Sorry about the bugs. The thing with those TypeLoadExceptions was a Unity migration issue with the multiplayer mod that was compiled with Unity 2018. I'm working on that now. And the for beacon light thing, put FT stuff in the input field, instead of activationGroup.
@MisterT Since the update is in beta right now, I'm not going to add the new stuff quite yet. If I get time once it's fully released, I might go through and update it.
There's a page on the website with purchasing options. In this case, if you want to avoid steam I'd recommend GOG. It's DRM-free with no online activation required to play.
@KnightOfRen @Brendorkus This is a blog post, which don't yield any points. I'm in it for the thrills.
(Also, there's a link at the bottom of the blog post for android beta signup)
@Hedero well the normal way I'd do this isn't by FT, it's by removing and reducing drag on most of the aircraft, and then decreasing the power of the engines to keep the top speed down. If that isn't enough, I suppose you could try something along the lines of using Throttle * 10 / clamp01(rate(IAS) + 10). But given the spool up times of prop engines, I wouldn't be surprised if this causes an oscillation. You could also try using a hidden airbrake part with it's input set to some function of rate(IAS) (make sure you don't put negatives in there though).
It really depends how the file is "corrupted". brians1209 mentioned deleting connections. This is due to a bug with connections (that will be patched in the next update) that sometimes leads to a connection with invalid parameters being saved and makes the craft not load.
For anyone who does have this issue, they can fix it for now by opening the XML in a text editor and removing any lines that contain the text attachPointsA="" or attachPointsB="".
However if your file was corrupted after cutting power exactly as you saved the craft then I wouldn't expect this to be the issue. The issue could really be anything, I'd have to see the XML to see if it's recoverable.
@WarHawk95 yes, you would have to put a picture of your build as the thumbnail, because unless you're actually going to give people real life SMB2's, then putting something other than your craft as the thumbnail is clickbait.
@Panthers4741 yes, you can input any expression like this into say, the input field of an InputController, if you're on mobile with overload, but you seem to know how to use XML. It'll also go in any activationGroup field if you make an expression with a boolean output
@YuriGagarim Andrew implemented this, but it seems to be looking for a device that either has iOS 13 or above, OR a device from the generation of iPhone 7 and above.
@ZHUAREVONI for limiting the range of an output you can use the clamp function. ie, clamp(Pitch, -0.5, 0.5) would limit the value to between -0.5 and 0.5
@OrangeCrush it's not that simple when I say "broke" - unless we found a way to do some switching up with shaders and the render queue, the kind of visual glitches would be say, glass being drawn as if it's underwater (with the blue fog you get on underwater objects), even though it's above water.
Your post has been removed. Please read these rules about posting planes.
Please try to make major changes to a plane before posting it. Simply painting an object a different color, or adding a few guns is not enough to consider it your own. In the future please credit the original maker, and try to post your own work.
@asteroidbook345 I tried it several times with the missiles fired and not fired, landing soft and pretty hard, and nothing goes wrong. The suspension takes it fine.
@vcharng nope, in 1.9.1 the LandingGear variable was actually 0 or 1. You can test it, switch off the beta and put the value LandingGear + 0 into a rotator. If you just put LandingGear, then FT won't be used so it will actually be -1 to 1. But with the FT variable, it is 0 (extended) to 1 (retracted). If this update broke your gear, try replacing all references to LandingGear with GearDown.
@NAGO it was discontinued for technical reasons, because google play store policy requires a 64-bit version and the Mono backend isn't supported on 64-bit, hence neither are mods. We'd keep it on if we could, but we can't.
@AnoniMosu Please could you submit a bug report with an example that reproduces that bug. The link is in the pinned comment right above.
Sorry about the bugs. The thing with those TypeLoadExceptions was a Unity migration issue with the multiplayer mod that was compiled with Unity 2018. I'm working on that now. And the for beacon light thing, put FT stuff in the
input
field, instead ofactivationGroup
.@MisterT Since the update is in beta right now, I'm not going to add the new stuff quite yet. If I get time once it's fully released, I might go through and update it.
There's a page on the website with purchasing options. In this case, if you want to avoid steam I'd recommend GOG. It's DRM-free with no online activation required to play.
@officialryanyang I had that issue the other day. Try restarting steam or something, it should work eventually.
If you want, you can also set
overrideHide
to true in the XML and then set hideFront or hideBack as you like, since they won't auto-update any moreNice plane by the way, hope you didn't mind me using it on the blog post.
@KnightOfRen @Brendorkus This is a blog post, which don't yield any points. I'm in it for the thrills.
