@StavinairCaeruleum the line has always been the same that for technical reasons (having to support ARM64 and therefore not being able to use Mono), scripted mods are not going to be available on Android. The mods menu is still there because:
There are some mods (Overload and Fine Tuner) that are bundled with the game and thus will work on any platform out of the box
Mods without scripts (some maps, map plugins, designer plugins) can also work on Android as they are just content and do not execute code.
@AnoniMosu Thanks for the report, the issue should be fixed in the next beta patch. But by the way, Activate1 = true means exactly the same as Activate1, so there's little point writing it.
@FlipposMC yeah, I put FT support in most activationGroup inputs but didn't bother with the beacon lights since they have the input field already there.
Sorry about the bugs. The thing with those TypeLoadExceptions was a Unity migration issue with the multiplayer mod that was compiled with Unity 2018. I'm working on that now. And the for beacon light thing, put FT stuff in the input field, instead of activationGroup.
@MisterT Since the update is in beta right now, I'm not going to add the new stuff quite yet. If I get time once it's fully released, I might go through and update it.
There's a page on the website with purchasing options. In this case, if you want to avoid steam I'd recommend GOG. It's DRM-free with no online activation required to play.
This is actually a bug with Overload. It generates the first page (the Part settings) for even the attributes that aren't there. For instance if the scale of a part is at it's default setting, then the scale attribute won't appear in the XML. Overload adds these hidden attributes for you on their default settings. In this case, overload assumes the default scale for a part is 1,1,1, but then @HellFireKoder came along and made the default scale for the rocket part 0.7,0.7,0.7. When it's at it's default value, it doesn't show up so overload automatically fills it in as 1,1,1, scaling it up from what it actually was at 0.7.
@Dad it was hard making the selected material... I wanted people to be able to see the unedited glass material when it was selected so they could tweak the opacity slider and see how it looks. If there's problems with depth perception I guess we better add VR lmao.
I also don't get how the auto-hide feature makes panelling difficult. If you set override hide, then it's basically disabled.
Unless you want to upgrade to full raytracing there's no all-catching way to deal with intersecting transparent pieces. Usually, the rendering engine draws a "depth buffer" which stores the depth of every pixel that has been drawn, but when you have transparent things you have multiple objects drawn at one pixel, so it can't work properly. Unity tries it's best to render each object in the right order but when they intersect that doesn't work too well. So just don't go mad with the glass intersecting and it should be alright.
Does the part material you tried to use for the glass have a high metallic value? I should make it clearer, but if you click the part description then it gives some recommended part material parameters. But essentially, metallic makes it reflect light, which stops light from going through.
@KnightOfRen @Brendorkus This is a blog post, which don't yield any points. I'm in it for the thrills.
(Also, there's a link at the bottom of the blog post for android beta signup)
@Hedero I remember now there's a bug with using rate(IAS), which I've already got fixed for the next update but for now, I'd suggest just lowering the power of the engine to decrease the acceleration, and then lowering the drag on the aircraft to bring the top speed back up to where it was.
@Hedero well the normal way I'd do this isn't by FT, it's by removing and reducing drag on most of the aircraft, and then decreasing the power of the engines to keep the top speed down. If that isn't enough, I suppose you could try something along the lines of using Throttle * 10 / clamp01(rate(IAS) + 10). But given the spool up times of prop engines, I wouldn't be surprised if this causes an oscillation. You could also try using a hidden airbrake part with it's input set to some function of rate(IAS) (make sure you don't put negatives in there though).
It really depends how the file is "corrupted". brians1209 mentioned deleting connections. This is due to a bug with connections (that will be patched in the next update) that sometimes leads to a connection with invalid parameters being saved and makes the craft not load.
For anyone who does have this issue, they can fix it for now by opening the XML in a text editor and removing any lines that contain the text attachPointsA="" or attachPointsB="".
However if your file was corrupted after cutting power exactly as you saved the craft then I wouldn't expect this to be the issue. The issue could really be anything, I'd have to see the XML to see if it's recoverable.
@WarHawk95 yes, you would have to put a picture of your build as the thumbnail, because unless you're actually going to give people real life SMB2's, then putting something other than your craft as the thumbnail is clickbait.
@SpiderCham @Yeetmenflyer Only simple mods (those without scripts) will load on android 1.9. That does not include this, or many of my other mods at all.
Also, setting dragScale=0 won't affect performance that much since drag calculations are the same except the force never gets applied, but calculateDrag=false means that it's excluded from drag entirely. As well as causing parts behind it to get drag, this also will improve performance (mostly load times) of builds if you set it on most parts and only leave a few parts that define your drag model on.
