@vonhubert bombs (after they have been dropped) have a different type of drag to SP's normal drag for some reason, instead of being SP's custom directional drag system they just have standard unity fixed drag (with a value of, if I remember correctly, 0.05). The way PhysX applies this drag is according to the internet via the per-frame formula velocity = velocity * ( 1 - deltaTime * drag). That's a frame-by-frame process, but if you want to do it with continuous calculus then that can be rearranged to the forumla acceleration = - drag * velocity (with drag being 0.05). Which I guess you can form a differential equation for or something
the latest version is always here. Information on modding can be found on the modding wiki that's linked at the bottom of the page when you go into Mods>Help
The most likely way this would have happened is by credential stuffing (trying known email/password pairs that have been leaked from other services online). I don't advise clicking on dodgy links from these bots of course, but the best way you can keep your account secure is by making sure that you use a strong password for your SP account and don't use the same password on multiple online services. You can also use the tool HaveIBeenPwned to check if your information has been included in known data breaches. It probably has. If you've had the same password for as long as you can remember, maybe it's time to set a new one, or start using a password manager that generates secure randomised passwords.
@OrderlyHippo stalling generally happens at the same angle of attack (critical angle) of the wing. Using the ailerons changes the angle of the wing and hence the angle of attack.
Looks like you scaled a piston to 0,0,0 in the XML and it's causing issues with the drag calculation. If you want to get the craft working again it should just be a case of opening the XML and changing it back to something that's not zero. It's part 12620.
Do you have oculus software installed? There is a bug with oculus' XR loader that if you try to launch a game with optional VR (even trying to launch the non-VR version of SP) it will take ages to launch. This affects other games too. If you do have oculus software installed, try making sure oculus software is open and then launching SP.
@BigAeroplane this isn't a thread for suggestions, it is for issues. However, if you want to customise the units in the game, you can create a custom unit system by modifying the game's Settings.xml file. All the existing unit systems are in there so they should be self-explanatory.
I removed your post - while I don't want to come across as suppressing information, the SimplePlanes forums just aren't really the place for breaking news, true or false. People can get their news from other sources, this is a forum about a plane game.
You shouldn't make a forum post to call out other users. If you have a problem, you can report comments to moderators or mention them on a private post
@SnoWFLakE0s Remember that curvature doesn't deform the individual characters, just moves them, so you need multiple lines to have vertical curvature show up properly.
It seems to be raised 2cm above centre. The Kicking Fish has the engine on its side for some reason. However the centre of thrust is not offset at all.
@LYBHYDRA if you sign into your SP account on the headset you can favourite crafts on the website and then get them from the favourites section of the in-game menu. Press the little user icon in the main menu to sign in. You can also see all your uploads including unlisted when signed in.
My only other feedback would be to paint the inside face (Trim 1) of the glass a different material that has lower Smoothness, as the reflection from inside can be confusing and disorienting.
Thinking about it more I definitely think the best way to fix the first issue is just to set the ControlBase to act on Roll instead of Steering. The way you have it set up, Roll is the input from the user, and Steering is then the output to the wheel steering. The steering... thing... is more about input from the user.
Regarding what Andrew said, the issue is that you're assigning to the Steering variable both from the variable setters menu (which sets it based on Roll), and from the ControlBase. To ensure that the ControlBase always takes priority over the variable setter, you can open the extra menu on that variable setter and set the priority to be -1 so it is lower than the ControlBase's priority. This makes the steering work. Or, to do it more simply, you could just set the ControlBase to control Roll.
Also, you can tweak the triggers for acceleration and braking to take analog values from the controller instead of acting as switches by opening the relevant ControlBinding element in Overload and changing the controlPath from triggerPressed to just trigger, and setting asButton to false. This gets the analog value right from the controller though be aware that on some controllers this value might not get down to precisely zero, and instead is a very very small and fluctuating number when the trigger is not pressed, and this seems to confuse your power readout for some reason.
@24terrycast there are some outputs from cockpit parts (even non main ones), accessible with the variable outputs button which is in the rotation sub-menu
Wait!
There seems to be some confusion about the meaning of this post, so before you comment read this quick rundown of the key points:
@DarthGo369 you'd have to make it a glass fuselage, the part type has different rendering and the other parts don't support transparency.
@Mueheheh23 for the nth root of x you can do
pow(x, 1/n)
@vonhubert bombs (after they have been dropped) have a different type of drag to SP's normal drag for some reason, instead of being SP's custom directional drag system they just have standard unity fixed drag (with a value of, if I remember correctly, 0.05). The way PhysX applies this drag is according to the internet via the per-frame formula
velocity = velocity * ( 1 - deltaTime * drag)
. That's a frame-by-frame process, but if you want to do it with continuous calculus then that can be rearranged to the forumlaacceleration = - drag * velocity
(with drag being 0.05). Which I guess you can form a differential equation for or somethingthe latest version is always here. Information on modding can be found on the modding wiki that's linked at the bottom of the page when you go into Mods>Help
@32 try using the mod tools package located here, they have been updated since the last release of the game to fix this bug
The most likely way this would have happened is by credential stuffing (trying known email/password pairs that have been leaked from other services online). I don't advise clicking on dodgy links from these bots of course, but the best way you can keep your account secure is by making sure that you use a strong password for your SP account and don't use the same password on multiple online services. You can also use the tool HaveIBeenPwned to check if your information has been included in known data breaches. It probably has. If you've had the same password for as long as you can remember, maybe it's time to set a new one, or start using a password manager that generates secure randomised passwords.
