@CarnationRED SP seems to use what's kind of it's own audio system. I haven't really looked into it that much. Sorry I didn't respond to your comment yesterday, I went to look at it, found nothing and forgot.
@MrTyTheGreat nope not at all just memory leak from the graphics card into the audio buffer. The image, as you can see, makes no sense at all and is a pure coincidence.
Dude seriously that's a terrible decoding, I just opened MMSSTV and ran the video, it's clear as day. Also that's probably a stage somewhere in an easter egg, which was triggered by you breaking the game instead of finding it properly like a god damn normal person.
@Chancey21 modding drag is disallowed, so I'd certainly ask. It says "We consider it a serious offense to submit an XML modded plane into a tournament which prohibits them. Any violation will result in an immediate and permanent ban from all future Sky Cup tournaments.". In the tournament rules. Modding maxDeflectionDegree is just as severe.
@Chancey21 not sure if that's actually allowed in this tournament. Though the rules mentions engines and fuel tanks, it says "includes". I'd check first definitely, as it's basically modding drag
yeah I was planning a drag painter alongside some other editor tools I've been putting together... though for now, you can use something with regex replace functionality such as notepad++ and replace: (<Part [^>]*?)(\/?>)
with: $1 calculateDrag="false"$2
which would disable drag on all parts (make sure there isn't any set beforehand)
@Delphinos ah, I had a suspicion. I take it you don't have mod settings installed? It was a simple mistake, and it causes it to not work only when mod settings is not installed. Of course I have nod settings installed so I didn't notice. I'll be able to fix it tomorrow but for now I'll have to put a note up. You can fix it temporarily by installing Mod Settings
Without XML modding the wheel, it is impossible to get over 375 m/s (838.95mph) ground speed with resizable wheels without losing traction. This is due to the maxAngularVelocity parameter, and the maximum diameter of wheel.
See here
@TheOwlAce so, assuming you're on windows (which your builds suggest), first you need to find your appdata folder (try putting %APPDATA% into the search box thingy). It might take you to a folder in AppData\Roaming, or just to AppData. You need to go to AppData\LocalLow, then Jundroo then SimplePlanes then AircraftDesigns. Find and delete all unneeded aircraft.
@Brields95 I'm working on an update which should allow for editing the new ones, and also allows for all future attributes to be added. I've also reworked the GUI to make it less buggy (the part under the button doesn't get selected) and it is fully resizable and draggable. If only the scrollbars would work, it would be ready to release.
@highlander1337 oh, it would only be a water gun... I'm not sure if serial ports are the best way, but you need to find a way to do local IPC (inter-process communication) between Unity 5.3.6 and whatever your ANN process is. I can help with obtaining the required data from SimplePlanes inside a mod, but then it needs to be sent to the other process.
Machine learning has always interested me - my only project involving it was trying to build a thing to read a camera and detect a specific colour of cat in my garden and provide it's location to a couple servos, then flip a solinoid >:) - but I feel like takeoff is kinda simple in terms of SP and very aircraft specific. It's just wait until you have sufficient speed (which is craft-dependent, so it wouldn't be universal) and the pull up. Perhaps a better thing to try would be maybe maintaining a heading/pitch or terrain avoidance? In terms of answering your question, I'm not too familiar with the concept of memory pointers as I deal with the C# that the game runs on. The way I'd do it would be to create a mod which reads out the data, and sends it somehow (serial, idk) to your ML process. Most of the data could be obtained by the ServiceProvider's PlayerAircraft class, however some may require using reflection to access SimplePlanes' code directly. Let me know how it goes. By the way, are you new? If so, welcome.
There's a new test version of Overload that allows you to do this. I haven't updated the mod post because I'm not sure it's completely bug-free
No it's not in simplelandia that doesn't exist
@CarnationRED SP seems to use what's kind of it's own audio system. I haven't really looked into it that much. Sorry I didn't respond to your comment yesterday, I went to look at it, found nothing and forgot.
@robloxweponco kind of, it's sort of in testing right now
@Chancey21 pah I fitted it out with a load of custom avionics & instruments yesterday
My, that's a lot of wheels
@jamesPLANESii slowing them down by 30 knots, not to 30 knots xD
@Z3RO 1. You're still seeing drag in the drag view?
2. when did you download it?
3. what part is it on?
@Chancey21 so.... What was the purpose of that comment?
@MrTyTheGreat nope not at all just memory leak from the graphics card into the audio buffer. The image, as you can see, makes no sense at all and is a pure coincidence.
Move along
No, this is just clearly a game glitch
I'm totally not angry because nobody found that easter egg I made 2 months ago and the ones that did found it wrong.
Dude seriously that's a terrible decoding, I just opened MMSSTV and ran the video, it's clear as day. Also that's probably a stage somewhere in an easter egg, which was triggered by you breaking the game instead of finding it properly like a god damn normal person.