People will upvote what they want. Do you seriously think your opinion is more important than other people's? I'm getting so tired of these I think it's unfair that <x> got more upvotes than <y> waaa posts. Either build something that people will upvote, or just acknowledge that you can play the game without being controlled by the upvote button or the points counter.
@Panthers4741 yes, you can input any expression like this into say, the input field of an InputController, if you're on mobile with overload, but you seem to know how to use XML. It'll also go in any activationGroup field if you make an expression with a boolean output
@YuriGagarim Andrew implemented this, but it seems to be looking for a device that either has iOS 13 or above, OR a device from the generation of iPhone 7 and above.
Knowing the SP drag system it's probably in a unit like cobwebs per ancient scripture. I don't think number-matching to a drag value is feasible. I think your best bet for performance matching is to match the other characteristics like wing area, mass and thrust, then adjust drag scale experimentally to match characteristics like glide ratio or "top speed" (presuming this is limited by power and not structure).
@ZHUAREVONI for limiting the range of an output you can use the clamp function. ie, clamp(Pitch, -0.5, 0.5) would limit the value to between -0.5 and 0.5
@StavinairCaeruleum the line has always been the same that for technical reasons (having to support ARM64 and therefore not being able to use Mono), scripted mods are not going to be available on Android. The mods menu is still there because:
@AnoniMosu Thanks for the report, the issue should be fixed in the next beta patch. But by the way,
Activate1 = true
means exactly the same asActivate1
, so there's little point writing it.@AnoniMosu Please could you submit a bug report with an example that reproduces that bug. The link is in the pinned comment right above.
@FlipposMC yeah, I put FT support in most activationGroup inputs but didn't bother with the beacon lights since they have the input field already there.
+1Sorry about the bugs. The thing with those TypeLoadExceptions was a Unity migration issue with the multiplayer mod that was compiled with Unity 2018. I'm working on that now. And the for beacon light thing, put FT stuff in the
input
field, instead ofactivationGroup
.@MisterT Since the update is in beta right now, I'm not going to add the new stuff quite yet. If I get time once it's fully released, I might go through and update it.
@brians1209 Humble bundle also says that it has a DRM-free download so that should work without steam too I think.
+1There's a page on the website with purchasing options. In this case, if you want to avoid steam I'd recommend GOG. It's DRM-free with no online activation required to play.
@officialryanyang I had that issue the other day. Try restarting steam or something, it should work eventually.
This is actually a bug with Overload. It generates the first page (the
+1Part
settings) for even the attributes that aren't there. For instance if the scale of a part is at it's default setting, then thescale
attribute won't appear in the XML. Overload adds these hidden attributes for you on their default settings. In this case, overload assumes the default scale for a part is1,1,1
, but then @HellFireKoder came along and made the default scale for the rocket part0.7,0.7,0.7
. When it's at it's default value, it doesn't show up so overload automatically fills it in as1,1,1
, scaling it up from what it actually was at 0.7.@Dad it was hard making the selected material... I wanted people to be able to see the unedited glass material when it was selected so they could tweak the opacity slider and see how it looks. If there's problems with depth perception I guess we better add VR lmao.
I also don't get how the auto-hide feature makes panelling difficult. If you set override hide, then it's basically disabled.
+9If you want, you can also set
overrideHide
to true in the XML and then set hideFront or hideBack as you like, since they won't auto-update any moreUnless you want to upgrade to full raytracing there's no all-catching way to deal with intersecting transparent pieces. Usually, the rendering engine draws a "depth buffer" which stores the depth of every pixel that has been drawn, but when you have transparent things you have multiple objects drawn at one pixel, so it can't work properly. Unity tries it's best to render each object in the right order but when they intersect that doesn't work too well. So just don't go mad with the glass intersecting and it should be alright.
+4@altaccount it's not really a decimal number, it's the major version (1) and minor version (10), separated by a .
+2This has been found and was fixed by Andrew for the next round of beta testing.
+7Nice plane by the way, hope you didn't mind me using it on the blog post.
Does the part material you tried to use for the glass have a high metallic value? I should make it clearer, but if you click the part description then it gives some recommended part material parameters. But essentially, metallic makes it reflect light, which stops light from going through.
+2@KnightOfRen @Brendorkus This is a blog post, which don't yield any points. I'm in it for the thrills.
