@Tanner0501 if the plane still loads in the game world but you can't see it in the designer, there's a chance that you've managed to accidentally place a part very far away from the plane so when the whole build is centred in the designer, the actual plane is moved far away from the platform in the centre. If you can't find the part yourself you could upload the design and have someone check through the XML to find the stray part.
Check if you have oculus software installed. There's a bug with it where it prevents games that have optional VR from loading (even in non-VR mode) if it's set as the active XR runtime but isn't running. Try running the oculus software and then launching the game, or setting your openxr runtime to something else
Interesting. Would be cool to see if you could save some characters by simplifying larger squares that are all the same colour into larger font squares. Also, if it's just an HTML file where everything is clientside JS, you could host this for free with GitHub pages.
@Weirdoguymajig there's two ways really, if you just want a simple conversion just multiply the value by the conversion factor (ie {Altitude * 3.28084} would express altitude in feet. The label formatting also has a feature built in that hooks into the game's built in units system and formats units in the user's currently selected unit system. For that, there must be 3 sections in the {}, each separated by semicolons. The first is your expression, the second is the format specifier, which is just a string that controls how the number is formatted (how many decimal places, leading and trailing zeros, commas etc). Putting N there will give a fairly standard format but there is more info here. Then the 3rd section indicates what type of units to use. The options are: LongDistance - takes input in m, shows mi/km/nm ShortDistance - takes m, shows ft/m - use this for altitude TinyDistance - takes m, shows mm/inches Speed - takes m/s, shows mph/kmh/kts Mass - takes kg, shows kg/lbs Force - takes N, shows N/lbf Volume - takes L, shows L/gal (US gallons) Area - takes m^2, shows m^2/ft^2 WingLoading - takes kg/m^2, shows kg/m^2 or lbs/ft^2.
For instance for altitude, {Altitude;N0;ShortDistance} would make an altitude readout.
+2
3.0 years ago
The "empty forum title" thing has been done many times before, it's kinda boring now. Also, you directly linked the image here to an image on an aircraft post which means everyone can see the ID string 9dG2oh and put it into an aircraft URL and access your "private chat room"
@Mrdumb9l191 most of the maths functions could be constructed from simpler functions, but that doesn't mean they're not useful. They allow people to write simpler, cleaner and probably faster expressions. Also, your expression will return NaN in the case x = 0, which is not desired behaviour for sign
Another thing - pressing the S key to pitch up will max out your elevator to full pitch up. You'd very rarely do this in a real aircraft, so it might struggle to pull itself. You might gain some knowledge by taking a look at the very simple fly-by-wire system on the stock "Wasp" aircraft. The elevon rotator is a bit hard to get to, but the expression for it is fairly simple:
The -PitchRate expression is what is used here to dampen the oscillations caused when abrupt keyboard inputs are used. It has a similar damping for yaw on the rudder.
As for "it will start rolling down while pitching", what you might be experiencing is a "flick roll" (I think it's a "snap roll" in the US) where due to increasing the angle of attack greatly, one of your wings stalls before the other causing it to rotate down, which then increases the difference in angle of attack of that wing further, causing the aircraft to spin. The way to stop that is simply to not stall your main wing.
@Ohmyus it is a shame they aren't consistent however as was said below I wouldn't want to change things and potentially break existing designs. To simplify working with them, the deltaangle(a, b) function will probably be useful to you.
"Auto-save" (saving to __editor__.xml) currently only occurs when application focus changes away from SP (so alt tab, etc), or when exiting the designer. This would be a fairly simple mod to implement for anyone familiar with C# Reflection.
Edit: just saw the comment below too. Presume they're just thinking of calling OnApplicationPause on DesignerScript, which is probably the easy route.
Yep there is a setting called fillCutFace which is true by default on everything but glass fuselage, since if you're doing a cockpit with it, you don't really want that bottom face.
@Zippy6 I'm guessing you're still on the public-test branch on steam. We're testing things with the VR alpha on there and it's not currently a stable experience as you can see, I'd recommend setting your beta to none.
The iOS versions of the game, as well as recent versions of the android game cannot load code from mods, so mods with custom behaviours like advanced targeting, refuel, smoke trails, tracks, instrumentation, underwater camera etc, will not work on 1.9. The mods listed here are simple content - just some extra parts with different models and configurations, so they will work on the android version - this is nothing new. You'll notice they're all content like maps, and additions to the default map which can be made in the unity editor without writing code. The "Superfleet Plugin" isn't really a mod at all. Locations store the positions of the ships, so if you save a location while parked on a ship, and go back to it, the ship is still under you. All that is, is a settings file with some locations that have all the ships in the same place. That's why it works on all platforms, because it's just a settings file with some locations.
