This is happening because the AG is being interpreted as a funky trees input, returning literally the number 9, and then being converted to the boolean value of true. I've already fixed it for future versions.
For a serious answer, UK airmanship specifies that if following a road, railway, coast or other long landmark for navigation, you should keep to the right. But it's a very uncommon scenario because our roads are not very straight and we don't have much of a reason to follow them with GPS around. It stems from nautical laws, in which the right is also adhered to in the UK - it's international. It's essentially inferred from one of the simplest air rules - if there is risk of a head on collision, both aircraft should turn right.
@DerekSP funky trees currently only works on beacons and inputcontrollers, not control surfaces. Activate1 is -1 when AG1 is disabled, so Throttle - Activate1 = 0 - (-1) = 1
@Baby nope, it's a separate mod. It disables the limit on rotation speed which is not caused by the motors here, but by the actual game limiting the rotational speed of any object.
@justanotheranon My main purpose is to be implementing mods, but as the blog post said I'm only working here for a couple of months (since I have to go back to school at some point), so I'll be back to modding then.
@jborra this is a property of the guns themselves, not the mod. Essentially to increase performance, instead of creating a new bullet every time the gun fires, they have a "pool" of bullets that can be re-used. It seems there is an upper limit to how many bullets there are "alive" at one time, at which point they become re-used. There's not much I can do about it from my standpoint. You could decrease rounds per second or increase velocity for higher range but that's about it.
If you are capable of modding, that shouldn't be too hard. The mod support is in C#, you can read about it here. The values you want could be obtained from the ServiceProvider interface:
@mikoyanster first of all, that will trigger whenever any collider enters the trigger. This means it will get triggered many many times if the player flies through it, leading to a lot of aircraft spawned in the same place. Secondly, the GameObject field should be defined inside the class, instead of outside it. Thirdly, instantiating an asset may not be the best way to go about this. The AI spawner script will not activate until it is enabled. So instead of instantiating it from an asset, it would be better to have the AIAircraftSpawner already in place on your map, but make the gameobject it is on inactive (the checkbox by the object name in the inspector). Then, when the trigger activates, simply do AiAircraftSpawner.SetActive(true); to spawn the aircraft. This also means that it can only be activated once and won't repeatedly spawn aircraft on top of each other.
@stoney041009 iOS does not support modding due to Apple's app store policies, and neither do some versions on OSX. If you got it via the apple app store on OSX, then again apple's policies prevent it. However if you got it from Steam, Gog or elsewhere then they should work.
@JohnnyBoythePilot the tankers were kindly made by DestinyAviation
A) yes, the new version will let you spawn your own in their places
B) I've got pretty alright at it after some practice, it's much easier on the slower-moving KC-130. The way to go is to set your main control surfaces on AG8 so that when they deactivate (and lock position) there is only a small control surface left so you can make finer adjustments. I inverted whilst on the drogue (after doing the hard bit), and it's very hard to hold it there for extended periods!
I documented the formulae for rotator (and piston) motion here (second paragraph). The relation between the speed you set and it's rotational speed is not actually linear.
@randomusername no, the file size doesn't change. The mod is essentially a set of rules to create terrain from "noise". Noise is like random numbers, but it takes input arguments too, and if you give it the same input, it always gives the same output. The mod then takes the position of the tile to generate as an input, and gives out the height and terrain maps. Because of the way the noise function works, when you put the same input position in, you'll always get the same output tile out. So it doesn't have to remember anything, but in the future I think it would be good to have a cache of pre-made tiles so it does not have to regenerate them all the time.
@AnoniMosu "download, install, or execute code which introduces or changes features or functionality of the app, including other apps". This is what iOS apps cannot do. "code which introduces or changes features or functionality of the app" is literally the definition of most mods. It couldn't be spelled out clearer.
@AnoniMosu May I ask, what do you mean by "functional assets"? Because to make an asset function in SP, besides a few cases like engines and guns where the game is already set up to make them function with it's own code, to make assets function, you need code. I said this before. The game is not psychic. For assets to be functional, they need code. Either the devs can spend ages coding into the game for every circumstance, or modders have to include their own code.
Either they can allow mods without code only, in which case they still have to do a lot of work, but for very little gain as very few popular mods aren't scripted. Or, if they do want to let code execute, then they have to spend loads of dev-hours on a very sophisticated sandbox (even then, Apple's policy would probably still deny it).
@AnoniMosu the structure of the iOS application is irrelevant here. Mods are not iOS applications. I'm going to try and make it really simple now.
The game is not psychic, it does not know that, for instance, the cargo bay doors should open when they are activated.
Therefore, code is required to check if it's activated and duly open and close it.
