Dev WNP78 Comments

  • HYN gentlemen 6.7 years ago

    Happy Yew Near?

    +1
  • Is there any way to completely rescale your whole plane? 6.7 years ago

    yeah, fine tuner can if you deselect the "scale only selected parts" checkbox.

    +1
  • Glitch, Bug, or Hack? This planes got some weird $#*& happing 6.7 years ago

    high drag, low mass. Simple.

    +1
  • [Mod|Map|SimplePlanes] Your first map - page 1 6.8 years ago

    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.

    +1
  • Laser Designator 6.8 years ago

    @8bitgamer33 because when you're laser designating a target, it tends to be on the ground

    +1
  • How to i create flaps? 6.8 years ago

    @RedRoosterII you'd have to download one that someone else made

    +1
  • XML Modding Question 6.8 years ago

    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.

    +1
  • Formula to calculate how much range your craft has. (In terms of minutes) 6.9 years ago

    @RYMA232Aeronautics pretty sure SP does adjust the mass based on remaining fuel.

    +1
  • Formula to calculate how much range your craft has. (In terms of minutes) 6.9 years ago

    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.

    +1
  • Draw Distance Help 6.9 years ago

    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.

    +1
  • How do you feel about the F-35? 6.9 years ago

    @Squirrel great points but it looks like your first message got cut off when you hit the character limit...

    +1
  • [Mod Request] Winter Designer 6.9 years ago

    @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
  • [Mod Request] Winter Designer 6.9 years ago

    @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
  • Overload 7.0 years ago

    @WingMan could you clarify what you mean by "breaks"?

    +1
  • Could we get a zoom camera? 7.0 years ago

    @Minecraftpoweer yeah, that's why I've not posted too many part mods recently. Fun to play with but annoying to upload.

    +1
  • Could we get a zoom camera? 7.0 years ago

    @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
  • Could we get a zoom camera? 7.0 years ago

    @Minecraftpoweer nope I didn't upload it.

    +1
  • Yokosuka D4Y4 Model 43 "Suisei" 7.0 years ago

    @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
  • SimplePlanes Multiplayer Mod - Mini-Patch 0.106 Changelog 7.0 years ago

    @Simpleww1server the instructions you need are in the mod description

    +1
  • New Tank. 7.1 years ago

    but... tracks?

    +1
  • Slingsby Venture G-BVKU 7.1 years ago

    @DerekSP yes. Oh maybe after the underwater thing. Main thing to do is add android GUI support

    +1
  • Seaplane Challenge! (Closed- winners announced) 7.1 years ago

    @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.

    +1
  • I have a question 7.1 years ago

    1. nope
    2. yes

    +1
  • A question about AI, game ticks, and slow motion (and physics I guess) 7.1 years ago

    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)

    +1
  • A nice storm for you 7.1 years ago

    @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
  • Overload 7.1 years ago

    @HarleyBrandt at what point does it not work?

    +1
  • Overload 7.1 years ago

    @weisofns where are you putting that? Make sure the capitalisation is right as well, for instance FireGuns and FireWeapons.

    +1
  • I don't feel I should be posting... 7.1 years ago

    Now that's a name I haven't heard in a long time....

    +1
  • Quintin 4LS Bushmaster 7.1 years ago

    you put trim on vtol and flaps on trim how could you

    +1
  • M.Corp C-2 Taurus 7.1 years ago

    @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
  • Which device do I need??? 7.1 years ago

    @Hyattorama I'm very skeptical of the computing power of a raspberry pi for use as a gaming computer.

    +1
  • Flight Camp Next Week! 7.1 years ago

    @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
  • Gyro question 7.2 years ago

    @Minecraftpoweer I don't know, find out
    @Chancey21 bad things. Like the game crashing

    +1
  • Gyro question 7.2 years ago

    @Minecraftpoweer it's infinity but negative.....

    +1
  • Gyro question 7.2 years ago

    @Chancey21 you can put NegativeInfinity or NaN in there too but I'd advise against the latter.

    +1
  • DesignerSettings 7.2 years ago

    @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
  • Small Website Update 7.2 years ago

    @Chancey21 heheheh

    +1
  • Derek's 3rd rant about AI 7.2 years ago

    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...

    +1
  • Why Are there Even Cooldowns? 7.2 years ago

    @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
  • Overload V1.0 Released 7.2 years ago

    @Mattangi2 lots. I totally redesigned it. You can see most of the update stuff on the beta post

    +1
  • Overload 7.2 years ago

    @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.

    +1
  • Wing Flex 7.2 years ago

    You have a lot of wing segments connected to each other. Instead, replace it with one long wing and it will be a lot stronger.

    +1
  • Just went on a helicopter ride. 7.2 years ago

    Helicopters are cool and all that, but this isn't facebook.

    +1
  • Overload V1.0: Some much-needed attention 7.2 years ago

    @DPSAircraftManufacturer I'm not quite sure what you mean.

    +1
  • Scout Deadstick (Relitively accurate replica of the Steed Aviation STOL from Deadstick) 7.3 years ago

    @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
  • Scout Deadstick (Relitively accurate replica of the Steed Aviation STOL from Deadstick) 7.3 years ago

    @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
  • Scout Deadstick (Relitively accurate replica of the Steed Aviation STOL from Deadstick) 7.3 years ago

    @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
  • When you just realize how the airports are named.. 7.3 years ago

    @RailfanEthan I found an old backup Settings.xml. Yeager was Murphy. This is the location entry:

    <Location name="Murphy Airport" position="26392.92,369.7402,53185.99" rotation="0,189.1688,0" initialVelocity="0,0,0" isDefaultPosition="False" />
    <Location name="Murphy Final Approach" position="25594.47,1000,48154.68" rotation="0,9,0" initialVelocity="12.04336,-14.35686,76.60566" isDefaultPosition="False" />

    Put this in your CloudSettings.xml and you'll find it takes you to Yeager.

    +1