Also, I think the reason disabling static makes saving the mod slower is because it tries to bake the lighting. You can disable this manually by going into Lighting and disabling Baked GI and the auto checkbox.
A lot of performance is down to the physical size of the craft mostly due to the drag calculation having to be bigger. If you set calculateDrag="false" on all the parts, it would run a lot smoother.
But, when there is less fuel left in the aircraft, it is lighter, and can therefore fly faster using the same amount of fuel, so is more efficient. Therefore, this equation would produce an underestimate of the range.
Firstly, if it doesn't let you set above that level in the inspector, it probably won't let you via a script. Secondly, you're using what's called preprocessor directives. These are the lines that start with#. The #if command used (#if !UNITY_EDITOR basically means "anything inside this block should only be included if UNITY_EDITOR is not defined (the ! means "not" or "inverse"), which therefore means it will only be included when building for the game and not the editor). So the code in update doesn't get run (or even compiled) in the editor, which is why you don't get an error in the editor. However when it is compiled for leaving the editor, there is an error because you missed the empty brackets after Set (you always need brackets to execute a method, even if there are no parameters). It does seem like a strange and overcomplicated way of implementing it though, I'm not sure why it needs to be different in the editor and the game.
@Chancey21 Possibly. Would be an unnecessary performance hit though. Better to use a small segment. Or, take photos in the map and put them in your description..
@DuckMint it's not hard - it's like creating a map, but just use the designer plugin component. Also, don't use colliders as they aren't needed (it's just a background) and would probably take up performance.
I believe slow motion affects the fixed delta time for the physics update loop. This is normally, on high physics settings, 0.02 seconds, giving the physics 50 updates per second. Slow motion is 1/8th speed and I think it lowers the physics tick too as otherwise you'd see the physics updating at 6.25 updates per second, and it would look awfully jittery. Essentially: high physics settings is all you can do stock. but if you did want to make a mod, you'd be interested in setting the Time.fixedDeltaTime (that's a link)
@Chancey21 rolling into a bank turns it just as much as it should. A banked turn is governed by very simple principles and the rate of turn only depends on (true) airspeed, angle of bank, and gravity. As long as these are the same and the aircraft holds its pitch stable then the rate of turn will be the same. see here
@Chancey21 I solo-ed at 14. Gliding is the way to solo young. In the UK, the gliding solo age is 14. Not sure about the US. It's fun though. And better than just stooging around in a cessna: you actually have a purpose.
@Minecraft44 once you have this and the mod settings mod you can open mod settings > designer settings. Then change the background colour field. It is a HTML-style hexadecimal colour code. You can use a site to pick them like this (you'll have to remove the #)
well, I had a prototype autopilot - SimplePilot mod a while back. Well, I still have it, and use it occasionally. It was basically a load of PIDs that you tuned mid flight hoping for it to work. I always had more exciting projects to do so it got sidelined. I was working on auto tanker refueling but that was a very precarious thing that required 10 minutes of tuning PIDs on the fly.... It would be possible I guess. One thing I wanted to do was to add different presets ie Large Cargo, Fighter jet, GA, glider, so it can fly them all properly. One thing that is a bit simpler that could really be good is being able to switch aircraft mid flight (worked on a mod, it kinda worked but the control system just isn't designed to work like that) and then a little UI to tweak the autopilot behaviour mode or settings. If you're wondering, the current AI modes it switches between are:
Default, Aerobatic Path, Buzz, Follow the Leader, General Path, Kamakaze, Land, Race, Random Locations, Take Off
however most of these don't get activated...
@RailfanEthan I mean, that's true, but not even the issue here. Handing out upvotes as a reward for a challenge or something is just abusing the system.
@Kerbango huh wierd. What platform? I wonder if it's steam syncing your game files including the mods, that would tally with some people complaining about planes refusing to delete. Try going into steam>settings>cloud> then disable steam cloud sync. Restart steam, and re-update the mod. See if that makes a difference, that's my suspicion.
