@onyx63 sadly that's not a thing at the moment. But if you want to model the spooling of an engine you could try using the smooth(Throttle, function with a time that is an estimate for how long the engine takes to spool. Another approach could be to measure the rate of fuel depletion: rate(-Fuel)however this doesn't seem to provide a very precise result since the fuel depletes in very small steps.
@onyx63 it's a language I made from scratch. It doesn't really support code like a scripting language, only "single-line" expressions. There is a nice community made guide here if this post isn't enough.
The best thing you can do in this situation is to not spread the link to it everywhere... so uh... yeah.
Also, bad bad idea to try downloading software from someone who's clearly not afraid of committing cybercrime for profit. Especially as their download page links to an official-looking guide on how to disable "System Integrity Protection", which is a system in MacOS to prevent a program from installing unofficial Kernel Extensions, runtime code injection, and accessing system files and directories.
this is an inherent property of the XML and specifically floating point numbers that it is represented by - overload only allows you to edit these values
Ammo tag for rocket pods wouldn't make sense, it's for cannons. There are 7 rockets in a pod, and they are physically there, you would have to create a new rocket pod model etc to change the ammo count (make custom pod with the rocket parts)
for 3 & 4: the whole point of overload is that you can change the values in the XML outside of how they were designed to be changed in the designer. As such, you can break things by giving things unreasonable values like Inifinity or NaN.
It used to delete the location select button so you had to fly the whole route yourself, but that broke in an update where the location button was changed.
@NewmanSTAR man I'm glad someone cracked the advanced targeting one, been waiting years for someone to find the whole thing (and not just accidentally trigger it by glitching the game). As for the numbers, they may or may not mean anything but I've actually forgotten myself and I didn't write it down, so good luck with them! Also, the laser works.
@DerpTheSoyacfartala isn't it funny that shattering sounds like shattering, and tire screech sounds like tire screech? There must be something going on here...
The iOS versions of the game, as well as recent versions of the android game cannot load code from mods, so mods with custom behaviours like advanced targeting, refuel, smoke trails, tracks, instrumentation, underwater camera etc, will not work on 1.9. The mods listed here are simple content - just some extra parts with different models and configurations, so they will work on the android version - this is nothing new. You'll notice they're all content like maps, and additions to the default map which can be made in the unity editor without writing code. The "Superfleet Plugin" isn't really a mod at all. Locations store the positions of the ships, so if you save a location while parked on a ship, and go back to it, the ship is still under you. All that is, is a settings file with some locations that have all the ships in the same place. That's why it works on all platforms, because it's just a settings file with some locations.
And to clear up your confusion - recent versions of the android game cannot load code from mods, so mods with custom behaviours like advanced targeting, refuel, smoke trails, tracks, instrumentation etc, will not work on 1.9. The mods you're using here are simple content - just some extra parts with different models and configurations, so they will work on the android version - this is nothing new.
@Kakhikotchauri1 the unity version did change to 2019.4.8, so that may be the route of the issue if the people who made the tree mods want to investigate.
@jamesPLANESii I didn't design that thing to ever work in the designer (since it's an input expression and their aren't craft inputs in the designer), so try it in the level?
@BlackThuNDR2nd it won't, and because of that, I've implemented most of the features from this mod into the base game. You can access blueprints and orthographic mode by clicking the eye on the right hand side of the designer and then the blueprint and orthographic buttons, and the attachment editor in the rotate submenu on the right.
@SilucaBloodfallen this is because TargetHeading is just the heading of the target (angle between the target and North), and setting the rotator to rotate by that angle won't make it point at the target. You'll need to find the difference between the current heading and the target heading, and then make sure the range of the rotator is set correctly too. The expression will get even more complex if you want to predict the future position of the target, there's an example here
@ParziParziTheVal please don't comment on my post just for the sake of leaving a pointless trail of links through the site. It's a waste of space and time.
@Freerider2142 @Inuyasha8215 did you make sure to update the multiplayer mod too? If you use the version from before this mod was released it probably won't work.
@MisterT see the note I just put in the description. Make sure you have the latest version of both. If you downloaded (not via workshop) quickly, then you may have got the version which wasn't adjusted for HF's update.
@Spearhead resizing the wing with the designer tool will affect how much lift it produces, but if you change the scale vector in overload, the lift will be as if it wasn't scaled.
@Spearhead not specifically. The way that is done is by scaling down a wing (which can be done with the scale attribute with this mod), and hiding it inside the fuselage.
@TheOneTrueTrollYT android only supports a subset of mods - ones that only add unscripted content such as simple maps and map plugins. Complex mods like this will not load into anything after 1.8.
@vcharng nope, it's documented as: deltaangle(a, b) - The shortest angle delta between angles a and b in degrees.