Does the part material you tried to use for the glass have a high metallic value? I should make it clearer, but if you click the part description then it gives some recommended part material parameters. But essentially, metallic makes it reflect light, which stops light from going through.
@Hedero I remember now there's a bug with using rate(IAS), which I've already got fixed for the next update but for now, I'd suggest just lowering the power of the engine to decrease the acceleration, and then lowering the drag on the aircraft to bring the top speed back up to where it was.
@Brothen127 hey, let me spoil the surprise for you - it won't work. There will be an error message when trying to load the mod, and either the map will just be empty sea or simply not exist. There you go, no need to question any more.
@LiamW @Tessemi rate(RollAngle) seems to work well for roll rate. But it's not 100% accurate because of just rotations... Rotations are rotations and rotations are weird. Your roll angle can change without actually rolling. Say you're banked 15 degrees to the left, with the nose pointing at the horizon. Then pitch up through a full loop without touching the roll, watching your artificial horizon on the panel rotate as your roll angle changes. Also, rate(RollAngle) will give very high values when the roll angle goes from -180 to +180 (when doing a full roll).
So really your guess at (IAS + TAS) / 2 should have been TAS * sqrt(IAS / TAS) or to simplify, sqrt(IAS * TAS). It just happened to be you were at an altitude of around 30k ft.
It seems as though the square root of the density ratio is a better scalar for the speeds of the aircraft, despite the lift and drag forces just being multiplied by the density ratio itself. This doesn't make much sense but the aim was to match the IAS to how the craft behaved in game, not what it'd be in real life, so I've switched it over to the root of density.
@Oski no, currently there's not much for having.. thresholds as such. Comparison operators (<, >) are something I'm considering in the future. So currently you could set a rotator to follow an input like speed or altitude etc. Theoretically, you could do the beacon thing though. Beacons activate when their input isn't 0, so you could make it work with say, min(0, IAS - 330) which would be 0 if IAS was under 330, therefore would light the beacon when IAS > 330
@Chancey21 that's the website messing up my angle brackets. lt = less than, it's supposed to be v< but when you put it in code blocks it shows as v<
They are definitely not as realistic as can be. They are pre-computed for each part at the start of the game and not updated if the craft's structure is changed, so parts that were hidden behind others (hence have no drag) and are then moved into airflow, will continue to have no drag. SimpleRockets2's drag model is more real-time, but at the end of the day with these things it's about striking a reasonable balance between realism and not lagging out everyone's device. There are XML options available to remove drag for those who want to override the game's system as it can sometimes end up asymmetrical on a symmetrical aircraft and cause problems with handling (especially on very complex aircraft).
@ChiyomiAnzai oh thanks for the constructive feedback. I actually still use it quite a lot since it provides multiple levels of warp rather than an on/off warp, as well as being able to be toggled without having to pause the game. But yeah, I didn't think you'd notice that. Even if it wasn't, it would still be less useless than the 5 forum posts you've made in the last 24 hours.
@Lahoski107 it should be based on the average muzzle velocity of all guns on the craft. Or you can override it with mod settings. But if set to -1 (as default) it should be muzzle velocity.
@AlbertNafta There is a link in the description. Though it hasn't been updated for 1.8, the helicopter update, so I'll have to get around to that at some point.
Andrew's unclogged the pipes so they should all start coming through soon, might take a while to get through all of them
+2@Tanner0501 if the plane still loads in the game world but you can't see it in the designer, there's a chance that you've managed to accidentally place a part very far away from the plane so when the whole build is centred in the designer, the actual plane is moved far away from the platform in the centre. If you can't find the part yourself you could upload the design and have someone check through the XML to find the stray part.
+2@CL125 @32 I don't think Tully2001 was banned, they must have deleted their account.
+2@GorillaGuerrilla an easy way to download stuff from your normal browser is to copy the link to the plane and then press Ctrl+L in the designer
+2Check if you have oculus software installed. There's a bug with it where it prevents games that have optional VR from loading (even in non-VR mode) if it's set as the active XR runtime but isn't running. Try running the oculus software and then launching the game, or setting your openxr runtime to something else
+2Interesting. Would be cool to see if you could save some characters by simplifying larger squares that are all the same colour into larger font squares. Also, if it's just an HTML file where everything is clientside JS, you could host this for free with GitHub pages.
+2@JacksEpicGamingYT added Iran, Iraq, Norway, Denmark.
+2@SheriffHackdogMCPE added Philippines.
@Seel50 quest 2 is based on android so won't support code mods anyway, which is why there's currently no UI for enabling them either.
