Stacked control bases should work at the moment, unless you connect them through another part that has physics joints such as a rotator or detacher. But if you have an unbroken chain of ControlBases, it should work. Some on craft from 1.11 might not work if you load them into SPVR without going through the designer first but I'm looking into this.
@BellKitsu it's a gravatar identicon, we don't select profile images based on IP addresses. You can see in their documentation that it uses a cryptographic hash of the account email.
Just removing this to clear up the forums. The user's main account was banned, but if you need help from moderators, tag a moderator rather than making a forum post.
Just removing this to clear up the forums. The user's main account was banned, but if you need help it's better to just ping a mod than make a forum post.
@RandomBuilder8732ALT you don't need to buy anything new to keep playing SimplePlanes. This is just for the VR version, which would require a VR headset anyway (which, I'm guessing costs more than your mouse)
@OtakuNekoToT in VR you'll typically have a controller in the each hand which has a joystick or trackpad. These will be able to control the aircraft from anywhere with the same two-joystick mapping as the on-screen joysticks for mobile, so you'll have control of pitch, roll, yaw, throttle from anywhere. But you get much more precision from grabbing a large "virtual" joystick. But for yaw you can just use the stick on your controller at any time.
@Formula350 "straight forward to decipher" = it's straight forward to decode into parameters that define the shape of the airfoil, like the camber and thickness. It is not at all straight forward to get CL/CD characteristics for them, which is what is needed for simulating the wings in SP. For that, you're better off just getting a database of all of them with precomputed values.
@CC1010 @Thecatbaron The colours appear different because of a switch in colour spaces (gamma -> linear) that was necessitated for the VR stuff. We've adjusted most stuff to look the same as before and it hopefully shouldn't affect craft that much but we probably hadn't got round to the carriers. It's all a big work in progress, as I say, just trying to put something out once a week (no promises) so you guys know we're not dead.
@KeanuMiis
1. Read the rules - We are not going to moderate every curse word, but please try to keep it clean. What does this mean? Firstly, we don't read every comment on the site, so we can't moderate every curse word. It's also not as simple as just cursing, the context you use it in can affect it too. For instance if you call someone (quote) "a f*ing jerk", you will definitely get striked if the moderators see that.
2. Do you realise how many extra chances the moderators have given you? They have gone way beyond the three strikes and you're out guideline. And continue to do so now? I was neutral about the decision to let you have a fresh start on the DreadDeimos account when you made it, but you're making me reconsider my personal opinion, because all you do in return is attempt to sow distrust and discontent in the community.
@JoshuaW You don't need to convince me that this is all stuff that I want added, I have thought the same for a long time. It's just if we get to it or other things take priority, because there are a lot of other things. So I can't guarantee anything sadly.
@Mikalegan it's in the stock game, if the predictor setting isn't disabled in quality settings then it should just work when you select a bomb or cannon
@SilucaBloodfallen this is because TargetHeading is just the heading of the target (angle between the target and North), and setting the rotator to rotate by that angle won't make it point at the target. You'll need to find the difference between the current heading and the target heading, and then make sure the range of the rotator is set correctly too. The expression will get even more complex if you want to predict the future position of the target, there's an example here
@Freerider2142 @Inuyasha8215 did you make sure to update the multiplayer mod too? If you use the version from before this mod was released it probably won't work.
@Spearhead resizing the wing with the designer tool will affect how much lift it produces, but if you change the scale vector in overload, the lift will be as if it wasn't scaled.
@Spearhead not specifically. The way that is done is by scaling down a wing (which can be done with the scale attribute with this mod), and hiding it inside the fuselage.
@TheOneTrueTrollYT android only supports a subset of mods - ones that only add unscripted content such as simple maps and map plugins. Complex mods like this will not load into anything after 1.8.
@Tech mod support being lost on the new versions arose entirely from technical constraints caused by changing Google Play Store policy. We'd have kept it if we could. I'm not sure why you are complaining about this mod in particular though, because if you have 1.8 or before then you can use this mod, and if you have anything newer than that you can switch the mode to metric from the in-game settings.
@FlipposMC yeah, I put FT support in most activationGroup inputs but didn't bother with the beacon lights since they have the input field already there.
This is actually a bug with Overload. It generates the first page (the Part settings) for even the attributes that aren't there. For instance if the scale of a part is at it's default setting, then the scale attribute won't appear in the XML. Overload adds these hidden attributes for you on their default settings. In this case, overload assumes the default scale for a part is 1,1,1, but then @HellFireKoder came along and made the default scale for the rocket part 0.7,0.7,0.7. When it's at it's default value, it doesn't show up so overload automatically fills it in as 1,1,1, scaling it up from what it actually was at 0.7.
