The first build is always slow, subsequent builds should be much faster
Also depends on your PC, because compiling scripts and shaders is like most of the build process
My expected times:
- a few scripts only, no map, no/minimal meshes: 1 minute
- large map with many terrains, few extra objects: 5 minutes
- several maps with one/few terrain, in-game enemies: 5 minutes
It's still relevant except that you should:
- change color space from gamma to linear
- use the VR settings
Also the android build option has been removed
I used to only use 2-3 grays, I like it but it's kind of boring
I'm getting into better colors but I still build in gray before painting to reduce eye strain
.
Add-on: I paint hidden parts in magenta, game engines use it to show rendering bugs for good reason. A long time ago I just used red or lime but those are colors with actual use
@marcox43 C:\Users[Your User Name]\AppData\LocalLow\Jundroo\SimplePlanes\Subassemblies
From the modding wiki, the AppData folder is hidden by default so you may have to change file explorer settings to show hidden files
@WIZARD2017 you can alternatively store many frames of your image in a single label, and use FT to choose between them. I don't know how laggy that is but it is doable
@exosuit don't forget to "condemn" them, install nukes near them, and provide monetary aid to other groups to prevent more groups falling to the domino effect
Got "TypeLoadException: Could not resolve type with token 0100008c (from typeref, class/assembly UnityEngine.Input, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)". Cannot open RI tool, no log in the install path
Worth noting that it ran fine when I got this mod when it was released
kek i rigged up something
activation group 1
pitch: smooth(-PitchAngle/180, Activate1 ? 1000 : 0)
roll: smooth(-RollAngle/180, Activate1 ? 1000 : 0)
.
The smooth() function locks a value defined in the first argument when AG1 is on
. example (copy the yellow part in the middle of the plane)
@TrainDude the input must be in Hz. The default value of 256 produces a tone of 256 Hz
Normal inputs only goes up to 1 Hz which is inaudible, you must use FT
@cnorth12
- find it first, it may be in your downloads folder
- select (left click) and copy (ctrl+c)
- go to spmods folder, usually USERNAME/AppData/LocalLow/Jundroo/SimplePlanes/Mods
- paste (ctrl+v) and run simpleplanes Reference
Problem with this is it only supports 1 image and you can't change the image when taking screenshots (but you can have many pics in an image which solves this)
I'm sure fuselage inlets still work even when obstructed? Or you could make them the same color as a part and nudge them flush with the fuselage
I like putting fuselage inlet blocks in my fake inlets
If you have engines on rotators separate from the main body, you must add inlets on the rotated body
To quote a wise person on an old r/AskReddit post: "if you're going to look at the avatar for hours, it might as well be something you like"
...
My/Short answer: cause kawaii
All parts have mass, CoM is the resultant (where the mass appears to act when all the mass is added up)
CoM will move if your parts move, like with rotator
@ThomasRoderick radar is supposed to be in the head, though it won't work beyond 10 miles because sp
The feet is just for looks (no physics in game) but should act as some kind of wing/stabilizer
Include information and maybe a story, and of course controls.
I use a wikipedia-ish description for the most part, where production and uses information is given
@AgentWash1 you can try this method:
1. Place a very long fuselage block on your build, where you want to attach this
2. Do the same on this build.
3. Attach both builds. They should now be connected by a long rod
4. Shorten the linkage fuselage blocks using the in-game menus. Dont use overload for this
If you have SP on PC, see if you can extract the code for flak from the game, and use with the missile launcher rotation proxy (?) not sure if it works like that
@Awsomur @Oski
- sci-fi stuff: new structure parts not required, but new engines and guns (sfx) yes
- fuel is so the devs dont need to add a new power system
Engine:
Under the Engine section, change the overrideExhaustColor parameter. It uses the alpha-RGB format, but the color you put is not the actual resultant color, as it is mixed with another color first. Gun:
Under Gun, change the tracerColor parameter. This uses a normal RGB format. The color of the projectiles will be directly changed if you edit the tracerColor parameter.