@FastDan read the first 12 words of the post above. It might give you a clue.
@FastDan take a wild guess
You downloaded an old version, with a bug that I clearly stated on the post and fixed yesterday. Then somehow tagged me twice....
I think Yeager was Murphy (Kevin) and Wright was Tarpley (Philip)
@Brields95 @Delphinos I recommend you use Mod Settings to change the UI scale
@AdlerSteiner @jamesPLANESii try again, this bug is probably fixed
@Chancey21 "we"
@Chancey21 modding drag is disallowed, so I'd certainly ask. It says "We consider it a serious offense to submit an XML modded plane into a tournament which prohibits them. Any violation will result in an immediate and permanent ban from all future Sky Cup tournaments.". In the tournament rules. Modding
maxDeflectionDegree
is just as severe.@Chancey21 not sure if that's actually allowed in this tournament. Though the rules mentions engines and fuel tanks, it says "includes". I'd check first definitely, as it's basically modding drag
@jamesPLANESii
1. it doesn't disappear, it moves up in the list
2-4. these observations are all caused by the bug I just put in the forum post
@jamesPLANESii RIP
yeah I was planning a drag painter alongside some other editor tools I've been putting together... though for now, you can use something with regex replace functionality such as notepad++ and replace:
(<Part [^>]*?)(\/?>)
with:
$1 calculateDrag="false"$2
which would disable drag on all parts (make sure there isn't any set beforehand)
@Delphinos it should be fixed now
@Gravity what part did you experience that on?
@Chancey21 did you read the bit just above the download links there?
@Chancey21 did you actually read the forum post?
@DemonSniper8 no, that's how responsive the steering is afaik.
@Roswell have you installed a mod before?
@Delphinos ah, I had a suspicion. I take it you don't have mod settings installed? It was a simple mistake, and it causes it to not work only when mod settings is not installed. Of course I have nod settings installed so I didn't notice. I'll be able to fix it tomorrow but for now I'll have to put a note up. You can fix it temporarily by installing Mod Settings
Without XML modding the wheel, it is impossible to get over 375 m/s (838.95mph) ground speed with resizable wheels without losing traction. This is due to the
maxAngularVelocity
parameter, and the maximum diameter of wheel.See here
@Delphinos oh. Hang on a minute. Does it fail just as you enable it? And do you not have mod settings installed?
Not only did you set the links to the upvote button, but you did it wrong xD
@JetFly I'm just on about the title xD
@TheOwlAce so, assuming you're on windows (which your builds suggest), first you need to find your appdata folder (try putting
%APPDATA%
into the search box thingy). It might take you to a folder inAppData\Roaming
, or just toAppData
. You need to go toAppData\LocalLow
, thenJundroo
thenSimplePlanes
thenAircraftDesigns
. Find and delete all unneeded aircraft.@AdlerSteiner not yet, there's a slight complication. Technically what I'm doing shouldn't work but apparently it does.
@sheepsblood thanks!
@Caveman999 this mod by mushr0om
@Brields95 I'm working on an update which should allow for editing the new ones, and also allows for all future attributes to be added. I've also reworked the GUI to make it less buggy (the part under the button doesn't get selected) and it is fully resizable and draggable. If only the scrollbars would work, it would be ready to release.
@JakeTheDogg I'd rather not implement it twice.
@Shawnthebuilder if they did they wouldn't have much luck because mods aren't supported on iOS
@highlander1337 oh, it would only be a water gun... I'm not sure if serial ports are the best way, but you need to find a way to do local IPC (inter-process communication) between Unity 5.3.6 and whatever your ANN process is. I can help with obtaining the required data from SimplePlanes inside a mod, but then it needs to be sent to the other process.
overlord xD
Machine learning has always interested me - my only project involving it was trying to build a thing to read a camera and detect a specific colour of cat in my garden and provide it's location to a couple servos, then flip a solinoid >:) - but I feel like takeoff is kinda simple in terms of SP and very aircraft specific. It's just wait until you have sufficient speed (which is craft-dependent, so it wouldn't be universal) and the pull up. Perhaps a better thing to try would be maybe maintaining a heading/pitch or terrain avoidance? In terms of answering your question, I'm not too familiar with the concept of memory pointers as I deal with the C# that the game runs on. The way I'd do it would be to create a mod which reads out the data, and sends it somehow (serial, idk) to your ML process. Most of the data could be obtained by the ServiceProvider's PlayerAircraft class, however some may require using reflection to access SimplePlanes' code directly. Let me know how it goes. By the way, are you new? If so, welcome.
hmmm
But have you flown a glider solo, driven a little glider tow-y thing, and driven a big boat with a V8?
@The1Big1Finger1111 nope.
@TheOwlAce appdata / locallow