@Soardivision160th in engines, you don't use the sum() value to control the spin speed. Instead the entire input acts as the speed control.
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Use smooth(INPUT, SPOOL_UP_RATE) and replace INPUT and SPOOL_UP_RATE
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if it's a jet engine, you can use the Engine.throttleResponse parameter instead of smooth() to set the spool up rate.
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Jet engines in the game are easy to deal with - input, fuel consumption, and thrust all directly proportional to each other.
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Prop and heli engines are not so simple. The RPM calculation in the game is complicated and I don't know how to exactly control the thrust
Using an input for rotator speed, with gradual acceleration: sum( smooth(INPUT, ACCEL) )
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If you want the best help, you can add truth tables or graphs so others understand your design specs
Adding to MrShenanigansSP comment
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Variable sweep wings are just that. Remember that if you want weapons on the swing wings, the pylons must rotate too
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For VTOL, have the CoT aligned with the CoM in the left/right and front/back directions. This stops the engines from spinning your plane which is very bad for takeoff and landing. Note that if you have decorational engines, or engines only used in forward flight, CoT positioning won't be reliable
Also try gyros, they make hovering easier, but DON'T rely too much on them when building
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Instrument panel design comes from understanding pilots' needs. Generally, things you need to look at more (e.g. artificial horizon) go high on the panel. Things you use less (e.g. fuel gauge, light switches) go lower or overhead.
Try to copy the position of the seats, instrument panel, and flight controls from stock planes. Check the human shape by selecting the seat.
Links to start from: Layout (Wikipedia) Planning your instrument panel (EAA)
The game doesn't "edit" the XML like code, it basically converts between XML and aircraft parts.
But you can write your comments on paper or in another text file
@JustWingIt you mostly just use the alpha tag, or color tag if you want to fade colors as well.
Get some kind of animation timer variable and use it to decide the alpha or color value how to make circular label (you can use other characters than the pipe |, like period or large square)
Use alpha to hide elements you don't want to use
<alpha=#{TargetSelected ? "FF" : "00"}>
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Add leading zero
{TargetDistance/1852 < 9.95 ? "0" : ""}
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Writes the target distance with 1 d.p.
{TargetDistance/1852 ;F1}
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Good practice to close style tags when you're done with them
</alpha>
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Text after ; is for format specifiers, there should only be one letter and 1-2 digits
@11qazxc I tried that and the behavior of the text alignment becomes offset.
In the following code, 1 and 4 are just to the right of the vertical center line 123<pos=0em><voffset=-1em>45
You can use it to:
- Use the same FT many times while only having to write it once. Good since most machines have more than one of the same part
- Perform complex, multi-step calculations
- Parts with data outputs can be used for feedback or an alternative to timing
@XiaoPiao141 maybe:
Image pixels: 400+ million (you won't hit it)
String size (affects file size): 1 billion characters (probably won't hit it either)
Labels: idk, but komi loads for me
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Posterize or dithering should be high enough to look good but not too high to have gradients or sonething
@XiaoPiao141 it works for me, try re-downloading the program
also that pic is way too big to use on a plane, at 565 KB
and you should use the dithering mode that doesn't generate patterns (just updated the quick guide to say this)
@LarryTad if you have SP on PC, you can find it in the game folder (the one where the EXE is in)
On steam it's .../Steam/steamapps/common/SimplePlanes
or you can download the /Assets/Jundroo/ModTools folder from my source code
@DieLoaf test
- Reference image 1
- Select the decal part with free select tool, delete everything else, and unselect. Try to keep the selection sides in line with the aircraft lines, which will help in the next step
- Use handle transform tool, select each corner of the remaining image contents. Transform until it looks right, the result should be a rectangle. I did this by eye, using a side view blueprint of the cub on internet for reference
- Crop to contents and further resize image to what it is now
- I used posterize to 16 colors
Note:
- I expected distortions that can cause the decal to flatten towards the right, but didn't see them, so I didn't account for them
@XiaoPiao141 the image is still produced correctly regardless of the output messages, move the xml from the desktop into the game and see
The line count message is just an easy way to show that the code is running and not frozen
@XiaoPiao141
- Intel i7-9750H at 2.60GHz
- 16 GB RAM
- GTX 1650
- in laptop package so it makes jet engine sounds every time
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Don't open the label settings page, only use Overload to change label settings. But I understand it's easy to open the settings accidentally
I also haven't used image labels in any builds yet, but I've downloaded planes that have a few
@SnoWFLakE0s autosaves can't have timestamps because it's still on the in-game editor.xml function
backups have them in the file name, but using a numbers-only format
@WolfHunter9111 it loaded perfectly for me
You can't change the size of the label (Label.width and Label.height) after it is generated. Use font size or scale tool to change label size. Use an image editor to remove empty edges.
