If you want help with the scripting you could always ask, it might be a bit hard to run you through step by step although thinking if it it wouldn't be that hard...
@FrogmasterAereonautics there was an accident (caused by moped crashing into caravan) and all three lanes were going about 2mph. Then we see two people on mopeds riding down the hard shoulder. And they weren't just riding. They were overtaking on the hard shoulder....
@KingDeadshot yes but the first chicken egg came before the first chicken. It was not lain by a chicken, but the chicken's ancestor. Out of it, hatched the chicken.
In fact, you could argue that the chicken still existed inside the egg as a foetus. I'm not too sure about the internal structure of a chicken but it's really just wether the embryo or the shell is formed first. I think it might be the embryo but I'm not too sure.
@WillB88 also, it's not the devs that need to approve code. It's apple. Apple would need to review every single mod. That would be a massive waste of their time, and they wouldn't bother.
@WillB88 there are soooo many people asking for this that if there was a way it would be implemented. The aircraft files are data, not code and that's complete nonsense.
Disabling water via dev console or mod is easy, but disabling water physics is not. You know, I've got an idea, but I probably won't get round to it in the next few months.
Use CoM modded parts to help get your mass low.
Add a small fuselage to the bottom, and give it some weight. Then, in the xml for that part (where you would put scale) add centerOfMass="0,-10,0" if it's not enough, change the -10 to something lower. Or you could tag me on an unlisted copy, if it's within the next 20 mins or so!
It also seems they die when they leave the ground for too long. I made a mod that resets their 'time off ground' counters to 0 every few secs, which stopped that, although I never got round to releasing it. It also added magnets which can attract them, so that you can capture and enslave them with ease :)
Flaps are easily possible with xml modding. Simply create a control surface on the main wing and bind it to VTOL. Or you can use rotators, which doesn't require modding.
I once experimented with XML modding CoM really low, it actually works and I use it on ships, but it's a bit glitchy when you set it too far. Add to a detacher (doesn't need to be activated, just physics reasons means it will less likely blow up) for less death.
@Tully2001 On the terrain component, select the cog icon for settings. At the bottom you should find Terrain Width, Terrain Height and Terrain Length settings. Use these to scale the terrain.
If you want help with the scripting you could always ask, it might be a bit hard to run you through step by step although thinking if it it wouldn't be that hard...
@FrogmasterAereonautics there was an accident (caused by moped crashing into caravan) and all three lanes were going about 2mph. Then we see two people on mopeds riding down the hard shoulder. And they weren't just riding. They were overtaking on the hard shoulder....
@Cadin it still shows you as silver.... unacceptable!
@Cadin @ian8811946 I believe toscio56 makes ropes by attaching lots of wings together..... not quite sure how.
@Cadin drat, you're two points off gold....
@Cadin get ready to be gold! :D
@BoxGlow there's actually a dev console command that comes with the mod, SetTimeScale
@undeadhero182 sp already has slow motion, press L to toggle it ;)
@FrogmasterAereonautics I've been to Italy... Is it just me or do the moped riders have a death wish?
@KingDeadshot but when you eat an egg you eat the contents not the shell...
@KingDeadshot it depends what you define an egg as. Do you define it as the shell or the shell and the embryo?
@KingDeadshot yes but the first chicken egg came before the first chicken. It was not lain by a chicken, but the chicken's ancestor. Out of it, hatched the chicken.
In fact, you could argue that the chicken still existed inside the egg as a foetus. I'm not too sure about the internal structure of a chicken but it's really just wether the embryo or the shell is formed first. I think it might be the embryo but I'm not too sure.
"4% for takeoff" - wow that must be fast in forward flight
"AG 1 for more speed" - oh dear
@MemeKingIndustriesAndMegaCorporation @RedstoneAeroAviation when I've finished my two main products, it shouldn't take long
@WillB88 also, it's not the devs that need to approve code. It's apple. Apple would need to review every single mod. That would be a massive waste of their time, and they wouldn't bother.
@WillB88 there are soooo many people asking for this that if there was a way it would be implemented. The aircraft files are data, not code and that's complete nonsense.
They're in your steam installation/steamapps/common/simpleplanes/modtools
You'll also need unity.
I think maybe there should be a warning, but a button to continue anyway.
Which ones have you tried?
@ForeverPie not zipped (ie .spmod)?
??? Just put them in your mods folder....
whoa! that snuck in behind the other maps, can't believe I missed it!
Disabling water via dev console or mod is easy, but disabling water physics is not. You know, I've got an idea, but I probably won't get round to it in the next few months.
+1It's very subtle and it took me a while to notice but on car races, the chase view is replaced by something similar to this.
+1Use CoM modded parts to help get your mass low.
Add a small fuselage to the bottom, and give it some weight. Then, in the xml for that part (where you would put scale) add
centerOfMass="0,-10,0"
if it's not enough, change the -10 to something lower. Or you could tag me on an unlisted copy, if it's within the next 20 mins or so!But modders wouldn't have anything to do then....
Cool! You could change the skybox and disable gravity to make it even better!
It also seems they die when they leave the ground for too long. I made a mod that resets their 'time off ground' counters to 0 every few secs, which stopped that, although I never got round to releasing it. It also added magnets which can attract them, so that you can capture and enslave them with ease :)
@ian8811946 oh yeah, well, you could make your own part or do some scripting.
@SkullsAndCrossbones yes, he's good at swashplates. I built some copters with option 1, you have to get the CoM a tiny bit in front of the prop.
+1As in, through a mod?
Well, you just apply it through the collider of a part, right?
@Romm100 code that has not gone through the app store is not allowed to run on one of the devices.
You have two options:
1. A large prop on rotators
2. A very complex swashplate system (incredibly difficult)
@Flightsonic I feel the same way. We need a rule against this.
@TheTekkit101 where is it?
This does exist, I know. I have heard. Wether it still works, I am not sure. I will try to find out, or make a similar mod.
Flaps are easily possible with xml modding. Simply create a control surface on the main wing and bind it to VTOL. Or you can use rotators, which doesn't require modding.
@Tully2001 but is there a Greece tag?
Plus, something I'd like to bring up is mod tags, so we can seperate maps from parts from designer backgrounds.
Yes, but then to officially implement mod support (it'd have to be) would be kinda encouraging jailbreaking which is bad.
There are so many duplicate posts of this.... It really does my head in.
Unless you can figure out a way to do so, no.
mechs = upvotes
403 - Forbidden
I have one of these!
I'm guessing you're using CoM stabilised gimballed engines for upwards thrust? cool!
Cars on parachutes
This contains a sample implementation
I once experimented with XML modding CoM really low, it actually works and I use it on ships, but it's a bit glitchy when you set it too far. Add to a detacher (doesn't need to be activated, just physics reasons means it will less likely blow up) for less death.
@Tully2001 On the terrain component, select the cog icon for settings. At the bottom you should find Terrain Width, Terrain Height and Terrain Length settings. Use these to scale the terrain.