The way that the successor system works with the aircraft files is that:
1. You edit your plane, making changes to editor data. It may or may not have a predecessor url stored in it, which we will call A.
2. You enter and fill up the upload menu, and press the upload button. The following steps happen very quickly:
3. The editor data is uploaded to the website with predecessor url A.
4. The website checks the predecessor url. If it matches that of an existing plane, it is added to the plane webpage as auto credit.
5. The new url A', that was assigned to the plane on the website, is written back to the editor data as the new predecessor url.
.
This system has the implication that you must save your plane after uploading to store the new url. If you do not save your plane before loading another plane (including any versions of your plane saved before uploading), the predecessor url will be lost, and your plane's timeline will be broken.
.
If you understand the system above and have access to your aircraft files, you can set the predecessor url manually.
.
As for the successor list not updating, it is probably a bug or caused by slow database updates.
@Dissent3R it might not matter in the grand scheme of things, but it is definitely a minor annoyance and injustice that the earth would be better without
@ShirakamiShimada I would suggest putting all the windows on one piston, or one piston for each side, unless you really want to have different window animations
@ShirakamiShimada how complete is it? If it's only funky trees, i MIGHT be able to complete it within a short time (if i take longer, i won't be able to test it on a map for a while)
@RestlessGalaxies i only have "show fewer shorts"
I also noticed that shorts have been added to the subscriptions page, but those are kinda ok since you will be watching those channels already
I agree, there should be an easy and built-in way to hide shorts
I watch them like how I watch regular videos though, I don't take the automatic suggested shorts
I know that it changes the update rate of funky trees. For medium and high, the update period is 0.01s. For low, it is 0.02s. So if you use low physics, you can break FT that uses delta time for calculations, if they don't compute it and just assume 0.01.
.
Tested using
SETTER DeltaTime:
Time-PreviousTime
SETTER PreviousTime:
Time
.
I used to compute DeltaTime, but now I might assume 0.01 xdd
I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
@DDVC i found the problem with my regex, it depends on the "flavor" of regex used by the editor. I wrote the original forum post using the style in Notepad++, where \1 means the stuff matched in the first (...). If all the part IDs are replaced with \1, it means that your editor is using a different flavor of regex. In Visual Studio, you must use $1. I added this notice to the forum post.
.
Your suggested regex works for me, but maybe your aircraft uses more features. You still need to dump the old calculateDrag attributes before the main substitution.
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
[Recording Settings] FltRSet_RecordQuality (int size, int interval)
- Recording quality.
- size: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.
- interval: Number of FixedUpdate frames between each recorded data point. Default 10.
[Playback Settings] FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
- active: Debug message visibility. Default false.
[Playback Settings] FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
- pos: Position relativity. Default true.
- rot: Rotation relativity. Default true.
[Previewer Settings] FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
- r: Red. Default 0.
- g: Green. Default 1.
- b: Blue. Default 0.
- a: Alpha (opacity). Default 0.5f.
[Previewer Settings] FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
- width: Line thickness. Default 0.5f.
- interval: Recording's simulation time between each point of the preview. Default 0.1f.
- cvert: Amount of rounding applied to corners. Default 0.
@FlightClipper I use GitHub since I don't have any place to upload code or long info posts. Also, this mod is outdated and no longer supported by me. I would want to make a funky trees version but I haven't got to it yet.
The following is the text from the GitHub link:
Commands Reference
Notice about Data Sets:
This program splits the list of recorded information into four categories:
- M (Movement): Position and rotation.
- S (Standard): Basic control axes, Throttle, and Brake.
- E (Extra): Trim and VTOL sliders, and landing gear.
- A (Advanced): Weapons and activation groups.
Recording settings will determine which data sets are recorded. This setting is saved in each recording. During playback, this information is checked. A recorded data set will be locked from player input during playback.
The following information cannot be recorded:
- Start values of disabled data sets
- Switching of weapons, targets, or combat mode
Commands
[Actions] FltRec_ClearSet (char set)
- Delete a data set from the currently loaded data.
- set: Character corresponding to the data set. May be M, S, E, or A.
[Actions] FltRec_Load (string filename)
- Load a recording file into internal memory.
- filename: File name.
[Actions] FltRec_Play (void)
- Play data currently in memory.
[Actions] FltRec_Preview (void)
- Generate a preview of the path taken. The data set M must be present. Note that the path is retained even if new data is loaded.
[Actions] FltRec_Record (void)
- Begin recording aircraft movement and inputs. Be sure to adjust recorder settings first.
[Actions] FltRec_Save (string filename)
- Save the data currently in memory to a file.
- filename: File name.
[Actions] FltRec_Stop (void)
- Manually stop the current recording or playback.
[Actions] FltRec_TogglePreview (void)
- Toggle visibility of the preview. The preview must be generated first. Note that leaving the sandbox will automatically hide the preview.
[Check Settings] FltRSet_Check (void)(added in V1.1)
- Prints the current settings in the dev console.
[Recording Settings] FltRSet_RecordControls (bool m, bool s, bool e, bool a)
- Choose whether certain data sets are recorded.
- m: Movement. Default true.