@Soardivision160th in engines, you don't use the sum() value to control the spin speed. Instead the entire input acts as the speed control.
.
Use
smooth(INPUT, SPOOL_UP_RATE)and replace INPUT and SPOOL_UP_RATE.
if it's a jet engine, you can use the
Engine.throttleResponseparameter instead ofsmooth()to set the spool up rate..
Jet engines in the game are easy to deal with - input, fuel consumption, and thrust all directly proportional to each other.
.
Prop and heli engines are not so simple. The RPM calculation in the game is complicated and I don't know how to exactly control the thrust
Uhh, try to add functions to your inputs one at a time, and test run after each change
Using an input for rotator speed, with gradual acceleration:
sum( smooth(INPUT, ACCEL) ).
If you want the best help, you can add truth tables or graphs so others understand your design specs
Adding to MrShenanigansSP comment
.
Variable sweep wings are just that. Remember that if you want weapons on the swing wings, the pylons must rotate too
.
For VTOL, have the CoT aligned with the CoM in the left/right and front/back directions. This stops the engines from spinning your plane which is very bad for takeoff and landing. Note that if you have decorational engines, or engines only used in forward flight, CoT positioning won't be reliable
Also try gyros, they make hovering easier, but DON'T rely too much on them when building
.
Instrument panel design comes from understanding pilots' needs. Generally, things you need to look at more (e.g. artificial horizon) go high on the panel. Things you use less (e.g. fuel gauge, light switches) go lower or overhead.
Try to copy the position of the seats, instrument panel, and flight controls from stock planes. Check the human shape by selecting the seat.
Links to start from:
Layout (Wikipedia)
Planning your instrument panel (EAA)
aircraft
controller gaming
@PlaneFlightX set spatial blend to 1
I didn't know what it does before, but, this is an important setting
@PlaneFlightX set the minimum and maximum distance
@ZWLenning ok, I changed the instructions to specify .NET Core 3.1 runtime
@ZWLenning how did you run it? any instructions that I can add?
also, I went to check and the program is targeting netcoreapp3.1
@Technodium maybe your device is not powerful enough, try using less pixels
The game doesn't "edit" the XML like code, it basically converts between XML and aircraft parts.
But you can write your comments on paper or in another text file
If you want some less known stuff, try the S-21 sukhoi/gulfstream concept jet, i came across the wikipedia page a few days ago
@Ku maybe try the source code version?
@Ku I don't know
Nothing appears at all?
@FujiwaraAutoShop use the dev console command ListWindowsWithName to find it
@MyNameIsAXY it's all in english unless someone has been reposting the mod somewhere else
@JustWingIt you mostly just use the alpha tag, or color tag if you want to fade colors as well.
Get some kind of animation timer variable and use it to decide the alpha or color value
how to make circular label (you can use other characters than the pipe |, like period or large square)
Maybe if it's not like 1 gb, i'm running out of disk space
@MOPCKOEDNISHE 100 files at a time, so splitting a mod into 2 or more upload cycles works
you can upload source code on github, infinite space
Use alpha to hide elements you don't want to use
<alpha=#{TargetSelected ? "FF" : "00"}>
.
Add leading zero
{TargetDistance/1852 < 9.95 ? "0" : ""}
.
Writes the target distance with 1 d.p.
