Disabling water via dev console or mod is easy, but disabling water physics is not. You know, I've got an idea, but I probably won't get round to it in the next few months.
@kukimuki1234 never give up because of your age. Trust me, there have been modders who are literally just old enough to be allowed to have an account. (I know them, but I won't say to protect their privacy)
@TunderTunder I understand that it makes sense from your perspective, I said as much in my earlier response. When it starts to not make sense is when you consider the perspectives of others
I can't see the images, but there is different code in the backend of FT on PC/mobile due to some platform differences - but they should should act the same. If you can give an FT expression that gives a different result on PC/mobile then I can look into it when I get time (lot on at the moment). You can also force the PC version to use the mobile-like backend with the dev console command SetExpressionEmit false (but the mobile version cannot use the PC backend). You'll have to restart the level for that to take effect.
@cosman the NACAPROP airfoil is not designed to be used on a wing, it exists for the propellor engines and it can only be used on a wing by overload/XML editing. So it's not going to be realistic
I don't see why the altitude would be stored as an integer, it's generally a floating point value, which has a much higher limit. The physics system also internally works in metres
@JA311M condition is any boolean (true/false) value. See the operators section - comparison operators produce a boolean value, and there are also boolean operators that can combine multiple
@Jerba for that, you'd want something like sin(sum(Throttle)) since you don't want it to go all the way down to zero when you throttle down, just stop where it is.
@Jerba just sin(x) is enough for a sine wave. And yes it's mostly the same in juno, but some of the data you can access is different, and there's support for vectors
@Softballyesssss not sure what you mean by the old way, there should be backwards compatibility for all crafts, so you're free to just.. do things the however the "old way" is and it should still work.
@darthgently in SP there is a menu you can open that allows you to create custom craft-level variables. You can enter the name of the variable, followed by a value it will be set to every frame. If you press the button to expand the full properties, you can also set an assignment priority that can change how it will act if the same variable is written to from multiple places, and also a condition which the variable will only update if said condition is true. In order to "set" a variable when something occurs, you can just make a setter with the condition set to only run that line when the condition is true.
@gg5577 That's the old propeller engine part from before there were the configurable advanced propellors. It's just in there for compatibility with old builds that were made with it, it's been entirely superseded by the new ones that are fully customisable. As for what the input was set to, it was last touched well before funky trees was even a thing so I think you probably just had that set on the part before you changed the type and it carried over.
@Aviator720 does it just pause for a bit and come back, or does the app completely crash end exit? And by that do you mean that it freezes when you try to enter the flight scene?
Unfortunately this didn't quite make it into the mod API, so you can either use an input controller as hpgbproductions says, or use reflection. If you're familiar with reflection you'd need to be calling AircraftControls.GetAxisGetter and make sure to set the contextPart argument with your part script so that it has an expressions context (this is the parameter that's not in the mod api version of the method, and it's what enables the FT parser to run). Then you would have to save the returned function and evaluate it every fixedupdate
@windshifter1 as for adding damper to floppy rotators, not really. However if you use a control base part and set the spring to zero, it will essentially become floppy (on the axes that are set as control axes in the xml). Then you can scale the damper.
is there a way to make suspension compression permanent? So when the suspension part compresses, it doesn't bounce back?
not precisely. However, you could try turning the "spring" component down to very low or zero and the "damper" right up. Spring resists displacement, and damper resists motion, so with a high damper it should resist motion but not return to its home position. However this isn't perfect because damper is proportional to motion speed directly, so small forces will still be able to deform the spring - just slowly over time. So it might look like your car is melting in the sun if you leave it out too long. That's the distinction between friction and damper, friction in this case will give full frictional force to oppose motion regardless of the speed of that motion. Unfortunately that frictional behaviour is more mathematically complex and it's not implemented anywhere except in actual collision friction. I'm not going to say it's impossible though, I think it could be in theory possible by using a piston and a damper shock in series, with the piston actively monitoring the extension of the shock and making adjustments to hold its value. But I can't say exactly how that would be achieved, only that I think it's probably possible. It also sounds very complex though and having two things in series could make the whole structure weaker in terms of the physics engine.