(Also, there's a link at the bottom of the blog post for android beta signup)
@Hedero secret, but cool :P
@Hedero well the normal way I'd do this isn't by FT, it's by removing and reducing drag on most of the aircraft, and then decreasing the power of the engines to keep the top speed down. If that isn't enough, I suppose you could try something along the lines of using
Throttle * 10 / clamp01(rate(IAS) + 10)
. But given the spool up times of prop engines, I wouldn't be surprised if this causes an oscillation. You could also try using a hidden airbrake part with it's input set to some function ofrate(IAS)
(make sure you don't put negatives in there though).@KnightOfRen either should work.
It really depends how the file is "corrupted". brians1209 mentioned deleting connections. This is due to a bug with connections (that will be patched in the next update) that sometimes leads to a connection with invalid parameters being saved and makes the craft not load.
For anyone who does have this issue, they can fix it for now by opening the XML in a text editor and removing any lines that contain the text attachPointsA="" or attachPointsB="".
However if your file was corrupted after cutting power exactly as you saved the craft then I wouldn't expect this to be the issue. The issue could really be anything, I'd have to see the XML to see if it's recoverable.
@WarHawk95 yes, you would have to put a picture of your build as the thumbnail, because unless you're actually going to give people real life SMB2's, then putting something other than your craft as the thumbnail is clickbait.
@abuttifulpigeon that is intended. That is just the output telling you that the command was indeed invoked. In other words, it should have worked?
@Egorka2001 yes
I don't get your point...
it says it right there. You can read, right?
@PETG I suppose something like
(Fuel < 0.1) & (pingpong(Time, 1) < 0.5)
would work for that.
@MossySasquatch The weapon name indeed must be in quotes (")
@Panthers4741 for that, you could simply do
-VTOL + Roll
, orRoll - VTOL
.@Panthers4741 yes, you can input any expression like this into say, the
input
field of anInputController
, if you're on mobile with overload, but you seem to know how to use XML. It'll also go in any activationGroup field if you make an expression with a boolean output@YuriGagarim Andrew implemented this, but it seems to be looking for a device that either has iOS 13 or above, OR a device from the generation of iPhone 7 and above.
There is no purge going on, and the user nagisa was not banned.
@Egorka2001 yes, sorry, I realised this page was outdated. See the operators section now.
@ZHUAREVONI for limiting the range of an output you can use the
clamp
function. ie,clamp(Pitch, -0.5, 0.5)
would limit the value to between -0.5 and 0.5@Egorka2001 Bitwise operators wouldn't make sense since FT only uses float, bool and string types.
@OrangeCrush it's not that simple when I say "broke" - unless we found a way to do some switching up with shaders and the render queue, the kind of visual glitches would be say, glass being drawn as if it's underwater (with the blue fog you get on underwater objects), even though it's above water.
@YouLanjie read the huge blue text in the description.
@Aerofy yes, that is possible.
@Bobofboblandia it's closer to 50p, but sure.
Your post has been removed. Please read these rules about posting planes.
Please try to make major changes to a plane before posting it. Simply painting an object a different color, or adding a few guns is not enough to consider it your own. In the future please credit the original maker, and try to post your own work.
@slimya Mods with scripts are no longer supported on the newest versions of SP for android, for technical reasons.
@asteroidbook345 I tried it several times with the missiles fired and not fired, landing soft and pretty hard, and nothing goes wrong. The suspension takes it fine.
Could you link a specific build that causes the issue?
@Brothen127 yes, but this is more complicated than just a static map, since it's procedurally generated. So it won't work.
@FairFireFight that's due to the known bug with the equality operator listed.
@goutboy411 it's exactly the same
@Chancey21 I tested it, it works.
@Chancey21 oops, I meant
1 - abs(smooth(Activate1, 2))
something like
smooth(abs(Activate1), 2)
.This isn't a bug. It's how the smooth function works.
@MagmaCubeYT Someone else has made a useful resource for that
@jelybaca when did you make the lights that broke, after 1.8, 1.9, or 1.9.1?
@DPSAircraft in which build do you observe this?
@vcharng yeah, anything in 1.9.202 might be broken, but should be able to be fixed by replacing
LandingGear
withGearDown
.@vcharng nope, in 1.9.1 the LandingGear variable was actually 0 or 1. You can test it, switch off the beta and put the value
LandingGear + 0
into a rotator. If you just putLandingGear
, then FT won't be used so it will actually be-1
to1
. But with the FT variable, it is 0 (extended) to 1 (retracted). If this update broke your gear, try replacing all references toLandingGear
withGearDown
.@Shnippy It should be fixed in the public-test beta (1.9.202), I'm not sure if you have access but I was able to recreate the bug and fix it.
@jamesPLANESii presumably you're talking about an inverse sine. Also known as an arc-sine. Have another look near the trig functions.
@Brendorkus yes, by BogdanX
@NAGO it was discontinued for technical reasons, because google play store policy requires a 64-bit version and the Mono backend isn't supported on 64-bit, hence neither are mods. We'd keep it on if we could, but we can't.
Don't waste your uservoice votes, I added this about a month ago and it'll be in the next small update.