{TargetDistance/1852 ;F1}
.
Good practice to close style tags when you're done with them
</alpha>
.
Text after
;is for format specifiers, there should only be one letter and 1-2 digits@bonng this one maybe
@bonng that's the default bomber that appears in bomber escort
The file name is something like
__bomber__.xml, remove underscores to unhide it4:50
it is harder than it looks
@11qazxc I tried that and the behavior of the text alignment becomes offset.
In the following code, 1 and 4 are just to the right of the vertical center line
123<pos=0em><voffset=-1em>45@11qazxc @XiaoPiao141 https://www.simpleplanes.com/a/izFNR2/KomiShouko_Anime-png-565-KB
You can use it to:
- Use the same FT many times while only having to write it once. Good since most machines have more than one of the same part
- Perform complex, multi-step calculations
- Parts with data outputs can be used for feedback or an alternative to timing
@XiaoPiao141 here
@XiaoPiao141 maybe:
Image pixels: 400+ million (you won't hit it)
String size (affects file size): 1 billion characters (probably won't hit it either)
Labels: idk, but komi loads for me
.
Posterize or dithering should be high enough to look good but not too high to have gradients or sonething
@VenusLancer i don't know why so many people are getting this problem, it always works for me
@XiaoPiao141 it works for me, try re-downloading the program
also that pic is way too big to use on a plane, at 565 KB
and you should use the dithering mode that doesn't generate patterns (just updated the quick guide to say this)
@poenix unfortunately that's not possible, you have to reduce colors yourself
@LarryTad i also noticed there's no direct way on github, but this seems good
@LarryTad if you have SP on PC, you can find it in the game folder (the one where the EXE is in)
On steam it's .../Steam/steamapps/common/SimplePlanes
or you can download the /Assets/Jundroo/ModTools folder from my source code
@LarryTad what kind of mods are you making and what issues do you face? reddit guide (very old)
Preparation:
For map mods:
@XiaoPiao141 idk what's happening, link a screenshot or exported aircraft
@DieLoaf test
- Reference image 1
- Select the decal part with free select tool, delete everything else, and unselect. Try to keep the selection sides in line with the aircraft lines, which will help in the next step
- Use handle transform tool, select each corner of the remaining image contents. Transform until it looks right, the result should be a rectangle. I did this by eye, using a side view blueprint of the cub on internet for reference
- Crop to contents and further resize image to what it is now
- I used posterize to 16 colors
Note:
- I expected distortions that can cause the decal to flatten towards the right, but didn't see them, so I didn't account for them
@XiaoPiao141 the image is still produced correctly regardless of the output messages, move the xml from the desktop into the game and see
The line count message is just an easy way to show that the code is running and not frozen
@XiaoPiao141
- Intel i7-9750H at 2.60GHz
- 16 GB RAM
- GTX 1650
- in laptop package so it makes jet engine sounds every time
.
Don't open the label settings page, only use Overload to change label settings. But I understand it's easy to open the settings accidentally
I also haven't used image labels in any builds yet, but I've downloaded planes that have a few
Could be because memory functions like smooth() aren't evaluated if the ternary function doesn't reach it
Maybe try using smooth() in a variable
Make your own images (or edit them from photos) and convert it to a label yourself
Reference 1 image 9
Reference 2 image 4
Nice watermelon
@SnoWFLakE0s autosaves can't have timestamps because it's still on the in-game editor.xml function
backups have them in the file name, but using a numbers-only format
@WolfHunter9111 it loaded perfectly for me
You can't change the size of the label (
Label.widthandLabel.height) after it is generated. Use font size or scale tool to change label size. Use an image editor to remove empty edges.@WolfHunter9111 your image path seems to be half combined with another path, C:\Users... appeared twice
@Stinkypinky looks like BMP, GIF, PNG, JPEG, TIFF ( info )
It also worked with a random ICO file I have lying around
@Stinkypinky drag the image from the file explorer to the command window
@Upv0te ok, I changed the guide at the top to link to the releases page, so hopefully more people can find it
@xNotDumb there is 1.12