@randomusername What you described I think by any reasonable definition would be an abuse of the points system - and if you didn't know it was against the rules, I'd see no reason to try to hide it by editing your comment 9 times.
@Bryflies77x since this is about 4 years old, I'm not really surprised. The version on the mod section is slightly newer so it might but I wouldn't bet on it.
I made this too, when I was bored, feel free to check it out and take inspiration. It acts on the principle of keeping canards pointing into airflow, and then adding the pitch movement to that. I have a few PID integrated variants without the makebelieve aerofoil too. Edit: here
Use brackets to clarify which way round you want it to go: a ? (b ? c : d) : e. Neither expression you gave would work, as they have two operators next to each other: ? :
It is as mushr0om says, the far clip plane of the game's camera, the furthest distance it will render. It can be increased by a script, however this is a trade off, as the further it is, the more pronounced effects such as z-fighting will be (where 2 faces close together make a strange pattern).
@DPSAircraft when the aircraft loads, the gear is down. Therefore GearDown is true. This translates to a value of 1, so the rotator rotates. You could fix this by setting min on the input controller to -1 and max to 0. So when gear is down it's clipped to zero, and when gear is then raised (GearDown is false which translates to -1 as a number), it moves to -1.
Stacked control bases should work at the moment, unless you connect them through another part that has physics joints such as a rotator or detacher. But if you have an unbroken chain of ControlBases, it should work. Some on craft from 1.11 might not work if you load them into SPVR without going through the designer first but I'm looking into this.
+1BTW,
+1sin(sum(Throttle)*3000)
will do the same thing but without the jumping when you change the throttle.the website server was probably just rebooting
+1@BellKitsu it's a gravatar identicon, we don't select profile images based on IP addresses. You can see in their documentation that it uses a cryptographic hash of the account email.
+1Just removing this to clear up the forums. The user's main account was banned, but if you need help from moderators, tag a moderator rather than making a forum post.
+1Just removing this to clear up the forums. The user's main account was banned, but if you need help it's better to just ping a mod than make a forum post.
+1@RandomBuilder8732ALT you don't need to buy anything new to keep playing SimplePlanes. This is just for the VR version, which would require a VR headset anyway (which, I'm guessing costs more than your mouse)
+1yes you don't this @SimpleHelper
+1@OtakuNekoToT in VR you'll typically have a controller in the each hand which has a joystick or trackpad. These will be able to control the aircraft from anywhere with the same two-joystick mapping as the on-screen joysticks for mobile, so you'll have control of pitch, roll, yaw, throttle from anywhere. But you get much more precision from grabbing a large "virtual" joystick. But for yaw you can just use the stick on your controller at any time.
+1@Formula350 "straight forward to decipher" = it's straight forward to decode into parameters that define the shape of the airfoil, like the camber and thickness. It is not at all straight forward to get CL/CD characteristics for them, which is what is needed for simulating the wings in SP. For that, you're better off just getting a database of all of them with precomputed values.
+1@CC1010 @Thecatbaron The colours appear different because of a switch in colour spaces (gamma -> linear) that was necessitated for the VR stuff. We've adjusted most stuff to look the same as before and it hopefully shouldn't affect craft that much but we probably hadn't got round to the carriers. It's all a big work in progress, as I say, just trying to put something out once a week (no promises) so you guys know we're not dead.
+1@e_soup I thought about that, but keeping it secret was more painful
+1@SnoWFLakE0s I mean since you only support a cubic function derivative should just be 3ax^2 + 2bx + c right?
+1@KeanuMiis
+11. Read the rules - We are not going to moderate every curse word, but please try to keep it clean. What does this mean? Firstly, we don't read every comment on the site, so we can't moderate every curse word. It's also not as simple as just cursing, the context you use it in can affect it too. For instance if you call someone (quote) "a f*ing jerk", you will definitely get striked if the moderators see that.
2. Do you realise how many extra chances the moderators have given you? They have gone way beyond the three strikes and you're out guideline. And continue to do so now? I was neutral about the decision to let you have a fresh start on the DreadDeimos account when you made it, but you're making me reconsider my personal opinion, because all you do in return is attempt to sow distrust and discontent in the community.
@JoshuaW You don't need to convince me that this is all stuff that I want added, I have thought the same for a long time. It's just if we get to it or other things take priority, because there are a lot of other things. So I can't guarantee anything sadly.
+1@S953P yes, read the description
+1@Chancey21 just try searching your browser with "Userscripts" after it.
+1@WolfSpark there aren't mods for iOS - at least, as far as Apple is concerned these are not mods. They're just settings.
+1@Upone you can now use it on a detacher. But still no targeting mode, though you can check which weapon is selected.