Apple does not like code being run that hasn't arrived through the app store, because they can't censor it that way. (source: nor may they download, install, or execute code which introduces or changes features or functionality of the app, including other apps)
So they have 2 options:
A) Mods are actually iOS apps, downloadable from the iOS store. (to put them on there though, each mod creator would require a 99$ per year developer licence from Apple)
B) Mod code is run in a sandboxed, contained environment, to prevent it from accessing things it should not. This would require excessive work on the developer's end, and would limit the functionality of mods.
Both of these options are impractical and time-wasting. The developers put a lot of effort into working on both the mod support and the iOS version of the game, so if they could do this, they definitely would. They don't have anything against iOS users.
I would not dissmiss that as impossible - men have walked on the moon. However you then have two options:
1. Preset amount of inbuilt logos: users will always want more logos to fit this and that niche, this fictional air force, this car make, etc.
2. Allow users to add their own images. This would mean aircraft files then contained images. I suppose a limit on the size could be imposed but it would be ineffectual. Turning SP builds into flying images, textured to the max is something I'm not sure is the best for the game...
This is happening because the AG is being interpreted as a funky trees input, returning literally the number 9, and then being converted to the boolean value of true. I've already fixed it for future versions.
+1@spefyjerbf yes, they should stack, like any other function.
+1I apologise for the lack of code blocks.
+1What are you doing with pi? Trig functions are in degrees. Also, this will be a lot easier soon.
+1For a serious answer, UK airmanship specifies that if following a road, railway, coast or other long landmark for navigation, you should keep to the right. But it's a very uncommon scenario because our roads are not very straight and we don't have much of a reason to follow them with GPS around. It stems from nautical laws, in which the right is also adhered to in the UK - it's international. It's essentially inferred from one of the simplest air rules - if there is risk of a head on collision, both aircraft should turn right.
+1@RAAF no, because as I said 2.1 years ago, Apple wouldn't allow the game onto the appstore if we did that, and there'd be no game for you.
+1@EngineerOtaku currently it's not supported on control surfaces, sorry
+1@FlipposMC Pretty sure it's the same units as AoA, ie -180 to 180
+1@DerekSP funky trees currently only works on beacons and inputcontrollers, not control surfaces. Activate1 is -1 when AG1 is disabled, so
+1Throttle - Activate1
=0 - (-1)
=1
the
+1clamp
function will help here.clamp(PitchAngle/90, -4, 20)
would limit the angle between -4 and 20.@spefyjerbf not at the moment, but I'd like to at some point.
+1@jamesPLANESii if you wanted x to be between -2 and 2, then you'd do
+1clamp(x, -2, 2)
Just note that deliberately asking/telling people to upvote is against the rules here, so I'd advise changing that bit
+1@Hawkeye156 I think I got that the other day when I turned the UI scale too high in mod settings. Try turning it down a bit?
+1@Baby nope, it's a separate mod. It disables the limit on rotation speed which is not caused by the motors here, but by the actual game limiting the rotational speed of any object.
+1yes and also yes
+1@TheFantasticTyphoon @Tully2001 ya me too. British. Didn't get it.
+1@justanotheranon My main purpose is to be implementing mods, but as the blog post said I'm only working here for a couple of months (since I have to go back to school at some point), so I'll be back to modding then.
+1@Itisyourboi I think I'll call it Jeremiah if that's ok with you @AndrewGarrison
+1@Chancey21 thanks, I think you go the wrong post tho ;)
+1@aircraftarsenal123 nope, it's only the on/off behaviour currently. But you could say, use beacon lights in a ring.
+1@jborra this is a property of the guns themselves, not the mod. Essentially to increase performance, instead of creating a new bullet every time the gun fires, they have a "pool" of bullets that can be re-used. It seems there is an upper limit to how many bullets there are "alive" at one time, at which point they become re-used. There's not much I can do about it from my standpoint. You could decrease rounds per second or increase velocity for higher range but that's about it.
+1If you are capable of modding, that shouldn't be too hard. The mod support is in C#, you can read about it here. The values you want could be obtained from the ServiceProvider interface:
etc
+1@Kweed10 do you have the latest version of the game that supports those parameters? If you set them with overload, does that work?
+1@Zippy6 yeah I could do that, I'm just going to do a bugfix release so I could put it with that.
+1You're welcome!
+1@mikoyanster first of all, that will trigger whenever any collider enters the trigger. This means it will get triggered many many times if the player flies through it, leading to a lot of aircraft spawned in the same place. Secondly, the GameObject field should be defined inside the class, instead of outside it. Thirdly, instantiating an asset may not be the best way to go about this. The AI spawner script will not activate until it is enabled. So instead of instantiating it from an asset, it would be better to have the
+1AIAircraftSpawner
already in place on your map, but make the gameobject it is on inactive (the checkbox by the object name in the inspector). Then, when the trigger activates, simply doAiAircraftSpawner.SetActive(true);
to spawn the aircraft. This also means that it can only be activated once and won't repeatedly spawn aircraft on top of each other.jundroo.com/about-us/
+1Looks like the fog isn't applying to it for some reason. Maybe check the shader isn't set to transparent, because that can mess up fog.