So do deltaangle(TargetHeading, Heading)
Not really sure what you're looking at but of course the "structure" is a mess because you're using an asset extractor. Which doesn't tell you whether something is new or not. I think pretty much all the "new" stuff you're on about is very very old.
@BagelPlane pssst. You think it's a bit fishy how he got close enough to tell you how he thought it was a T-90 shape yet his best screenshot of it was 20 pixels across, and the HUD visible in his screenshot showed him at the same speed, altitude and heading as the supposed AI tank would have been going?
It's fine, a lot of people just want to browse the website and get notified about new builds from people, but don't feel the need to post or engage in conversation.
@Tech mod support being lost on the new versions arose entirely from technical constraints caused by changing Google Play Store policy. We'd have kept it if we could. I'm not sure why you are complaining about this mod in particular though, because if you have 1.8 or before then you can use this mod, and if you have anything newer than that you can switch the mode to metric from the in-game settings.
@DeathStalker627 The fuseInput parameter can be added to the Cannon modifier. It takes an expression defined with Funky Trees and sets the fuse time of a shell to that time when the shell is fired. Here's a good starter expression that accounts for some velocity of the target (but not gravity, or change in closure rate). fuseInput = TargetSelected ? TargetDistance / (1000 - rate(TargetDistance)) : 60 (where 1000 is replaced with projectile velocity).
@Pizzaschnitzel why don't you click it
Except this forum. This forum can be in the mods section.
+6@onyx63 sadly that's not a thing at the moment. But if you want to model the spooling of an engine you could try using the
smooth(Throttle,
function with a time that is an estimate for how long the engine takes to spool. Another approach could be to measure the rate of fuel depletion:rate(-Fuel)
however this doesn't seem to provide a very precise result since the fuel depletes in very small steps.@onyx63 it's a language I made from scratch. It doesn't really support code like a scripting language, only "single-line" expressions. There is a nice community made guide here if this post isn't enough.
@squideater56 it really doesn't. The core was built pretty much up from the ground to be more organised and efficient.
+1@PositivePlanes I mean why don't we just keep updating SR instead of bothering with this SR2 nonsense...
The best thing you can do in this situation is to not spread the link to it everywhere... so uh... yeah.
Also, bad bad idea to try downloading software from someone who's clearly not afraid of committing cybercrime for profit. Especially as their download page links to an official-looking guide on how to disable "System Integrity Protection", which is a system in MacOS to prevent a program from installing unofficial Kernel Extensions, runtime code injection, and accessing system files and directories.
At least, I figured the first row. Can't remember the second line though, but the first might be a hint.
+1@NexusGaming
for 3 & 4: the whole point of overload is that you can change the values in the XML outside of how they were designed to be changed in the designer. As such, you can break things by giving things unreasonable values like Inifinity or NaN.
It used to delete the location select button so you had to fly the whole route yourself, but that broke in an update where the location button was changed.
@NewmanSTAR man I'm glad someone cracked the advanced targeting one, been waiting years for someone to find the whole thing (and not just accidentally trigger it by glitching the game). As for the numbers, they may or may not mean anything but I've actually forgotten myself and I didn't write it down, so good luck with them! Also, the laser works.
Edit: I remembered the code, it's decodable.
+5@DerpTheSoyacfartala isn't it funny that shattering sounds like shattering, and tire screech sounds like tire screech? There must be something going on here...
+3I'd be surprised if they're actually exactly the same sound! Definitely not a deliberate reference, though.
+4Interceptor:
Guardian:
Inferno:
Cleaver:
+10The iOS versions of the game, as well as recent versions of the android game cannot load code from mods, so mods with custom behaviours like advanced targeting, refuel, smoke trails, tracks, instrumentation, underwater camera etc, will not work on 1.9. The mods listed here are simple content - just some extra parts with different models and configurations, so they will work on the android version - this is nothing new. You'll notice they're all content like maps, and additions to the default map which can be made in the unity editor without writing code. The "Superfleet Plugin" isn't really a mod at all. Locations store the positions of the ships, so if you save a location while parked on a ship, and go back to it, the ship is still under you. All that is, is a settings file with some locations that have all the ships in the same place. That's why it works on all platforms, because it's just a settings file with some locations.
+2@Yoloman2020 but they won't look as cool as this :)
+4And no need to be sorry, I was the one that added the
explosionScale
option to the game...And to clear up your confusion - recent versions of the android game cannot load code from mods, so mods with custom behaviours like advanced targeting, refuel, smoke trails, tracks, instrumentation etc, will not work on 1.9. The mods you're using here are simple content - just some extra parts with different models and configurations, so they will work on the android version - this is nothing new.
