause old links to break which is not ideal. If you don't want something on your account page, try not setting it as your username
+12It's just a general website error caused by the whole site slowing down, Andrew's made some tweaks so hopefully it should improve now.
+5Stacked control bases should work at the moment, unless you connect them through another part that has physics joints such as a rotator or detacher. But if you have an unbroken chain of ControlBases, it should work. Some on craft from 1.11 might not work if you load them into SPVR without going through the designer first but I'm looking into this.
+1@Shmitzseneous nope, this uses scripts which don't work on android mods any more. Only mods without scripts like some simple maps or parts etc work on android.
+7BTW,
+1sin(sum(Throttle)*3000)
will do the same thing but without the jumping when you change the throttle.