+2@Weirdoguymajig there's two ways really, if you just want a simple conversion just multiply the value by the conversion factor (ie
{Altitude * 3.28084}
would express altitude in feet. The label formatting also has a feature built in that hooks into the game's built in units system and formats units in the user's currently selected unit system. For that, there must be 3 sections in the {}, each separated by semicolons. The first is your expression, the second is the format specifier, which is just a string that controls how the number is formatted (how many decimal places, leading and trailing zeros, commas etc). PuttingN
there will give a fairly standard format but there is more info here. Then the 3rd section indicates what type of units to use. The options are:LongDistance
- takes input in m, shows mi/km/nmShortDistance
- takes m, shows ft/m - use this for altitudeTinyDistance
- takes m, shows mm/inchesSpeed
- takes m/s, shows mph/kmh/ktsMass
- takes kg, shows kg/lbsForce
- takes N, shows N/lbfVolume
- takes L, shows L/gal (US gallons)Area
- takes m^2, shows m^2/ft^2WingLoading
- takes kg/m^2, shows kg/m^2 or lbs/ft^2.For instance for altitude,
+2{Altitude;N0;ShortDistance}
would make an altitude readout.The "empty forum title" thing has been done many times before, it's kinda boring now. Also, you directly linked the image here to an image on an aircraft post which means everyone can see the ID string 9dG2oh and put it into an aircraft URL and access your "private chat room"
+2@Mrdumb9l191 most of the maths functions could be constructed from simpler functions, but that doesn't mean they're not useful. They allow people to write simpler, cleaner and probably faster expressions. Also, your expression will return NaN in the case x = 0, which is not desired behaviour for sign
+2@Ghaves it probably once was but gun have infinite ammo now
+2Another thing - pressing the S key to pitch up will max out your elevator to full pitch up. You'd very rarely do this in a real aircraft, so it might struggle to pull itself. You might gain some knowledge by taking a look at the very simple fly-by-wire system on the stock "Wasp" aircraft. The elevon rotator is a bit hard to get to, but the expression for it is fairly simple:
The -PitchRate expression is what is used here to dampen the oscillations caused when abrupt keyboard inputs are used. It has a similar damping for yaw on the rudder.
+2As for "it will start rolling down while pitching", what you might be experiencing is a "flick roll" (I think it's a "snap roll" in the US) where due to increasing the angle of attack greatly, one of your wings stalls before the other causing it to rotate down, which then increases the difference in angle of attack of that wing further, causing the aircraft to spin. The way to stop that is simply to not stall your main wing.
@Ohmyus it is a shame they aren't consistent however as was said below I wouldn't want to change things and potentially break existing designs. To simplify working with them, the
+2deltaangle(a, b)
function will probably be useful to you."Auto-save" (saving to
+2__editor__.xml
) currently only occurs when application focus changes away from SP (so alt tab, etc), or when exiting the designer. This would be a fairly simple mod to implement for anyone familiar with C# Reflection.Edit: just saw the comment below too. Presume they're just thinking of calling OnApplicationPause on DesignerScript, which is probably the easy route.
Yep there is a setting called
+2fillCutFace
which is true by default on everything but glass fuselage, since if you're doing a cockpit with it, you don't really want that bottom face.@Zippy6 I'm guessing you're still on the public-test branch on steam. We're testing things with the VR alpha on there and it's not currently a stable experience as you can see, I'd recommend setting your beta to none.
+2There's a bug with switches and buttons on the Continuous interaction type, will be fixed next small patch
+2Edit: Patch should be out it's 1.11.105.0
@SimplyPlain are you playing with the new stock jets or any other crafts with labels that contain funky trees expressions?
+2@BogdanX no need to have pistons, FT should suffice
+2@1918 Not really, because I don't know what it will have changed to when we release.
+2I didn't make the helicopters, so I'm not sure if they actually simulate dissymetry of lift but that is a real thing.
+2The iOS versions of the game, as well as recent versions of the android game cannot load code from mods, so mods with custom behaviours like advanced targeting, refuel, smoke trails, tracks, instrumentation, underwater camera etc, will not work on 1.9. The mods listed here are simple content - just some extra parts with different models and configurations, so they will work on the android version - this is nothing new. You'll notice they're all content like maps, and additions to the default map which can be made in the unity editor without writing code. The "Superfleet Plugin" isn't really a mod at all. Locations store the positions of the ships, so if you save a location while parked on a ship, and go back to it, the ship is still under you. All that is, is a settings file with some locations that have all the ships in the same place. That's why it works on all platforms, because it's just a settings file with some locations.