@randomusername you don't turn with yaw. You turn with roll. Airplanes aren't cars. Cars don't roll to turn. In a coordinated turn, there is no "slip" or "skid" meaning no sideways velocity - the air meets the aircraft head on. As to coordinating the rudder, the input required depends on several factors including your speed. One solution people have come up with involves changing the ailerons so the aileron on the side going up doesn't deflect as much as the one going down. Automated coordination of the rudder is mainly confined to games. Adverse yaw is not very defined on most aircraft - it's almost undetectable on something like a fighter jet, but on a glider (which I also fly btw but I have more flights than James haha) the ailerons are larger and further out so the effect is more pronounced. Hence a lot of gliders have quite big rudders. Trying to turn with the rudder is very inefficient. In fact it's called sideslipping and it's quite a good way of losing height in a rush.
Happy Yew Near?
+1yeah, fine tuner can if you deselect the "scale only selected parts" checkbox.
+1high drag, low mass. Simple.
+1Also, I think the reason disabling static makes saving the mod slower is because it tries to bake the lighting. You can disable this manually by going into Lighting and disabling Baked GI and the auto checkbox.
+1@klm747klm747 calculateDrag and dragScale were added in 1.7.1.0
+1@8bitgamer33 because when you're laser designating a target, it tends to be on the ground
+1did you know that this page exists?
+1@RedRoosterII you'd have to download one that someone else made
+1A lot of performance is down to the physical size of the craft mostly due to the drag calculation having to be bigger. If you set
+1calculateDrag="false"
on all the parts, it would run a lot smoother.@RYMA232Aeronautics pretty sure SP does adjust the mass based on remaining fuel.
+1But, when there is less fuel left in the aircraft, it is lighter, and can therefore fly faster using the same amount of fuel, so is more efficient. Therefore, this equation would produce an underestimate of the range.
+1Firstly, if it doesn't let you set above that level in the inspector, it probably won't let you via a script. Secondly, you're using what's called preprocessor directives. These are the lines that start with
+1#
. The#if
command used (#if !UNITY_EDITOR
basically means "anything inside this block should only be included if UNITY_EDITOR is not defined (the!
means "not" or "inverse"), which therefore means it will only be included when building for the game and not the editor). So the code in update doesn't get run (or even compiled) in the editor, which is why you don't get an error in the editor. However when it is compiled for leaving the editor, there is an error because you missed the empty brackets afterSet
(you always need brackets to execute a method, even if there are no parameters). It does seem like a strange and overcomplicated way of implementing it though, I'm not sure why it needs to be different in the editor and the game.@Squirrel great points but it looks like your first message got cut off when you hit the character limit...
+1@Chancey21 Possibly. Would be an unnecessary performance hit though. Better to use a small segment. Or, take photos in the map and put them in your description..
+1@DuckMint it's not hard - it's like creating a map, but just use the designer plugin component. Also, don't use colliders as they aren't needed (it's just a background) and would probably take up performance.
+1@WingMan could you clarify what you mean by "breaks"?
+1@Minecraftpoweer yeah, that's why I've not posted too many part mods recently. Fun to play with but annoying to upload.
+1@Minecraftpoweer well, that mod can change it's FoV, which is kinda zooming. But you can't attach it to your craft like a normal camera...
+1@Minecraftpoweer nope I didn't upload it.
+1@AdlerSteiner did I? must have only said that once. If you can find a case that reliably reproduces it, I'd try and fix it.
+1@Simpleww1server the instructions you need are in the mod description
+1but... tracks?
+1@DerekSP yes. Oh maybe after the underwater thing. Main thing to do is add android GUI support
+1@Chancey21 if you don't want to do a challenge just because you won't get some fake upvotes for it and don't have enough time, then don't take part.
+1I believe slow motion affects the fixed delta time for the physics update loop. This is normally, on high physics settings, 0.02 seconds, giving the physics 50 updates per second. Slow motion is 1/8th speed and I think it lowers the physics tick too as otherwise you'd see the physics updating at 6.25 updates per second, and it would look awfully jittery. Essentially: high physics settings is all you can do stock. but if you did want to make a mod, you'd be interested in setting the
+1Time.fixedDeltaTime
(that's a link)@DPSAircraftManufacturer Jundroo is still a US company so they must follow US laws. They have no way of assuring you aren't from the US.
+1@HarleyBrandt at what point does it not work?
