Also yes, there are some XML options for tuning the strength of the rotator and I guess if you set them to zero it would be free to spin on any unlocked axis
@OtakuNekoToT in VR you'll typically have a controller in the each hand which has a joystick or trackpad. These will be able to control the aircraft from anywhere with the same two-joystick mapping as the on-screen joysticks for mobile, so you'll have control of pitch, roll, yaw, throttle from anywhere. But you get much more precision from grabbing a large "virtual" joystick. But for yaw you can just use the stick on your controller at any time.
The most confusing thing there that warrants some explanation is the "Rotation Max" option at the bottom. It's a fairly advanced option that you shouldn't need to change much.
Its full name was "rotation max distance" and it's a property that affects how a motion controller in VR affects the rotation of the joint. For a control like a short sidestick, you would want most of the input to come from the angle the controller is held at, but a taller central control stick you would want to respond more to the position of your hand, as there is a lot of leverage. But if that was a 3-axis stick (with twisting for yaw), the yaw would be entirely based on the rotation of the controller.
So the ControlBase mixes the position and rotation of the hand based on how far away it is from the axis relative to the rotation max distance. Essentially, when the distance between the hand and the joint axis becomes smaller than rotationMaxDistance, rotation input will start being mixed in and will get stronger as you move towards the joint axis, until it is fully rotation based at the joint axis. Essentially, the effect of it is: Increasing the distance will make the control use more rotation input Decreasing the distance will make the control use more position input
@Formula350 "straight forward to decipher" = it's straight forward to decode into parameters that define the shape of the airfoil, like the camber and thickness. It is not at all straight forward to get CL/CD characteristics for them, which is what is needed for simulating the wings in SP. For that, you're better off just getting a database of all of them with precomputed values.
I just saw this and I'm perplexed. It's like trying to intimidate your school by submitting a really nice poem to their literacy competition under a pseudonym. Even if somehow you intimidated the mods... you know the mods are the ones who pick which builds get featured, right?
@CC1010 @Thecatbaron The colours appear different because of a switch in colour spaces (gamma -> linear) that was necessitated for the VR stuff. We've adjusted most stuff to look the same as before and it hopefully shouldn't affect craft that much but we probably hadn't got round to the carriers. It's all a big work in progress, as I say, just trying to put something out once a week (no promises) so you guys know we're not dead.
FAQ:
- There is no precise release date, please don't ask for one, I don't know. The current published figure is some time this year.
- Yes it works on all parts that have the fuselage editor (includes glass, hollow, inlets, and cones)
- Currently the collisions are affected, but hollow fuselages are still do not have hollow collisions (except for selecting parts in the designer)
- Currently it only acts as a single cut, from the top edge of the fuselage and going down. Me and Kevin have been testing it and might add some more functionality in the future if we find it necessary (and have time)
- The feature will be available to everyone who owns an up-to-date version of SP, in the SP 1.11 update.
@BMilan the slicing operation does affect the collisions in that the material that was removed will no longer collide. However the collision geometry for the hollow fuselage was never hollow, so unless we change that in the future, it'll be that way for actual physics in flight. In the designer, since the geometry is all static, we can much more easily make it hollow collision, so you should be able to select parts easier.
// Re-add the mods button
var main = document.getElementById("mainMenu");
var li = document.createElement("li");
var a = document.createElement("a");
a.href = "/Mods";
a.innerText = "Mods";
li.appendChild(a);
main.children[3].insertAdjacentElement("afterend", li);
The ship locations are synced to your launch locations. You probably launched from a location that had been saved or modified to place the ships there.
I believe it is set to just 9.81m/s2. If it looks off, then what's probably happening is the scale of your car is off - there's very little sense of scale when viewing on a 2d monitor. If your brain assumes it's normal car size, then the gravitational acceleration seems small in comparison, when in fact the gravity is normal and the car is big.
Also, a lot of new phones (including the Samsung A71) have 64-bit processors. This is the main reason mods were deprecated on mobile platforms - with the release of 64-bit phones, the Play store requires we support 64-bit devices, and the unity scripting backend we were using (Mono) did not support Arm64, so we had to change to a different system that unfortunately doesn't support loading code at runtime.
