116k hpgbproductions Comments

  • How do you widen an angle on activate 2.9 years ago

    Use ternary operators ? and :
    Activate3 ? (Roll*1.1) : Roll

    +1
  • Interlocked auto aim rotators? 2.9 years ago

    For turret traverse rotators
    - Make sure rotators on port and starboard sides have the same invert setting (both true or false)
    - Don't invert min and max values, they should be the values required by your FT of choice
    - The only difference should be the clamp values in the FT

    +1
  • Sukhoi prefix (Su-) pronunciation 3.0 years ago

    I know it's B but i'm used to A

    +1
  • I am once again asking for your **coding** help 3.0 years ago

    There is no FT function or variable for detecting a lock
    .
    Roll controller code from one of my builds, can be modified for pitch
    clamp(deltaangle(TARGET_ROLLANGLE, RollAngle) / SENSITIVITY, -1, 1) * MULTIPLIER
    TARGET_ROLLANGLE: 0 degrees for wings level.
    SENSITIVITY: The roll angle difference that causes the maximum input. In my build, it ranges from 15 to 30 degrees depending on speed.
    MULTIPLIER: Optional value scale.

    +1
  • Aeromorphs in simpleplanes 3.0 years ago

    Build it for the memes

    +1
  • How can I change the tanker plane? 3.1 years ago

    The game resets the AI aircraft XML on startup, which will undo your changes

    +1
  • Program Window Display 3.1 years ago

    @CRAZYDENVER why would i [ __ ] on people who watch vtubers, im not a kid

    +1
  • Delaying Missile Detach 3.1 years ago

    You can add delay to detachers, but it only works if the detacher AG is used, not FireWeapons
    Try adding disableAircraftCollisions = true to your missiles, which won't delay the launch, but will prevent exploding your plane

    +1
  • Simple Batch Programming 3.1 years ago

    @OrderlyHippo for fun and to experience the pain of assembly programming

    +1
  • Autosave and Backup 3.1 years ago

    @Harder258 somewhat yeah
    You can reduce how much work you lose in the case of bad undos

    +1
  • All View Monitor (Cam&Displaymod update) 3.1 years ago

    Maybe increase the camera draw distance?
    Edit: just noticed it's increased in 2nd gif

    +1
  • Observation Equipment -Naozumi- 3.1 years ago

    @Flash0of0green maybe the arm is too far from the body? Don't know how this kind of armor/clothing should look like

    +1
  • **GOOD SCREENSHOTS GUIDE** 3.2 years ago

    dev console commands, mainly for mobile
    .
    Choose the FOV (x = FOV in degrees)
    Note that the FOV is reset when you change the camera.
    //MainCamera>Camera.set_fieldOfView x
    .
    Hide and show the UI
    //MainCamera>Camera.set_depth 99 - causes the camera that renders the world to be drawn after the camera that renders the UI.
    //MainCamera>Camera.set_depth 0 - moves the camera back to its original position in the drawing order.
    .
    Set camera roll angle (z = rotation to apply in degrees)
    The roll angle persists even after the camera is changed.
    //MainCamera>Transform.localEulerAngles 0,0,z

    +1
  • Flooded Rail 3.3 years ago

    @Leopard2a9 very long ago
    There's also some artwork with rails on water that i found on my PC when deciding to make the mod

    +1
  • So Jundroo accidentally added 1 part custom images to the game... 3.3 years ago

    @EstevanTB no, it only gets the color of the pixel you select. Same for other drawing and editing software
    I don't know any program that lists the color of every pixel but you could easily modify the source code of this program to do that

    +1
  • So Jundroo accidentally added 1 part custom images to the game... 3.3 years ago

    @EstevanTB if you have windows 10 you can use paint 3D to get hex colors

    +1
  • So Jundroo accidentally added 1 part custom images to the game... 3.3 years ago

    @EstevanTB i don't think visual C++ redist works with this, .NET runtime is the one that's needed