- s: Standard. Default true.
- e: Extra. Default false.
- a: Advanced. Default false.
[Recording Settings] FltRSet_RecordQuality (int size, int interval)
- Recording quality.
- size: Maximum number of data points that can be recorded before the
@Graingy i can't see them too, it's a "if you know you know" thing, and i'm trying to see if other people are brainrotted the same way as me
Also, using the : thing makes it very obviously a joke
Spread is achieved by adding a random velocity to the muzzle velocity. I tried building a gun with muzzleVelocity = 0, and I guess that the random velocity is in world space and unique for each component, i.e., x,y,z = random(-spread, spread), as using the build at Wright will produce a diamond pattern.
The way that the successor system works with the aircraft files is that:
1. You edit your plane, making changes to editor data. It may or may not have a predecessor url stored in it, which we will call A.
2. You enter and fill up the upload menu, and press the upload button. The following steps happen very quickly:
3. The editor data is uploaded to the website with predecessor url A.
4. The website checks the predecessor url. If it matches that of an existing plane, it is added to the plane webpage as auto credit.
5. The new url A', that was assigned to the plane on the website, is written back to the editor data as the new predecessor url.
.
This system has the implication that you must save your plane after uploading to store the new url. If you do not save your plane before loading another plane (including any versions of your plane saved before uploading), the predecessor url will be lost, and your plane's timeline will be broken.
.
If you understand the system above and have access to your aircraft files, you can set the predecessor url manually.
.
As for the successor list not updating, it is probably a bug or caused by slow database updates.
They never broke i think
There is actually no ignitionDelay attribute for unguided rockets.
Thanks for noticing this, I will fix it soon
@Dissent3R
+2SimplePlanes (video game series)
SimplePlanes (video game)
SimplePlanes 2
@Graingy I am going to send multiple gigabytes of text onto the chatroom (jk)
If it has more than like 3 rows of fuselage, it's probably fake lol (or maybe that was the new player standard in the v1.4 days)
+1@Dissent3R it might not matter in the grand scheme of things, but it is definitely a minor annoyance and injustice that the earth would be better without
@ShirakamiShimada I would suggest putting all the windows on one piston, or one piston for each side, unless you really want to have different window animations
@ShirakamiShimada oh
Also why does it need a lot of pistons 🗿
I like the vibes of the old web, but using it seems quite inconvenient
@ShirakamiShimada how complete is it? If it's only funky trees, i MIGHT be able to complete it within a short time (if i take longer, i won't be able to test it on a map for a while)
@RestlessGalaxies i only have "show fewer shorts"
I also noticed that shorts have been added to the subscriptions page, but those are kinda ok since you will be watching those channels already
I agree, there should be an easy and built-in way to hide shorts
I watch them like how I watch regular videos though, I don't take the automatic suggested shorts
@ShirakamiShimada not really, a few days from now, i cannot build for like 2 weeks
Congrats on being legal xdd (susge)
+2@SuperSuperTheSylph glad you enjoyed it :D
+1Realistic fictional
+1@keiyronelleavgeek566 praise to the almighty ice fairy
+1Nah, send people an old drive tuned to very high speeds
@Graingy delta time = update period (in like 99% of cases, at least)
Some game devs call it that because of heehee haha funny calculus reference
I know that it changes the update rate of funky trees. For medium and high, the update period is 0.01s. For low, it is 0.02s. So if you use low physics, you can break FT that uses delta time for calculations, if they don't compute it and just assume 0.01.
.
Tested using
SETTER DeltaTime:
Time-PreviousTime
SETTER PreviousTime:
Time
.
I used to compute DeltaTime, but now I might assume 0.01 xdd
@Graingy my bad, i mean they could do in that way if they wanted to, this way it would avoid the problems you mentioned
Same as a regular picture. Please check the markdown formatting guide in the first page of the forums
You can store the flight hours in the aircraft file, similar to how the url is stored
+1I am a mirror on control player. I think that any asymmetric parts won't do well with auto mirroring.
I managed to control part-section mirroring by making sure that each part attachment point is only used once. Using an attachment multiple times makes things not mirror friendly.
I would like to see single part mirroring or duplicating on mobile.
I would like to remove the mirror entire plane buttons, since they seem to break the plane even if the mirror isn't carried out.
caterpillar looking mf
@DDVC i found the problem with my regex, it depends on the "flavor" of regex used by the editor. I wrote the original forum post using the style in Notepad++, where
+1\1
means the stuff matched in the first (...). If all the part IDs are replaced with\1
, it means that your editor is using a different flavor of regex. In Visual Studio, you must use$1
. I added this notice to the forum post..
Your suggested regex works for me, but maybe your aircraft uses more features. You still need to dump the old calculateDrag attributes before the main substitution.
@DDVC I feel like it should still work, but be unsafe now because of funky trees. I haven't verified it (i forgor)
- check regex mode?
- maybe use Part id="([0-9]+?)" (edit: it behaves the same)
- check other sections like Connections unaffected
Be careful to make sure it does not count as misleading
+1[Recording Settings]
FltRSet_RecordQuality (int size, int interval)
- Recording quality.
