@Kweed10 make sure you actually reload the aircraft into the designer, even if it's already there. If it's definitely not working, try running the script through a command prompt or something so that it doesn't close and you can catch whatever error it's outputting. If it got around to prompting for the property and value then it would have succeeded with opening the file so I'm not too sure what would be wrong...
@Zoomzoom999 open the debug console (` button) and then close it, then try pressing the "open image" button, open the console again and send a screenshot of any errors that are there.
@BogdanX I've had similar problems with the android version and haven't tested on a mac since I don't have one. My suspicion is that the mac has stricter security and does not allow the file browser to access the main filesystem causing it to fail to open.
@AstleyIndustries it wouldn't cause an issue if there were no other attributes after calculateDrag, which I don't think there usually is, but it's good to be airtight...
You might want to make the calculateDrag=".*" lazy matching (calculateDrag=".*?") so that it doesn't delete things after it. For instance, calculateDrag=".*" would match all of calculateDrag="false" health="200", including the health tag, since the wildcard includes as much as possible.
@SuperSix it's pretty well reputed. If you have the know-how, and a good network connection, you can download the hash table and check on your local machine without sending them any data.
Go into File>Build Settings>Player settings and set the "API Compatibility Level" to 4.0.
If you are exporting for Android too, select Android in the build settings window and change it for that too.
@Lahoski107 if you have SP installed by steam, right click on SP in steam, press properties, then local files, then browse local files. Open the ModTools folder and there should be two packages, the one ending in Assets is the one with the map reference.
@ThomasRoderick I had to temporarily disable it on the 1.8 version since Mod Settings broke with 1.8, though they have now been updated so I will have to update it again to enable settings.
@Lahoski107 a way to speed up exporting is to go into Window>Rendering>Lighting Settings and disable both "Baked Global Illumination" and "Auto Generate". There is a change in the new version where when exporting for PC/Mac, instead of exporting the mod once, it is actually exported twice, once for each platform, and both are put in the same file. However for testing, you can press "Save Mod - Debug" which only saves it for the currently selected platform (make sure you have the correct platform set in File>Build Settings). Due to the newer unity version exporting for debug should be a little quicker.
@Lahoski107 2018.3.8. Yes, it runs better because it's far newer and more optimised. If you need to check in the future, on windows you can find SimplePlanes.exe in your steam files, right click, press properties, then details and look in the "file version" field.
@WingMan yes. The text box in the window defines a python function allowing you to enter any kind of formula/expression you want. For instance using sin or cos, squaring, etc.
@SledDriver it's pointless now, since you've already given it away. Still it was fun to do it properly, and at least a bit realistically (I admit I had to mod the missiles a tad since the ship actually outpaced them), using tankers to extend your range and having the satisfaction of completing a long but successful mission.
@MTakach not sure why you'd want to but there's nothing stopping you pulling them off the uploaded aircraft page...
@Kweed10 make sure you actually reload the aircraft into the designer, even if it's already there. If it's definitely not working, try running the script through a command prompt or something so that it doesn't close and you can catch whatever error it's outputting. If it got around to prompting for the property and value then it would have succeeded with opening the file so I'm not too sure what would be wrong...
@Zoomzoom999 interesting. Try re-downloading the mod, I've made a small change. Unfortunately I can't test on mac.
@FLYGUY101 no, but it seems to work fine with 1.8 for me
@Zoomzoom999 open the debug console (` button) and then close it, then try pressing the "open image" button, open the console again and send a screenshot of any errors that are there.
@Brields95 I supposedly fixed it, give it another go?
@JohnnyBoythePilot When did you download the mod? I supposedly fixed thataround 8 hours ago as per my comment.
@MisterT @Brields95 the issue should be rectified now, please redownload and sorry for the inconvenience.
@Topfighter the "show platform" checkbox in the ortho/images panel is for that.
@BogdanX I've had similar problems with the android version and haven't tested on a mac since I don't have one. My suspicion is that the mac has stricter security and does not allow the file browser to access the main filesystem causing it to fail to open.
Where did you get the game from, Mac App Store, Steam, or elsewhere?
@BlueCitrus what kind of bugs do you mean?
@Z3RO the default fov is 60 degrees. Do you have a mod that changes it? What have you set it to? It shouldn't break it...