@TheDerpingMemes that's not appropriate
@Kakhikotchauri1 the unity version did change to 2019.4.8, so that may be the route of the issue if the people who made the tree mods want to investigate.
This is not a 1.10 bug, 1.10 didn't add trees...
@jamesPLANESii I didn't design that thing to ever work in the designer (since it's an input expression and their aren't craft inputs in the designer), so try it in the level?
+4@BlackThuNDR2nd it won't, and because of that, I've implemented most of the features from this mod into the base game. You can access blueprints and orthographic mode by clicking the eye on the right hand side of the designer and then the blueprint and orthographic buttons, and the attachment editor in the rotate submenu on the right.
@SilucaBloodfallen this is because TargetHeading is just the heading of the target (angle between the target and North), and setting the rotator to rotate by that angle won't make it point at the target. You'll need to find the difference between the current heading and the target heading, and then make sure the range of the rotator is set correctly too. The expression will get even more complex if you want to predict the future position of the target, there's an example here
+1@SilucaBloodfallen yes, you can. But put capitals, so it's
+3TargetHeading
@Leftybar it's not an IP, it's just the 6 digit code you see in the address bar, it looks like this:
q0pa1x
.@Leftybar click the down arrow that's above the description, then press "edit redirect"
@ParziParziTheVal please don't comment on my post just for the sake of leaving a pointless trail of links through the site. It's a waste of space and time.
+7@Freerider2142 @Inuyasha8215 I think I may have fixed the issue. Try downloading v0.11 (should update automatically if you have it on steam).
@Freerider2142 It shouldn't be related. But it seems that it is weirdly. I might try and restructure the mod to see if that changes things.
+3@Inuyasha8215 ah, right. That means it could be clashing with another mod of mine actually - likely UnderwaterCamera.
@Inuyasha8215 are there any warnings in the side panel when you select either this mod or the multiplayer mod in the mod menu?
+1@Freerider2142 @Inuyasha8215 did you make sure to update the multiplayer mod too? If you use the version from before this mod was released it probably won't work.
+1@MisterT see the note I just put in the description. Make sure you have the latest version of both. If you downloaded (not via workshop) quickly, then you may have got the version which wasn't adjusted for HF's update.
@Spearhead resizing the wing with the designer tool will affect how much lift it produces, but if you change the
+1scale
vector in overload, the lift will be as if it wasn't scaled.@14ROVI he has either an old version or non-code mods. Loading assemblies is the thing >1.8 android can't do.
@Spearhead not specifically. The way that is done is by scaling down a wing (which can be done with the scale attribute with this mod), and hiding it inside the fuselage.
+1@UraniumOxide @TastyTanks see the comment here
The below message seems correct. If it doesn't actually have any beta parts, I can remove the beta tag from it.
+4@TheOneTrueTrollYT android only supports a subset of mods - ones that only add unscripted content such as simple maps and map plugins. Complex mods like this will not load into anything after 1.8.
+1@vcharng nope, it's documented as:
deltaangle(a, b)
- The shortest angle delta between angles a and b in degrees.So do
deltaangle(TargetHeading, Heading)
You can use the
deltaAngle(
function that will always give a value between -180 and 180Landing gear is 0 when down and 1 when up on PC, too.
Not really sure what you're looking at but of course the "structure" is a mess because you're using an asset extractor. Which doesn't tell you whether something is new or not. I think pretty much all the "new" stuff you're on about is very very old.
+12@BagelPlane pssst. You think it's a bit fishy how he got close enough to tell you how he thought it was a T-90 shape yet his best screenshot of it was 20 pixels across, and the HUD visible in his screenshot showed him at the same speed, altitude and heading as the supposed AI tank would have been going?
+4Nice tank. Did you make it yourself?
+1It's fine, a lot of people just want to browse the website and get notified about new builds from people, but don't feel the need to post or engage in conversation.
+3@Tech mod support being lost on the new versions arose entirely from technical constraints caused by changing Google Play Store policy. We'd have kept it if we could. I'm not sure why you are complaining about this mod in particular though, because if you have 1.8 or before then you can use this mod, and if you have anything newer than that you can switch the mode to metric from the in-game settings.
+1@StavinairCaeruleum 1.8
Unfortunately that data is outputted for the cockpit and not the bomb. So it would be a fair bit harder.
+1@DeathStalker627 The
fuseInput
parameter can be added to theCannon
modifier. It takes an expression defined with Funky Trees and sets the fuse time of a shell to that time when the shell is fired. Here's a good starter expression that accounts for some velocity of the target (but not gravity, or change in closure rate).fuseInput
=TargetSelected ? TargetDistance / (1000 - rate(TargetDistance)) : 60
(where 1000 is replaced with projectile velocity).