    +1
  • So Jundroo accidentally added 1 part custom images to the game... 3.3 years ago

    @EstevanTB only release-1.1.1 is the actual program, the other two are source code archives auto-generated by github

    +1
  • Anyone else who played SimplePlanes while turned the music/BGM off? 3.3 years ago

    I play without BGM, sometimes I play a livestream at the same time

    +1
  • [ MAP MAKING ] How collision work in SP ? 3.3 years ago

    Maybe add physics material and set object layer to "terrain"

    +1
  • Anti Missile Ball 3.3 years ago

    @Mekomara i forgot to add that feature lol

    +1
  • Anti Missile Ball 3.3 years ago

    @Bryan5 github repository
    You can see my programming skills or lack thereof

    +1
  • Custom FPS Settings 3.3 years ago

    You can set the target framerate in settings.xml (use 0 with vsync off for unlimited framerate). This file is not accessible on ios or newer android
    The fps number in the resolution doesn't do anything as the target framerate is loaded from a separate value
    Also the physics update rate is 100/s so there probably isn't any effect of having more than 100 fps

    +1
  • Program Window Display 3.3 years ago

    @UberAte
    1. Look at name of window at the top of the window
    2. Use dev console command to search for it (see COMMANDS section)
    3. Type the class name in the part. Must be exactly correct including upper/lowercase. Window title is optional, but if you happen to have multiple windows with the same class name, this will select the correct one.
    4. Set the window size larger than the window (just guess using your monitor resolution)
    5. Test it (see INFO section for FAQ)

    +1
  • What do you call this? 3.4 years ago

    A smoking pig or something idk

    +1
  • How long do Map Mods take to export from Unity? 3.4 years ago

    @ThatSUSpensionGirl yeah, never seen this bug before, don't know what causes it
    In a previous comment you said you downloaded iOS module, shouldn't you download MacOS module? The mod builder won't even build without it

    +1
  • Another plane in the making 3.4 years ago

    Cockpit is open on the sides, might be a heli of some kind idk

    +1
  • How long do Map Mods take to export from Unity? 3.4 years ago

    @ThatSUSpensionGirl idk, did you save the map gameobject in the mod tools? On the mod builder window, you can see your map and the root gameobject of the map

    +1
  • Teki No Kichi Android 3.4 years ago

    Android link
    The sp website seems to have hid the button, but the link is still in the "edit mod" page

    +1
  • How long do Map Mods take to export from Unity? 3.4 years ago

    What error do you have?

    +1
  • Quick question. 3.4 years ago

    Depends on the AI plane, bomber is around 540 km/h. (However, you can't beat bomber escort with default weapons just sitting next to the bomber)
    Throttle amount also varies with your plane. I recommend choosing a plane with airbrakes so it is easier to form up with other planes

    +1
  • SAT:Simpleplanes Assessment Test 3.4 years ago

    Cool but kinda hard to understand the questions

    +1
  • How are mods chosen? 3.4 years ago

    There is probably just some basic interview and they might check your history on the sp .com and other websites

    +1
  • DarkBlue 3.5 years ago

    @Caat2 no it doesn't

    +1
  • I need professional help here 3.5 years ago

    @Soardivision160th
    1. Select engine, open overload
    2. Go to Engine
    3. Click on + at the bottom
    4. Empty text boxes appear. On the left add throttleResponse, on the right add the number. E.g. 0.15 which is the default for the afterburning engine