Are you opening a mod file on iOS in a text editor? The reason it isn't displaying anything meaningful is because the mod file is not text, hence the text editor makes no sense of it. In this case it's not to do with 64 vs 32 bit systems.
This is the same for and, ie if the first expression comes out as false, it knows the result will be false so doesn't waste time checking the second operand. The only other place similar behaviour place is observed is in the ternary operator - only the selected expression will be evaluated.
@Weebhater12 sorry but I can't see myself dropping my very exciting current projects to make a specific request for a player who just made an alt account to spam on the forums
@Weebhater12 idk, maybe when I get time to work instead of dealing with people on the forums who are annoyed because they don't like 1 of the 28 crafts on the home page and is now harassing volunteer moderators?
SP screenshots actually come up a lot on image search results. I've actually been looking for reference material on aircraft while working, and ironically all I could find was SP screenshots. Most people don't know it's an SP screenshot if it's well built, so those who don't do huge amounts of research are bound to end up with some.
Also yes, there are some XML options for tuning the strength of the rotator and I guess if you set them to zero it would be free to spin on any unlocked axis
+5@OtakuNekoToT in VR you'll typically have a controller in the each hand which has a joystick or trackpad. These will be able to control the aircraft from anywhere with the same two-joystick mapping as the on-screen joysticks for mobile, so you'll have control of pitch, roll, yaw, throttle from anywhere. But you get much more precision from grabbing a large "virtual" joystick. But for yaw you can just use the stick on your controller at any time.
+1The most confusing thing there that warrants some explanation is the "Rotation Max" option at the bottom. It's a fairly advanced option that you shouldn't need to change much.
Its full name was "rotation max distance" and it's a property that affects how a motion controller in VR affects the rotation of the joint. For a control like a short sidestick, you would want most of the input to come from the angle the controller is held at, but a taller central control stick you would want to respond more to the position of your hand, as there is a lot of leverage. But if that was a 3-axis stick (with twisting for yaw), the yaw would be entirely based on the rotation of the controller.
So the ControlBase mixes the position and rotation of the hand based on how far away it is from the axis relative to the rotation max distance. Essentially, when the distance between the hand and the joint axis becomes smaller than rotationMaxDistance, rotation input will start being mixed in and will get stronger as you move towards the joint axis, until it is fully rotation based at the joint axis. Essentially, the effect of it is:
Increasing the distance will make the control use more rotation input
Decreasing the distance will make the control use more position input
@Formula350 "straight forward to decipher" = it's straight forward to decode into parameters that define the shape of the airfoil, like the camber and thickness. It is not at all straight forward to get CL/CD characteristics for them, which is what is needed for simulating the wings in SP. For that, you're better off just getting a database of all of them with precomputed values.
+1@Gudetama3421 not our choice that they can't be supported any more.
+4@BogdanX no need to have pistons, FT should suffice
+2I just saw this and I'm perplexed. It's like trying to intimidate your school by submitting a really nice poem to their literacy competition under a pseudonym. Even if somehow you intimidated the mods... you know the mods are the ones who pick which builds get featured, right?
Yeah uh I'm gonna have to pass on this one someone try it
+5@CC1010 @Thecatbaron The colours appear different because of a switch in colour spaces (gamma -> linear) that was necessitated for the VR stuff. We've adjusted most stuff to look the same as before and it hopefully shouldn't affect craft that much but we probably hadn't got round to the carriers. It's all a big work in progress, as I say, just trying to put something out once a week (no promises) so you guys know we're not dead.
+1I'd just like to say that no, this was not modded gameplay
+19I was the one showing off, but all credit goes to @weebabyseamus for this beautiful remodelling of the classic stock jet.
I was the one showing off, but all credit goes to @weebabyseamus for this beautiful remodelling of the classic stock helicopter.
@1918 Not really, because I don't know what it will have changed to when we release.
+2If you take SPVR, take off the VR headset, and add keyboard controls, you have a game called SimplePlanes. You already have SimplePlanes, right now!
@e_soup I thought about that, but keeping it secret was more painful
+1@letsgofast11 it's a pinned post, so it sticks at the top of all sections, including the forums, blog, tournaments, etc.