(Also, there's a link at the bottom of the blog post for android beta signup)
@MangoBuilds you can find the description on the guide I linked at the top, it says:
+1@Hedero secret, but cool :P
@Hedero I remember now there's a bug with using
+2rate(IAS)
, which I've already got fixed for the next update but for now, I'd suggest just lowering the power of the engine to decrease the acceleration, and then lowering the drag on the aircraft to bring the top speed back up to where it was.@Hedero well the normal way I'd do this isn't by FT, it's by removing and reducing drag on most of the aircraft, and then decreasing the power of the engines to keep the top speed down. If that isn't enough, I suppose you could try something along the lines of using
Throttle * 10 / clamp01(rate(IAS) + 10)
. But given the spool up times of prop engines, I wouldn't be surprised if this causes an oscillation. You could also try using a hidden airbrake part with it's input set to some function ofrate(IAS)
(make sure you don't put negatives in there though).@KnightOfRen either should work.
It really depends how the file is "corrupted". brians1209 mentioned deleting connections. This is due to a bug with connections (that will be patched in the next update) that sometimes leads to a connection with invalid parameters being saved and makes the craft not load.
For anyone who does have this issue, they can fix it for now by opening the XML in a text editor and removing any lines that contain the text attachPointsA="" or attachPointsB="".
However if your file was corrupted after cutting power exactly as you saved the craft then I wouldn't expect this to be the issue. The issue could really be anything, I'd have to see the XML to see if it's recoverable.
@WarHawk95 yes, you would have to put a picture of your build as the thumbnail, because unless you're actually going to give people real life SMB2's, then putting something other than your craft as the thumbnail is clickbait.
I don't think we allow externally rendered thumbnails, that would be considered clickbait. Looks cool though.
+4@abuttifulpigeon No worries. Error messages in the console tend to be red.
+1@abuttifulpigeon that is intended. That is just the output telling you that the command was indeed invoked. In other words, it should have worked?
@Egorka2001 yes
No need to download and install Overload, it should be bundled with the latest version of the game on all platforms.
+4@SpiderCham @Yeetmenflyer Only simple mods (those without scripts) will load on android 1.9. That does not include this, or many of my other mods at all.
+3Also, setting
+10dragScale=0
won't affect performance that much since drag calculations are the same except the force never gets applied, butcalculateDrag=false
means that it's excluded from drag entirely. As well as causing parts behind it to get drag, this also will improve performance (mostly load times) of builds if you set it on most parts and only leave a few parts that define your drag model on.@SonicManiaOVA I coded the generation, and it uses 2D simplex noise in various combinations for generating both biomes and height.
+1@Yeetmenflyer mods that work on the 1.9 android version do not have code in them.
+6Android doesn't support mods with code in them, like this. This mod would not load in the latest version of SP for Android.
+1@Stratus you're not special
+4@UndercoverEnglish I see the comments. But getting a mod like this to work on android would be very difficult.
+2I don't get your point...
it says it right there. You can read, right?
@PETG I suppose something like
(Fuel < 0.1) & (pingpong(Time, 1) < 0.5)
would work for that.
@MossySasquatch if you're on mobile, there's a known bug, yes. When we get round to releasing a new version it should work.
+1People will upvote what they want. Do you seriously think your opinion is more important than other people's? I'm getting so tired of these I think it's unfair that <x> got more upvotes than <y> waaa posts. Either build something that people will upvote, or just acknowledge that you can play the game without being controlled by the upvote button or the points counter.
+46@MossySasquatch The weapon name indeed must be in quotes (")
@Panthers4741 for that, you could simply do
-VTOL + Roll
, orRoll - VTOL
.@Panthers4741 yes, you can input any expression like this into say, the
input
field of anInputController
, if you're on mobile with overload, but you seem to know how to use XML. It'll also go in any activationGroup field if you make an expression with a boolean output@YuriGagarim Andrew implemented this, but it seems to be looking for a device that either has iOS 13 or above, OR a device from the generation of iPhone 7 and above.
There is no purge going on, and the user nagisa was not banned.
Knowing the SP drag system it's probably in a unit like cobwebs per ancient scripture. I don't think number-matching to a drag value is feasible. I think your best bet for performance matching is to match the other characteristics like wing area, mass and thrust, then adjust drag scale experimentally to match characteristics like glide ratio or "top speed" (presuming this is limited by power and not structure).
+19@Egorka2001 yes, sorry, I realised this page was outdated. See the operators section now.
@ZHUAREVONI for limiting the range of an output you can use the
clamp
function. ie,clamp(Pitch, -0.5, 0.5)
would limit the value to between -0.5 and 0.5@Egorka2001 Bitwise operators wouldn't make sense since FT only uses float, bool and string types.