    +1
  • I need professional help here 3.5 years ago

    @Soardivision160th the INPUT in the example controls the target spin speed. For example, you could use Throttle.
    .
    The sum() function has a value that increases at a rate of whatever is inside, per second. E.g. sum(100) increases at a rate of 100 per second, sum(Throttle) increases at a rate of the Throttle per second.
    .
    In a rotator, the JointRotator.range value determines the amount of rotation per increase of 1 to the InputController. So if range is 90 and the input is 2, the rotator spins 2x90 = 180 degrees. If your input is sum(0.5), it increments at 0.5 per second, and the rotator spins at 0.5x90 = 45 degrees per second. Of course, rotator speed is limited by the speed property so remember to increase it.
    .
    If we just use sum(Throttle) in a rotator, it will accelerate as fast as the Throttle changes. So you can hit the zero throttle or max throttle button and the speed changes instantaneously.
    .
    To prevent this, use smooth(). It forces a gradual change in a value. The second number in smooth() is the maximum rate of change. For example, if you are at zero throttle and hit the max throttle button, smooth(Throttle,0.1) will increase at a rate of 0.1 per second. It will take 1/0.1 = 10 seconds to reach 1, which is the value of max throttle.

    +1
  • SOLO SURF (SMR-1000R) 3.5 years ago

    @goboygo1 oh no, i have been found out

    +1
  • SOLO SURF (SMR-1000R) 3.5 years ago

    @DerVito yes, but be careful that in some cases, the text on the numbering label disappears. Probably some rendering quirks
    When the instrument panel is pitched down 10 degrees like in this plane, that doesn't ever seem to happen. But in a flat instrument panel, the text disappears every time you fly inverted

    +1
  • So Jundroo accidentally added 1 part custom images to the game... 3.5 years ago

    @Ku it's in the AppData/LocalLow/Jundroo/SimplePlanes

    +1
  • Q&A 3.5 years ago

    How many breads have you eaten in your life?

    +1
  • I'm bored so I'm going to ask you a question and you will answer it. 3.6 years ago

    1. D O N U T that I made when smoothing was new
    2. Some faction committed organized crime and causes political reform worldwide
    3. Imagine using a fuselage rotated 45 degrees around the Z axis, can't be me
    4. No
    5. I draw r34 of the enemy's OC and upload it to their datalink

    +1
  • AQF-24 Type-A «AVR-Comet» 3.7 years ago

    @AndrewGarrison it should be fine, but if you're worried, you can use the spare in your head!

    +1
  • Flight Park Kirama 3.7 years ago

    @LarryTad the stackoverflow answer i linked literally says it...
    You can download the Jundroo folder from the mod repo using this method. Copy it into your mod folder

    +1
  • AQF-24 Type-A «AVR-Comet» 3.7 years ago

    @MrShenanigansSP I made the front and rear sketches on paper, then noticed that I can't use them without accidentally making a Morgan

    +1
  • Is My Aircraft Moving Forward, Sideways, or Upward? Lateral, Longitudinal, and Vertical Velocity Components 3.8 years ago

    So AoA and AoS incorrectly handle wind? Or does it just mean that the AoA/AoS method provides numbers relative to wind?

    +1
  • [MOD REQUEST - FULFILLED!] Anyone able/willing to make an "Auto-Save" mod?? 3.9 years ago

    @Formula350 no thanks, i kind of make mods for fun/myself
    Also i don't have paypal

    +1
  • [MOD REQUEST - FULFILLED!] Anyone able/willing to make an "Auto-Save" mod?? 3.9 years ago

    Good news, there's an easy built-in way to call the designer function, which writes to __editor__.xml, so guess I'll make it
    If on Android, the game also autosaves to __editor__.xml every time the screen keyboard is opened or closed, which is very nice and won't need a mod

    +1
  • NIKE ONE 2022 3.9 years ago

    @BBCP117 www.phil-frank.com
    The designer used "•" for "." and "-" for "-"

    +1
  • Why doesn't "Ground Speed" factor in AoA?? 3.9 years ago

    @Formula350
    "ground speed vs air speed"
    KN AVIATION - this explains it well
    NASA - reliable source you can use as a reference

    +1
  • 767 Update (Almost One Year!) 3.9 years ago

    overhead baggage compartment isn't modeled, literally unflyable
    jk

    +1