@MAHADI I don't know 'C'. This was using python, and I do SP mods in C#. How long it takes depends on to what level you are learning and how you approach it.
@zackattack316 well, the coding took up the time. But I was bored and had an old laptop with python installed.
@EliteIndustries1 python! I scaled down the image, modified it so it had a few less colours (over around 300 different colours glitches it) and ran the script.
Also, thanks for the upvotes and spotlight (@Supercraft888 , that was really quick!)
@FlyWithWine select the engine then open overload (the button with a plane and this />) click the dropdown menu at the top and select Engine. Then click the text box next to where it says "powerMultiplier" and set it to what you want. Then press the tick/checkmark/√
I made a custom level. It's possible with coding. I'm not sure about races but I don't think there is official stuff for it. You'll need Unity Editor with the mod tools linked below. You can't change physics stuff on different bits of terrain, it's global for the whole collider. Creating custom models is done in 3d modelling applications. Google Sketchup is good for beginners, but Blender much more full-featured. You can then import them into Unity.
To conclude:
1. See below
2. Yes, but only if you have it on Android. And it's a lot harder. You'll find yourself doing export after export (especially with scripts) and every time you'll have to send it to your device.
3. Don't think so.
4. Not really. Make roads as separate models.
5. 3d modelling programs (blender, sketchup)
Also, though I don't code that particular language I'm pretty sure == is for checking equality and = is for assigning values. And I think comments are forward /
@TheSovietOnion Nathan (a dev) made some reflection tools a while ago to make it easier. I personally don't use them but it's probably the best way for you to approach them. They are on GitHub here
@TheSovietOnion to get anything more than what the service provider gives, you have to use reflection. I don't know if you have much/any c# experience, but when learning, I found this pretty helpful. If you need help, ask.
@HellFireKoder @TheSovietOnion actually, I do get what he meant, as I had to make a workaround when making the refueling mod. I think you have to first get the values of FuelCapacity and InitialFuelCapacity, store them (in variables), set the fuel like you were, then reset FuelCapacity and InitialFuelCapacity to the values you stored.
@KDS what? stick to highlights? gun mods? If I get it to work it would work with all mod parts, it's just they are slightly different from the built in parts... and I thought of colours.
@spefyjerbf keep its orientation if it was scaled weirdly.
yes, it does seem that the exhaustscale affects global scale... it's a weird bug that I have pointed out before. Looks like you put it to good use!
Whoever it was, thanks for the feature!
@MAHADI I don't know 'C'. This was using python, and I do SP mods in C#. How long it takes depends on to what level you are learning and how you approach it.
@MrMecha will do tomorrow. I'll post it unlisted :D
@zackattack316 well, the coding took up the time. But I was bored and had an old laptop with python installed.
@EliteIndustries1 python! I scaled down the image, modified it so it had a few less colours (over around 300 different colours glitches it) and ran the script.
Also, thanks for the upvotes and spotlight (@Supercraft888 , that was really quick!)
I'm so bad at art, I had to use python instead... :(
Unfortunately, you cannot use markdown in aircraft descriptions. I think there was a reason, but I can't remember it now.
And the asset package is in
[steam installation]\steamapps\common\SimplePlanes\ModTools\SimplePlanes_ModTools_Assets.unitypackage
@FarrowAirlines not yet :( but it's planned
Wasn't there a report button somewhere..?
@FlyWithWine select the engine then open overload (the button with a plane and this
/>
) click the dropdown menu at the top and select Engine. Then click the text box next to where it says "powerMultiplier" and set it to what you want. Then press the tick/checkmark/√
@pushthelimits thats what we call a "check" or "checkmark". Like this: √ (I know that's a square root but it's similar)
@saturn28 still in the works! I'm doing AI tankers and stuff
@5stars what?
@pushthelimits try pressing the tick after you add it. Then reopen it to add more stuff.
I made a custom level. It's possible with coding. I'm not sure about races but I don't think there is official stuff for it. You'll need Unity Editor with the mod tools linked below. You can't change physics stuff on different bits of terrain, it's global for the whole collider. Creating custom models is done in 3d modelling applications. Google Sketchup is good for beginners, but Blender much more full-featured. You can then import them into Unity.
To conclude:
1. See below
2. Yes, but only if you have it on Android. And it's a lot harder. You'll find yourself doing export after export (especially with scripts) and every time you'll have to send it to your device.
3. Don't think so.
4. Not really. Make roads as separate models.
5. 3d modelling programs (blender, sketchup)
Read about it here
I've considered it.
The main problem with these is you can only control one at once... I've thought of making an AI tow plane before
Also, though I don't code that particular language I'm pretty sure == is for checking equality and = is for assigning values. And I think comments are forward /
@joeysellers stop it! It hurts so much!
@TheSovietOnion Nathan (a dev) made some reflection tools a while ago to make it easier. I personally don't use them but it's probably the best way for you to approach them. They are on GitHub here
@Syizhar I don't know if that's possible.
@DeezDucks It's a script that controls the flap thingies on the medium size prop. It doesn't have any settings so it's pretty useless for modifying.
I'd just like to weigh in - NO ADS
@TheSovietOnion to get anything more than what the service provider gives, you have to use reflection. I don't know if you have much/any c# experience, but when learning, I found this pretty helpful. If you need help, ask.
@BaconAircraft this is the first tournament I've entered and not the first I've tried. I'm not gonna win.
Fix: oversized ailerons. 2:24
Gah, the autopilot. Always does a nose dive into the ground after ring 13.
My eyes are trained to see "based on" text. But maybe its a good idea.
So you're saying it disappears from the mods list?
Is there an error in red? Try checking the dev console before and after you try.
Yes, you are missing something.
Click the bit that says "Part". It's a dropdown.
@HellFireKoder @TheSovietOnion actually, I do get what he meant, as I had to make a workaround when making the refueling mod. I think you have to first get the values of FuelCapacity and InitialFuelCapacity, store them (in variables), set the fuel like you were, then reset FuelCapacity and InitialFuelCapacity to the values you stored.
And for the record the last sentence of that comment was past tense, "read" being the past participle of to read and not an imperative.
And for the record I totally get the fish joke. Read them all.
Whoa! Looking great!
@Cadin thanks!
Great! Excellent, excepting that the collective pitch and throttle aren't independent. Easy fix though.
@KDS yes, but they all follow the same kind of structure. It would be very frustrating if I had to do it part by part.
@KDS what? stick to highlights? gun mods? If I get it to work it would work with all mod parts, it's just they are slightly different from the built in parts... and I thought of colours.
@EternalDarkness I'm also trying to get it to work with mod parts.
@EternalDarkness yeah, I was looking at that. Maybe when I finish this refueling
@LeoTanaka2243 @KDS should be fixed now..
Now it's back to work on refueling!
@spefyjerbf
keep its orientation if it was scaled weirdly.
yes, it does seem that the exhaustscale affects global scale... it's a weird bug that I have pointed out before. Looks like you put it to good use!
@MechWARRIOR57 was I? well there we go... I found it by accident lol
@MechWARRIOR57 I've had to tell some people about this before... maybe they should put it somewhere?
@WagonRestorant
FireGuns
@Luuk2909 no, its a new game they're making
@Luuk2909 don't think its a code name