+1@Kweed10 just do the normal code for a link, except instead of the link text, put the code for the image. so
+1[](link)
@TheEpicMOONHAWK yes this will cost you 7 ponds, would you like to pay by excavator or dig them yourself?
+1@stoney041009 iOS does not support modding due to Apple's app store policies, and neither do some versions on OSX. If you got it via the apple app store on OSX, then again apple's policies prevent it. However if you got it from Steam, Gog or elsewhere then they should work.
+1@JohnnyBoythePilot the tankers were kindly made by DestinyAviation
+1A) yes, the new version will let you spawn your own in their places
B) I've got pretty alright at it after some practice, it's much easier on the slower-moving KC-130. The way to go is to set your main control surfaces on AG8 so that when they deactivate (and lock position) there is only a small control surface left so you can make finer adjustments. I inverted whilst on the drogue (after doing the hard bit), and it's very hard to hold it there for extended periods!
It's a good job you failed - If you're on 1.8 (and I think 1.7 too maybe) then the refuelling is broken. Don't worry, I'm working on it
+1I documented the formulae for rotator (and piston) motion here (second paragraph). The relation between the speed you set and it's rotational speed is not actually linear.
+1@randomusername no, the file size doesn't change. The mod is essentially a set of rules to create terrain from "noise". Noise is like random numbers, but it takes input arguments too, and if you give it the same input, it always gives the same output. The mod then takes the position of the tile to generate as an input, and gives out the height and terrain maps. Because of the way the noise function works, when you put the same input position in, you'll always get the same output tile out. So it doesn't have to remember anything, but in the future I think it would be good to have a cache of pre-made tiles so it does not have to regenerate them all the time.
+1@randomusername @marcox43 The map is always the same, provided you go to the same place.
+1well, that can't be proven
+1@weebabyseamus oh right, I'm not sure why that would be but okay. I know I should be updating my mods, but this is far too fun
+1@AndrewGarrison but when will the mod tools for 1.8 be? I'm itching to get everything updated and fixed before the big release.
+1@Flu it takes an average location of all cockpits and you used one for decoration at the front, I believe.
+1The mirror tool mirrors it across the axis of the cockpit, move the cockpit to the centre to mirror properly.
+1@SajabAerospace that's the old waypoint, once you land on the carrier you should get a new waypoint at the catapult.
+1@DerekSP not sure, check the keybind in settings?
+11.8 update is still planned. Though, the game can't keep getting free updates forever. That's just business.
+1@AnoniMosu "download, install, or execute code which introduces or changes features or functionality of the app, including other apps". This is what iOS apps cannot do. "code which introduces or changes features or functionality of the app" is literally the definition of most mods. It couldn't be spelled out clearer.
+1@AnoniMosu May I ask, what do you mean by "functional assets"? Because to make an asset function in SP, besides a few cases like engines and guns where the game is already set up to make them function with it's own code, to make assets function, you need code. I said this before. The game is not psychic. For assets to be functional, they need code. Either the devs can spend ages coding into the game for every circumstance, or modders have to include their own code.
+1Either they can allow mods without code only, in which case they still have to do a lot of work, but for very little gain as very few popular mods aren't scripted. Or, if they do want to let code execute, then they have to spend loads of dev-hours on a very sophisticated sandbox (even then, Apple's policy would probably still deny it).
@AnoniMosu the structure of the iOS application is irrelevant here. Mods are not iOS applications. I'm going to try and make it really simple now.
nor may they download, install, or execute code which introduces or changes features or functionality of the app, including other apps
)A) Mods are actually iOS apps, downloadable from the iOS store. (to put them on there though, each mod creator would require a 99$ per year developer licence from Apple)
B) Mod code is run in a sandboxed, contained environment, to prevent it from accessing things it should not. This would require excessive work on the developer's end, and would limit the functionality of mods.
I would not dissmiss that as impossible - men have walked on the moon. However you then have two options:
+11. Preset amount of inbuilt logos: users will always want more logos to fit this and that niche, this fictional air force, this car make, etc.
2. Allow users to add their own images. This would mean aircraft files then contained images. I suppose a limit on the size could be imposed but it would be ineffectual. Turning SP builds into flying images, textured to the max is something I'm not sure is the best for the game...
@stig27 electric? As in, an infinite rotator?
+1