@Shoukaku nope, but there will probably be a new Gator
+3FAQ:
- There is no precise release date, please don't ask for one, I don't know. The current published figure is some time this year.
- Yes it works on all parts that have the fuselage editor (includes glass, hollow, inlets, and cones)
- Currently the collisions are affected, but hollow fuselages are still do not have hollow collisions (except for selecting parts in the designer)
- Currently it only acts as a single cut, from the top edge of the fuselage and going down. Me and Kevin have been testing it and might add some more functionality in the future if we find it necessary (and have time)
- The feature will be available to everyone who owns an up-to-date version of SP, in the SP 1.11 update.
@BMilan the slicing operation does affect the collisions in that the material that was removed will no longer collide. However the collision geometry for the hollow fuselage was never hollow, so unless we change that in the future, it'll be that way for actual physics in flight. In the designer, since the geometry is all static, we can much more easily make it hollow collision, so you should be able to select parts easier.
+5@ChrisPy that's when I steal his unlisted upload to fly myself
+17@DeezDucks It wasn't to cackle at you later, I was cackling as you were doing it, on mute
+7@Destroyerz117 yes, it applies to all parts with the Fuselage modifier
+5@RC1138Boss yes, 1.11 will be in the base game on all currently supported platforms
@V yeah, it works on all fuselage parts
+5It's not like we're making the same helicopter or anything, you're doing the ugly naval one!
+32@Kennneth it's designed for motion controllers, but there's nothing stopping you setting up keyboard controls if you want.
I'd just go for it now, you'll probably want to start anew after the update with the latest blog post
+6Lol, I made a browser extension userscript ages ago to add it back
+4Thanks to @pedro16797 for helping with the thumbnail, though I chose not to use the alternative version that Andrew suggested he make.
+7The suggestions post is here
The ship locations are synced to your launch locations. You probably launched from a location that had been saved or modified to place the ships there.
+5God dammit Andrew, I leave the fort for a minute and this!
+51@12705129 @Alanthelegendaryfighter please bicker somewhere that's not my comments section
Who's on the sphinx again?
+28that's called spam
I believe it is set to just 9.81m/s2. If it looks off, then what's probably happening is the scale of your car is off - there's very little sense of scale when viewing on a 2d monitor. If your brain assumes it's normal car size, then the gravitational acceleration seems small in comparison, when in fact the gravity is normal and the car is big.
+7Also, a lot of new phones (including the Samsung A71) have 64-bit processors. This is the main reason mods were deprecated on mobile platforms - with the release of 64-bit phones, the Play store requires we support 64-bit devices, and the unity scripting backend we were using (Mono) did not support Arm64, so we had to change to a different system that unfortunately doesn't support loading code at runtime.
Are you opening a mod file on iOS in a text editor? The reason it isn't displaying anything meaningful is because the mod file is not text, hence the text editor makes no sense of it. In this case it's not to do with 64 vs 32 bit systems.
@SnoWFLakE0s I mean since you only support a cubic function derivative should just be 3ax^2 + 2bx + c right?
+1You aren't, though
This is the same for and, ie if the first expression comes out as false, it knows the result will be false so doesn't waste time checking the second operand. The only other place similar behaviour place is observed is in the ternary operator - only the selected expression will be evaluated.
I don't know if you have enough points now or it just works because I edited it but it shows the photo now
+7@Weebhater12 sorry but I can't see myself dropping my very exciting current projects to make a specific request for a player who just made an alt account to spam on the forums
@Weebhater12 idk, maybe when I get time to work instead of dealing with people on the forums who are annoyed because they don't like 1 of the 28 crafts on the home page and is now harassing volunteer moderators?
You know nobody cares about your childish outbursts. We can delete them all day.
@Mostly I think it was accidentally re-approved while we cleared out the mod queue
SP screenshots actually come up a lot on image search results. I've actually been looking for reference material on aircraft while working, and ironically all I could find was SP screenshots. Most people don't know it's an SP screenshot if it's well built, so those who don't do huge amounts of research are bound to end up with some.
+8@Cream not while I'm busy removing your fake entries :P
Been a while, fancy seeing you back here