@FairFireFight wouldn't say that's why I made it - it's been around like this for over 6 months and I finally got around to it.
@FLYGUY101 look at the comment just a bit below from BRuthless
@FLYGUY101 it spawns automatically 10 seconds into the level
@cptangel multiplayer! It's at the top of highest rated if you need to find it.
But yeah, rockets are hardcoded to be A2G.
@P0TET0Z the screenshots were taken by @BRuthless and I can't find it on his profile so you'd have to ask him.
@AstleyIndustries it wouldn't cause an issue if there were no other attributes after calculateDrag, which I don't think there usually is, but it's good to be airtight...
You might want to make the calculateDrag=".*" lazy matching (calculateDrag=".*?") so that it doesn't delete things after it. For instance, calculateDrag=".*" would match all of calculateDrag="false" health="200", including the health tag, since the wildcard includes as much as possible.
Yeah the current version is designed for 1.8. How have you rolled back the update, and did you report the issue? the old version of overload is here
@NFIGMT @GiuliMBorgesYT it should be fixed for 1.8, I updated it 16 days ago
@Okvitu correct
If you're still skeptical, the author of the site is Troy Hunt, an MVP for Microsoft.
@SuperSix it's pretty well reputed. If you have the know-how, and a good network connection, you can download the hash table and check on your local machine without sending them any data.
Go into File>Build Settings>Player settings and set the "API Compatibility Level" to 4.0.
If you are exporting for Android too, select Android in the build settings window and change it for that too.
@NoyaN I don't think that that property ever existed....
@ImmaChargingMahLazor it should be updated on the main page now.
@Lahoski107 yeah, they aren't in there any more. I think there's something like that in the Unity Standard Assets "Environment" package.
@Lahoski107 if you have SP installed by steam, right click on SP in steam, press properties, then local files, then browse local files. Open the ModTools folder and there should be two packages, the one ending in Assets is the one with the map reference.
@ThomasRoderick I had to temporarily disable it on the 1.8 version since Mod Settings broke with 1.8, though they have now been updated so I will have to update it again to enable settings.
@Nerfaddict your version of python doesn't appear to
tkinter
installed correctly - see this post about that.@Lahoski107 a way to speed up exporting is to go into Window>Rendering>Lighting Settings and disable both "Baked Global Illumination" and "Auto Generate". There is a change in the new version where when exporting for PC/Mac, instead of exporting the mod once, it is actually exported twice, once for each platform, and both are put in the same file. However for testing, you can press "Save Mod - Debug" which only saves it for the currently selected platform (make sure you have the correct platform set in File>Build Settings). Due to the newer unity version exporting for debug should be a little quicker.
@Lahoski107 2018.3.8. Yes, it runs better because it's far newer and more optimised. If you need to check in the future, on windows you can find SimplePlanes.exe in your steam files, right click, press properties, then details and look in the "file version" field.
@Lahoski107 yeah, it is a bit random.
@Lahoski107 it does happen to be some kind of ancient Egyptian civilisation though....
Someone has already done this, just on the steam workshop
@GriboBass make sure you've got the right version of the mod for your device and you put it in the right folder as described here
@RamboJutter yaw-induced-roll (especially at low airspeed) is a thing, don't shy away from it!
Other than that it's epic
Excellent plane!
Minor points:
- Rudder ineffective
- No countermeasures
- The deceleration rate on the hook could be turned down a little bit.
Yes, missiles do not start targeting or consider themselves fired until they are no longer connected to the main cockpit.
@randomusername it goes at the top of the aircraft file, in the line beginning <Aircraft
@WingMan yes. The text box in the window defines a python function allowing you to enter any kind of formula/expression you want. For instance using sin or cos, squaring, etc.
@WingMan other shapes?
@SledDriver it's pointless now, since you've already given it away. Still it was fun to do it properly, and at least a bit realistically (I admit I had to mod the missiles a tad since the ship actually outpaced them), using tankers to extend your range and having the satisfaction of completing a long but successful mission.
@SledDriver no, I did not. That would be pointlessly inefficient.
@SledDriver no, I was about to leave the distance and bearing but decided against it since that would be cheating :)
@Fellout re-download it and replace the old file in your mods folder, then re-enable it. If you need to find your mods folder, see here