+2@altaccount it's not really a decimal number, it's the major version (1) and minor version (10), separated by a .
+2Does the part material you tried to use for the glass have a high metallic value? I should make it clearer, but if you click the part description then it gives some recommended part material parameters. But essentially, metallic makes it reflect light, which stops light from going through.
+2@Hedero I remember now there's a bug with using
+2rate(IAS)
, which I've already got fixed for the next update but for now, I'd suggest just lowering the power of the engine to decrease the acceleration, and then lowering the drag on the aircraft to bring the top speed back up to where it was.@UndercoverEnglish I see the comments. But getting a mod like this to work on android would be very difficult.
+2@randomusername that and using alternate accounts to upvote things multiple times.
+2@ZHUAREVONI yes,
+2function
should be set toMultiRole
on theMissile
modifier.@hfusiwjf29 you could try multiplying the output of a PID by a function of the airspeed to reduce sensitivity at higher speeds.
+2@Brothen127 hey, let me spoil the surprise for you - it won't work. There will be an error message when trying to load the mod, and either the map will just be empty sea or simply not exist. There you go, no need to question any more.
+2@Tessemi Pitch should be, but still would do the -180 to +180 thing. I'll add some more functions next update hopefully.
+2@LiamW @Tessemi rate(RollAngle) seems to work well for roll rate. But it's not 100% accurate because of just rotations... Rotations are rotations and rotations are weird. Your roll angle can change without actually rolling. Say you're banked 15 degrees to the left, with the nose pointing at the horizon. Then pitch up through a full loop without touching the roll, watching your artificial horizon on the panel rotate as your roll angle changes. Also,
+2rate(RollAngle)
will give very high values when the roll angle goes from -180 to +180 (when doing a full roll).@jamesPLANESii It shouldn't be that long, at least for beta.
+2So really your guess at
+2(IAS + TAS) / 2
should have beenTAS * sqrt(IAS / TAS)
or to simplify,sqrt(IAS * TAS)
. It just happened to be you were at an altitude of around 30k ft.It seems as though the square root of the density ratio is a better scalar for the speeds of the aircraft, despite the lift and drag forces just being multiplied by the density ratio itself. This doesn't make much sense but the aim was to match the IAS to how the craft behaved in game, not what it'd be in real life, so I've switched it over to the root of density.
+2@DPSAircraft it's the time in seconds since the start of the level.
+2@Thorne not at the moment, but planned.
+2@Flyer24 Thank you, you just reminded me this mod still exists, I pulled the downloads and put that note in the description.
+2@Oski no, currently there's not much for having.. thresholds as such. Comparison operators (<, >) are something I'm considering in the future. So currently you could set a rotator to follow an input like speed or altitude etc. Theoretically, you could do the beacon thing though. Beacons activate when their input isn't 0, so you could make it work with say,
+2min(0, IAS - 330)
which would be 0 if IAS was under 330, therefore would light the beacon when IAS > 330Pretty sure this is what the "follow" button on people's profile is for...
+2@Plane66373637 there is a fast-forward built into the game now, though, which android users can make use of.
+2You never read this then? Strange, I thought you were fairly active.
+2Unless of course, you are somehow exempted from it unlike everyone else...
@Chancey21 that's the website messing up my angle brackets. lt = less than, it's supposed to be v< but when you put it in code blocks it shows as
+2v<
@X4JB There are no other ones, and
+2v
can't be used alone, it must bev>
orv<
.They are definitely not as realistic as can be. They are pre-computed for each part at the start of the game and not updated if the craft's structure is changed, so parts that were hidden behind others (hence have no drag) and are then moved into airflow, will continue to have no drag. SimpleRockets2's drag model is more real-time, but at the end of the day with these things it's about striking a reasonable balance between realism and not lagging out everyone's device. There are XML options available to remove drag for those who want to override the game's system as it can sometimes end up asymmetrical on a symmetrical aircraft and cause problems with handling (especially on very complex aircraft).
+2@ChiyomiAnzai oh thanks for the constructive feedback. I actually still use it quite a lot since it provides multiple levels of warp rather than an on/off warp, as well as being able to be toggled without having to pause the game. But yeah, I didn't think you'd notice that. Even if it wasn't, it would still be less useless than the 5 forum posts you've made in the last 24 hours.
+2@Lahoski107 it should be based on the average muzzle velocity of all guns on the craft. Or you can override it with mod settings. But if set to
+2-1
(as default) it should be muzzle velocity.@ProcessedPlAnEs hi 400 I'm WNP78
+2@AlbertNafta There is a link in the description. Though it hasn't been updated for 1.8, the helicopter update, so I'll have to get around to that at some point.
+2