+1@weisofns where are you putting that? Make sure the capitalisation is right as well, for instance
+1FireGuns
andFireWeapons
.Now that's a name I haven't heard in a long time....
+1you put trim on vtol and flaps on trim how could you
+1@Chancey21 rolling into a bank turns it just as much as it should. A banked turn is governed by very simple principles and the rate of turn only depends on (true) airspeed, angle of bank, and gravity. As long as these are the same and the aircraft holds its pitch stable then the rate of turn will be the same. see here
+1@Hyattorama I'm very skeptical of the computing power of a raspberry pi for use as a gaming computer.
+1@Chancey21 I solo-ed at 14. Gliding is the way to solo young. In the UK, the gliding solo age is 14. Not sure about the US. It's fun though. And better than just stooging around in a cessna: you actually have a purpose.
+1@Minecraftpoweer I don't know, find out
+1@Chancey21 bad things. Like the game crashing
@Minecraftpoweer it's infinity but negative.....
+1@Chancey21 you can put
+1NegativeInfinity
orNaN
in there too but I'd advise against the latter.@Minecraft44 once you have this and the mod settings mod you can open mod settings > designer settings. Then change the background colour field. It is a HTML-style hexadecimal colour code. You can use a site to pick them like this (you'll have to remove the #)
+1@Chancey21 heheheh
+1well, I had a prototype autopilot - SimplePilot mod a while back. Well, I still have it, and use it occasionally. It was basically a load of PIDs that you tuned mid flight hoping for it to work. I always had more exciting projects to do so it got sidelined. I was working on auto tanker refueling but that was a very precarious thing that required 10 minutes of tuning PIDs on the fly.... It would be possible I guess. One thing I wanted to do was to add different presets ie Large Cargo, Fighter jet, GA, glider, so it can fly them all properly. One thing that is a bit simpler that could really be good is being able to switch aircraft mid flight (worked on a mod, it kinda worked but the control system just isn't designed to work like that) and then a little UI to tweak the autopilot behaviour mode or settings. If you're wondering, the current AI modes it switches between are:
+1Default, Aerobatic Path, Buzz, Follow the Leader, General Path, Kamakaze, Land, Race, Random Locations, Take Off
however most of these don't get activated...
@RailfanEthan I mean, that's true, but not even the issue here. Handing out upvotes as a reward for a challenge or something is just abusing the system.
+1@Mattangi2 lots. I totally redesigned it. You can see most of the update stuff on the beta post
+1@Kerbango huh wierd. What platform? I wonder if it's steam syncing your game files including the mods, that would tally with some people complaining about planes refusing to delete. Try going into steam>settings>cloud> then disable steam cloud sync. Restart steam, and re-update the mod. See if that makes a difference, that's my suspicion.
+1You have a lot of wing segments connected to each other. Instead, replace it with one long wing and it will be a lot stronger.
+1Helicopters are cool and all that, but this isn't facebook.
+1@DPSAircraftManufacturer I'm not quite sure what you mean.
+1@randomusername yup, you can turn with yaw. Very inefficient and ends up with you rolling a bit too (depending how fast you're going)
+1@randomusername dunno if I flew more.... more launches, sure, but the weather's not too good here so my flights tend to be rather short ;)
+1@randomusername you don't turn with yaw. You turn with roll. Airplanes aren't cars. Cars don't roll to turn. In a coordinated turn, there is no "slip" or "skid" meaning no sideways velocity - the air meets the aircraft head on. As to coordinating the rudder, the input required depends on several factors including your speed. One solution people have come up with involves changing the ailerons so the aileron on the side going up doesn't deflect as much as the one going down. Automated coordination of the rudder is mainly confined to games. Adverse yaw is not very defined on most aircraft - it's almost undetectable on something like a fighter jet, but on a glider (which I also fly btw but I have more flights than James haha) the ailerons are larger and further out so the effect is more pronounced. Hence a lot of gliders have quite big rudders. Trying to turn with the rudder is very inefficient. In fact it's called sideslipping and it's quite a good way of losing height in a rush.
+1@RailfanEthan I found an old backup
Settings.xml
. Yeager was Murphy. This is the location entry:Put this in your
+1CloudSettings.xml
and you'll find it takes you to Yeager.