+1@Mikalegan it's in the stock game, if the predictor setting isn't disabled in quality settings then it should just work when you select a bomb or cannon
+1@squideater56 it really doesn't. The core was built pretty much up from the ground to be more organised and efficient.
+1At least, I figured the first row. Can't remember the second line though, but the first might be a hint.
+1@SilucaBloodfallen this is because TargetHeading is just the heading of the target (angle between the target and North), and setting the rotator to rotate by that angle won't make it point at the target. You'll need to find the difference between the current heading and the target heading, and then make sure the range of the rotator is set correctly too. The expression will get even more complex if you want to predict the future position of the target, there's an example here
+1@Inuyasha8215 are there any warnings in the side panel when you select either this mod or the multiplayer mod in the mod menu?
+1@Freerider2142 @Inuyasha8215 did you make sure to update the multiplayer mod too? If you use the version from before this mod was released it probably won't work.
+1@Spearhead resizing the wing with the designer tool will affect how much lift it produces, but if you change the
+1scale
vector in overload, the lift will be as if it wasn't scaled.@Spearhead not specifically. The way that is done is by scaling down a wing (which can be done with the scale attribute with this mod), and hiding it inside the fuselage.
+1@TheOneTrueTrollYT android only supports a subset of mods - ones that only add unscripted content such as simple maps and map plugins. Complex mods like this will not load into anything after 1.8.
+1Nice tank. Did you make it yourself?
+1@Tech mod support being lost on the new versions arose entirely from technical constraints caused by changing Google Play Store policy. We'd have kept it if we could. I'm not sure why you are complaining about this mod in particular though, because if you have 1.8 or before then you can use this mod, and if you have anything newer than that you can switch the mode to metric from the in-game settings.
+1Unfortunately that data is outputted for the cockpit and not the bomb. So it would be a fair bit harder.
+1@FlipposMC yeah, I put FT support in most activationGroup inputs but didn't bother with the beacon lights since they have the input field already there.
+1@brians1209 Humble bundle also says that it has a DRM-free download so that should work without steam too I think.
+1This is actually a bug with Overload. It generates the first page (the
+1Part
settings) for even the attributes that aren't there. For instance if the scale of a part is at it's default setting, then thescale
attribute won't appear in the XML. Overload adds these hidden attributes for you on their default settings. In this case, overload assumes the default scale for a part is1,1,1
, but then @HellFireKoder came along and made the default scale for the rocket part0.7,0.7,0.7
. When it's at it's default value, it doesn't show up so overload automatically fills it in as1,1,1
, scaling it up from what it actually was at 0.7.@MangoBuilds you can find the description on the guide I linked at the top, it says:
+1@abuttifulpigeon No worries. Error messages in the console tend to be red.
+1@SonicManiaOVA I coded the generation, and it uses 2D simplex noise in various combinations for generating both biomes and height.
+1Android doesn't support mods with code in them, like this. This mod would not load in the latest version of SP for Android.
+1@MossySasquatch if you're on mobile, there's a known bug, yes. When we get round to releasing a new version it should work.
+1@randomusername What you described I think by any reasonable definition would be an abuse of the points system - and if you didn't know it was against the rules, I'd see no reason to try to hide it by editing your comment 9 times.
+1@JustDatGuy I comment a lot of places, but I can't be everywhere. I have work to do. I just check in on the forums from time to time to see what's up.
+1@Zoowarp feel free to keep going, maybe one day you'll reach the end!
+1@TheReturningHound there should be tabs for linear and round.
+1@Bryflies77x since this is about 4 years old, I'm not really surprised. The version on the mod section is slightly newer so it might but I wouldn't bet on it.
+1@VChart correct. In fact the inbuilt version is more advanced as it supports the new cannon parts.
+1I made this too, when I was bored, feel free to check it out and take inspiration. It acts on the principle of keeping canards pointing into airflow, and then adding the pitch movement to that. I have a few PID integrated variants without the makebelieve aerofoil too. Edit: here
+1Use brackets to clarify which way round you want it to go:
+1a ? (b ? c : d) : e
. Neither expression you gave would work, as they have two operators next to each other:? :
@Chicken256 no
+1It is as mushr0om says, the far clip plane of the game's camera, the furthest distance it will render. It can be increased by a script, however this is a trade off, as the further it is, the more pronounced effects such as z-fighting will be (where 2 faces close together make a strange pattern).
+1@DPSAircraft when the aircraft loads, the gear is down. Therefore
+1GearDown
istrue
. This translates to a value of 1, so the rotator rotates. You could fix this by settingmin
on the input controller to -1 andmax
to 0. So when gear is down it's clipped to zero, and when gear is then raised (GearDown
isfalse
which translates to-1
as a number), it moves to -1.