-
size
: Maximum number of data points that can be recorded before the recording is automatically stopped. Default 3000.-
interval
: Number of FixedUpdate frames between each recorded data point. Default 10.[Playback Settings]
FltRSet_PlayDebug (bool active)
- Show or hide the debug message during data playback. Useful for testing FLTSCR output data.
-
active
: Debug message visibility. Default false.[Playback Settings]
FltRSet_PlaySpace (bool pos, bool rot)
- Set the space options for playback. If true, a start position and rotation in recording data is used. If false, the current position and rotation of the aircraft is used.
-
pos
: Position relativity. Default true.-
rot
: Rotation relativity. Default true.[Previewer Settings]
FltRSet_PreviewColor (float r, float g, float b, float a)
- Color of the preview line.
-
r
: Red. Default 0.-
g
: Green. Default 1.-
b
: Blue. Default 0.-
a
: Alpha (opacity). Default 0.5f.[Previewer Settings]
FltRSet_PreviewQuality (float width, float interval, int cvert)
- Other appearance factors of the preview line.
-
width
: Line thickness. Default 0.5f.-
interval
: Recording's simulation time between each point of the preview. Default 0.1f.-
cvert
: Amount of rounding applied to corners. Default 0.@FlightClipper I use GitHub since I don't have any place to upload code or long info posts. Also, this mod is outdated and no longer supported by me. I would want to make a funky trees version but I haven't got to it yet.
The following is the text from the GitHub link:
Commands Reference
Notice about Data Sets:
This program splits the list of recorded information into four categories:
- M (Movement): Position and rotation.
- S (Standard): Basic control axes, Throttle, and Brake.
- E (Extra): Trim and VTOL sliders, and landing gear.
- A (Advanced): Weapons and activation groups.
Recording settings will determine which data sets are recorded. This setting is saved in each recording. During playback, this information is checked. A recorded data set will be locked from player input during playback.
The following information cannot be recorded:
- Start values of disabled data sets
- Switching of weapons, targets, or combat mode
Commands
[Actions]
FltRec_ClearSet (char set)
- Delete a data set from the currently loaded data.
-
set
: Character corresponding to the data set. May be M, S, E, or A.[Actions]
FltRec_Load (string filename)
- Load a recording file into internal memory.
-
filename
: File name.[Actions]
FltRec_Play (void)
- Play data currently in memory.
[Actions]
FltRec_Preview (void)
- Generate a preview of the path taken. The data set M must be present. Note that the path is retained even if new data is loaded.
[Actions]
FltRec_Record (void)
- Begin recording aircraft movement and inputs. Be sure to adjust recorder settings first.
[Actions]
FltRec_Save (string filename)
- Save the data currently in memory to a file.
-
filename
: File name.[Actions]
FltRec_Stop (void)
- Manually stop the current recording or playback.
[Actions]
FltRec_TogglePreview (void)
- Toggle visibility of the preview. The preview must be generated first. Note that leaving the sandbox will automatically hide the preview.
[Check Settings]
FltRSet_Check (void)
(added in V1.1)- Prints the current settings in the dev console.
[Recording Settings]
FltRSet_RecordControls (bool m, bool s, bool e, bool a)
- Choose whether certain data sets are recorded.
-
m
: Movement. Default true.-
s
: Standard. Default true.-
e
: Extra. Default false.-
a
: Advanced. Default false.[Recording Settings]
FltRSet_RecordQuality (int size, int interval)
- Recording quality.
-
size
: Maximum number of data points that can be recorded before theI always found the max file size thing weird since the game is allowed to push larger files
+1Cooking
+2@Graingy i can't see them too, it's a "if you know you know" thing, and i'm trying to see if other people are brainrotted the same way as me
Also, using the : thing makes it very obviously a joke
Why is bruv using my thumbnail data (i made it in a very short time but still)
+1@Graingy
unpersoned: a reference to the hit novel "literally 1984"
:pensive:: 😔, used as joke sadness
unpersoned :pensive:
@Someguywhomakesmods you cannot, you have to move the camera with a piston or control base
+1There is no public test version now, the last one was a long time ago
Also, the airbrake breaks if the input is outside of the range 0..1
What public test version is that? It's not SP2 is it?
whenever you finish something
+1but it's good to let a finished build sit for a few days in case you have new ideas or find bugs
Interesting
+1@Graingy gugulu is a reference to an old hololive clip
@ShinyGemsBro i occasionally can't see your drawings, the load times do get bad sometimes lol
I only saw brief mentions of it so far on SP, and then on a meme page, actual whomegalul
+4A long time, this is basically the only thing I specialize in
I found the miku link in my history, and clicking it also sends me to the homepage, so I think your mod post got cooked somehow
Spread is achieved by adding a random velocity to the muzzle velocity. I tried building a gun with muzzleVelocity = 0, and I guess that the random velocity is in world space and unique for each component, i.e., x,y,z = random(-spread, spread), as using the build at Wright will produce a diamond pattern.
+1@Someguywhomakesmods i am confused too, it's like the website decided that the page doesn't exist anymore
Do you listen to TOHO BOSSA NOVA? Some of the songs are peak