The mod tools on the game should be updated now, using the web linked ones was only due to a new fix in those that didn't get into a steam release, but now the new mod tools should be shipped with the game. Let me know if you have any issues using the bundled mod tools on the newest version
@32 we did add the target framerate setting on android in this update, because we basically weren't sure why it was disabled on that platform. Seems like some people had uncapped framerates before and we weren't aware. I guess it didn't even cross my mind that someone would want to run a flight sim at 120fps on a mobile phone xD. We'll probably add an option in the menu to uncap the framerates to mimic the old behaviour.
I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
It looks like something is constantly setting the craft's velocity. Can you check it happens with no mods enabled, and send us the craft that you're testing with?
@Valiant2017 that's the point, there was a bug in the mod tools that prevented you from starting a project if you didn't have android build support installed, which obviously isn't needed anymore.
@Pepper50cal nothing is going away :). SP is still here and will continue to be here. Even if there's a sequel, SP won't disappear, your builds won't disappear, it's all still here like it always was. We're just keeping you informed on what our plans are and what we're doing right now. And I assure you, every day I'm working on new stuff that is really cool and as soon as we get our stuff together to a point where we're confident we can deliver what we show off, I'll be eager to show off a lot.
573 parts in a very pretty arrangement.
+1I haven't tried myself, but I know someone who has
+1Or even just make the items in the list smaller...
+1Comma is only used for omission and possession. Not plurals.
+1The best way to get somebody to do something is to tell them not to.
+1upvotes
Disabling water via dev console or mod is easy, but disabling water physics is not. You know, I've got an idea, but I probably won't get round to it in the next few months.
+1It's very subtle and it took me a while to notice but on car races, the chase view is replaced by something similar to this.
+1@SkullsAndCrossbones yes, he's good at swashplates. I built some copters with option 1, you have to get the CoM a tiny bit in front of the prop.
+1Use the other download for now
+1Dang, I just realised I uploaded my minimap mod to the dropbox link facepalm
+1@kukimuki1234 never give up because of your age. Trust me, there have been modders who are literally just old enough to be allowed to have an account. (I know them, but I won't say to protect their privacy)
+1The laser turrets are to the side if the missile turrets. They target incoming missiles, bombs and rockets.
+13 boom 50s and a few rocket pods to finish them off. Now, back to my free boom 50 missile testing on the maywar convoy...
+1@IStoleYourMeme yeah, look what I did:

+1JUST TO CLARIFY: if you know unity you'll understand this. S is smoothness M is metallic. Well, I'm pretty sure. And r is... something different.
+1@TunderTunder I understand that it makes sense from your perspective, I said as much in my earlier response. When it starts to not make sense is when you consider the perspectives of others
Your post has been removed because it appears to have broken the website rules. You can read them here
I can't see the images, but there is different code in the backend of FT on PC/mobile due to some platform differences - but they should should act the same. If you can give an FT expression that gives a different result on PC/mobile then I can look into it when I get time (lot on at the moment). You can also force the PC version to use the mobile-like backend with the dev console command
SetExpressionEmit false
(but the mobile version cannot use the PC backend). You'll have to restart the level for that to take effect.@cosman the NACAPROP airfoil is not designed to be used on a wing, it exists for the propellor engines and it can only be used on a wing by overload/XML editing. So it's not going to be realistic
@LoganAir123 thanks for being honest but you won't get it for that reason. We removed the last batch for inactivity
@V1 what makes you so sure?
I don't see why the altitude would be stored as an integer, it's generally a floating point value, which has a much higher limit. The physics system also internally works in metres
@JA311M condition is any boolean (true/false) value. See the operators section - comparison operators produce a boolean value, and there are also boolean operators that can combine multiple
@Jerba for that, you'd want something like
sin(sum(Throttle))
since you don't want it to go all the way down to zero when you throttle down, just stop where it is.@Jerba just sin(x) is enough for a sine wave. And yes it's mostly the same in juno, but some of the data you can access is different, and there's support for vectors
@Softballyesssss not sure what you mean by the old way, there should be backwards compatibility for all crafts, so you're free to just.. do things the however the "old way" is and it should still work.