@Vincent bork
@OrderlyHippo it's just an angle of attack. Have something show your current angle of attack and bring the plane to a stall.
@OrderlyHippo stalling generally happens at the same angle of attack (critical angle) of the wing. Using the ailerons changes the angle of the wing and hence the angle of attack.
Looks like you scaled a piston to
0,0,0
in the XML and it's causing issues with the drag calculation. If you want to get the craft working again it should just be a case of opening the XML and changing it back to something that's not zero. It's part 12620.@uwugaming69420 read the huge text in the description
@UPTOSPACE345 that's the
max
function -max(a,b)
is the greater of a and bDo you have oculus software installed? There is a bug with oculus' XR loader that if you try to launch a game with optional VR (even trying to launch the non-VR version of SP) it will take ages to launch. This affects other games too. If you do have oculus software installed, try making sure oculus software is open and then launching SP.
I'm gonna take this down because the forums really aren't for calling out individual users, even if you think they're cringe.
@PlaneFlightX nothing happened to it
@BigAeroplane this isn't a thread for suggestions, it is for issues. However, if you want to customise the units in the game, you can create a custom unit system by modifying the game's
Settings.xml
file. All the existing unit systems are in there so they should be self-explanatory.Removed for spam
@Louisianaboy2021024 that looks like part of a dev console command, not an FT variable.
@Ghaves nothing, it's an old unused property left in there.
no guys you just press the pin button it's right there look:
Your post has been removed because it appears to have broken the website rules. You can read them here
@Korzalerke yes
Try again, should hopefully be fixed now
You know, I'm just going to assume this post is because of that thing that has just got you banned for a week so bye bye mr forum post
@LobsterBisque128 nope, moving things only work when they are directly connected to a control base.
Please use the report feature to send a report to the moderators instead of posting screenshots on the forums to cause even more attention
I removed your post - while I don't want to come across as suppressing information, the SimplePlanes forums just aren't really the place for breaking news, true or false. People can get their news from other sources, this is a forum about a plane game.
@Spillo Great, I've re-curated the craft for you.
@Spillo Do you have access to the "Update XML" button in the post dropdown? If not, I can update the craft file for you.
You shouldn't make a forum post to call out other users. If you have a problem, you can report comments to moderators or mention them on a private post
@SkyJayTheFirst Activate1 & Activate2
@PPLLAANNEE SelectedWeaponName = "weapon1"
@SnoWFLakE0s Remember that curvature doesn't deform the individual characters, just moves them, so you need multiple lines to have vertical curvature show up properly.
This isn't a build
@Upv0te the part count is due to the number of pixels in the image. Scale the image smaller for a lower part count
@Yoloooooo yes
It seems to be raised 2cm above centre. The Kicking Fish has the engine on its side for some reason. However the centre of thrust is not offset at all.
The diagram is mostly accurate, but I'd take pizza over caffeine any day.
@LYBHYDRA if you sign into your SP account on the headset you can favourite crafts on the website and then get them from the favourites section of the in-game menu. Press the little user icon in the main menu to sign in. You can also see all your uploads including unlisted when signed in.
@LobsterBisque128 & (and) is only true when both conditions are met, | (or) is true when either condition is met.
Upload the new one as unlisted and I'll copy the XML for you
@LobsterBisque128 everything is converted into degrees for you for funky trees.
@MrShenanigans just use overload to put any name you like into the switch inputId, and then put the same name into the rotator input.
My only other feedback would be to paint the inside face (Trim 1) of the glass a different material that has lower Smoothness, as the reflection from inside can be confusing and disorienting.
Thinking about it more I definitely think the best way to fix the first issue is just to set the ControlBase to act on
Roll
instead ofSteering
. The way you have it set up, Roll is the input from the user, and Steering is then the output to the wheel steering. The steering... thing... is more about input from the user.Regarding what Andrew said, the issue is that you're assigning to the
Steering
variable both from the variable setters menu (which sets it based on Roll), and from the ControlBase. To ensure that the ControlBase always takes priority over the variable setter, you can open the extra menu on that variable setter and set the priority to be -1 so it is lower than the ControlBase's priority. This makes the steering work. Or, to do it more simply, you could just set the ControlBase to control Roll.Also, you can tweak the triggers for acceleration and braking to take analog values from the controller instead of acting as switches by opening the relevant ControlBinding element in Overload and changing the
controlPath
fromtriggerPressed
to justtrigger
, and settingasButton
tofalse
. This gets the analog value right from the controller though be aware that on some controllers this value might not get down to precisely zero, and instead is a very very small and fluctuating number when the trigger is not pressed, and this seems to confuse your power readout for some reason.@24terrycast there are some outputs from cockpit parts (even non main ones), accessible with the variable outputs button which is in the rotation sub-menu
@NewmanSTAR move off of the public-test channel on steam, we're doing stuff for the VR people mostly there so it's less stable releases.
@jamesPLANESii no clue