@LoneSpaceGaming with boolean values,
!=
is logically equivalent to XOR@Aviatorloke meters I think
@darthgently in SP there is a menu you can open that allows you to create custom craft-level variables. You can enter the name of the variable, followed by a value it will be set to every frame. If you press the button to expand the full properties, you can also set an assignment priority that can change how it will act if the same variable is written to from multiple places, and also a condition which the variable will only update if said condition is true. In order to "set" a variable when something occurs, you can just make a setter with the condition set to only run that line when the condition is true.
try now
Here's the steps for it
@thatsjustmidofficial RollInput is just Roll
@gg5577 That's the old propeller engine part from before there were the configurable advanced propellors. It's just in there for compatibility with old builds that were made with it, it's been entirely superseded by the new ones that are fully customisable. As for what the input was set to, it was last touched well before funky trees was even a thing so I think you probably just had that set on the part before you changed the type and it carried over.
@Aviator720 does it just pause for a bit and come back, or does the app completely crash end exit? And by that do you mean that it freezes when you try to enter the flight scene?
The way people usually do this is by checking how much
ammo
of those bombs is left and therefore how many bombs have been droppedUnfortunately this didn't quite make it into the mod API, so you can either use an input controller as hpgbproductions says, or use reflection. If you're familiar with reflection you'd need to be calling
AircraftControls.GetAxisGetter
and make sure to set thecontextPart
argument with your part script so that it has an expressions context (this is the parameter that's not in the mod api version of the method, and it's what enables the FT parser to run). Then you would have to save the returned function and evaluate it every fixedupdate@windshifter1 as for adding damper to floppy rotators, not really. However if you use a control base part and set the spring to zero, it will essentially become floppy (on the axes that are set as control axes in the xml). Then you can scale the damper.
@windshifter1
not precisely. However, you could try turning the "spring" component down to very low or zero and the "damper" right up. Spring resists displacement, and damper resists motion, so with a high damper it should resist motion but not return to its home position. However this isn't perfect because damper is proportional to motion speed directly, so small forces will still be able to deform the spring - just slowly over time. So it might look like your car is melting in the sun if you leave it out too long. That's the distinction between friction and damper, friction in this case will give full frictional force to oppose motion regardless of the speed of that motion. Unfortunately that frictional behaviour is more mathematically complex and it's not implemented anywhere except in actual collision friction. I'm not going to say it's impossible though, I think it could be in theory possible by using a piston and a damper shock in series, with the piston actively monitoring the extension of the shock and making adjustments to hold its value. But I can't say exactly how that would be achieved, only that I think it's probably possible. It also sounds very complex though and having two things in series could make the whole structure weaker in terms of the physics engine.
@Englishgarden I linked the comment explaining why, not the mod itself
The mod tools on the game should be updated now, using the web linked ones was only due to a new fix in those that didn't get into a steam release, but now the new mod tools should be shipped with the game. Let me know if you have any issues using the bundled mod tools on the newest version
@Neruneten21 this sounds like a different bug to crashing on startup, is it only a specific aircraft, or any aircraft at all?
@Danidude88 which specific iPod? (I want to know if it's 32-bit because we fixed a similar issue affecting 32-bit androids)
https://www.simpleplanes.com/Mods/View/850445/Underwater-Camera#comment-4363912
@32 we did add the target framerate setting on android in this update, because we basically weren't sure why it was disabled on that platform. Seems like some people had uncapped framerates before and we weren't aware. I guess it didn't even cross my mind that someone would want to run a flight sim at 120fps on a mobile phone xD. We'll probably add an option in the menu to uncap the framerates to mimic the old behaviour.
I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
Edit: Bug fixed in 1.12.201
I've found the cause of the bug, Unity changed the way they handle zero inertia tensors - they used to not set them, and now they interpret it as infinity. Fix will be whenever the next beta build is out.
Edit: Bug fixed in 1.12.201
It looks like something is constantly setting the craft's velocity. Can you check it happens with no mods enabled, and send us the craft that you're testing with?
@Valiant2017 that's the point, there was a bug in the mod tools that prevented you from starting a project if you didn't have android build support installed, which obviously isn't needed anymore.
@PlaneFlightX could you specify which part you tested on? I'm not getting this bug with a wing or a rotator
@Pepper50cal nothing is going away :). SP is still here and will continue to be here. Even if there's a sequel, SP won't disappear, your builds won't disappear, it's all still here like it always was. We're just keeping you informed on what our plans are and what we're doing right now. And I assure you, every day I'm working on new stuff that is really cool and as soon as we get our stuff together to a point where we're confident we can deliver what we show off, I'll be eager to show off a lot.