XML TIP: setting input of RCN:
1. Open the .xml file or Overload
2. Under ReactionControlNozzle, set autoAssignType to false
3. Edit type. This is the input that will activate it.
4. Edit reverse. This is whether a positive or negative input will activate the RCN
5. Profit
Note: there is little use in changing the input type of RCN
The first build is always slow, subsequent builds should be much faster
+2Also depends on your PC, because compiling scripts and shaders is like most of the build process
My expected times:
- a few scripts only, no map, no/minimal meshes: 1 minute
- large map with many terrains, few extra objects: 5 minutes
- several maps with one/few terrain, in-game enemies: 5 minutes
It's still relevant except that you should:
+2- change color space from gamma to linear
- use the VR settings
Also the android build option has been removed
I used to only use 2-3 grays, I like it but it's kind of boring
+2I'm getting into better colors but I still build in gray before painting to reduce eye strain
.
Add-on: I paint hidden parts in magenta, game engines use it to show rendering bugs for good reason. A long time ago I just used red or lime but those are colors with actual use
@ReinMcDeer front to back every time
+26 is me rn
+2when your plane has -0.2 degrees per second of auto roll, not a big problem, but enough to notice it
on the other hand, flight stick and throttle labo when
+2@marcox43 C:\Users[Your User Name]\AppData\LocalLow\Jundroo\SimplePlanes\Subassemblies
+2From the modding wiki, the AppData folder is hidden by default so you may have to change file explorer settings to show hidden files
@Micmekox not yet, gründer industries hire me pls
+2If disableAircraftCollisions="true", cannons won't hit other aircraft. Set it on the parts around and in front of the cannons on your plane
+2@Korzalerke increase 0.001 to 0.1
+2@WIZARD2017 you can alternatively store many frames of your image in a single label, and use FT to choose between them. I don't know how laggy that is but it is doable
+2Amazing, I hope the devs add it to 1.11
+2Very cool (in more ways than one)
+2@exosuit don't forget to "condemn" them, install nukes near them, and provide monetary aid to other groups to prevent more groups falling to the domino effect
+2we did it boys, racism is uhhhhhhhhhhhhh
+2Got "TypeLoadException: Could not resolve type with token 0100008c (from typeref, class/assembly UnityEngine.Input, UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null)". Cannot open RI tool, no log in the install path
+2Worth noting that it ran fine when I got this mod when it was released
Congrats, you're a real sp player now
+2kek i rigged up something
+2activation group
1
pitch:
smooth(-PitchAngle/180, Activate1 ? 1000 : 0)
roll:
smooth(-RollAngle/180, Activate1 ? 1000 : 0)
.
The smooth() function locks a value defined in the first argument when AG1 is on
.
example (copy the yellow part in the middle of the plane)
@TrainDude the input must be in Hz. The default value of 256 produces a tone of 256 Hz
+2Normal inputs only goes up to 1 Hz which is inaudible, you must use FT
@cnorth12
+2- find it first, it may be in your downloads folder
- select (left click) and copy (ctrl+c)
- go to spmods folder, usually
USERNAME/AppData/LocalLow/Jundroo/SimplePlanes/Mods
- paste (ctrl+v) and run simpleplanes
Reference
Problem with this is it only supports 1 image and you can't change the image when taking screenshots (but you can have many pics in an image which solves this)
+2It's too easy, you can boom 50 it from the side and kill both missile launchers before they see you
+2But yeah we should be able to disable it
Ok I fired up the mod tools, cleaver thrust is 36000
+2Crab rave is better imo
+2I'm sure fuselage inlets still work even when obstructed? Or you could make them the same color as a part and nudge them flush with the fuselage
+2I like putting fuselage inlet blocks in my fake inlets
If you have engines on rotators separate from the main body, you must add inlets on the rotated body
The red plane in the sp logo but as an anine girl
+2Time to become the household that owns the most copies of jundroo games
+2I'm surprised it doesn't work, maybe throttle doesn't update every frame
+2Probably (and normally) coded like
rate = (newValue - oldValue) / Time.deltaTime
@Wi1dSk7 thanks lol
+2To quote a wise person on an old r/AskReddit post: "if you're going to look at the avatar for hours, it might as well be something you like"
+2...
My/Short answer: cause kawaii
Forums ruined
+2Upvote for nice forum name
+2For me if i hold down the nudge button it's slow, but normal nudging is fine
+2All parts have mass, CoM is the resultant (where the mass appears to act when all the mass is added up)
+2CoM will move if your parts move, like with rotator
@ThomasRoderick radar is supposed to be in the head, though it won't work beyond 10 miles because sp
+2The feet is just for looks (no physics in game) but should act as some kind of wing/stabilizer
Murder because it is separate
+2Human master race
+2@ThomasRoderick yes
+2Pink is the no texture color, i think
+2FYI: you can reduce the chance of part doubling if you only press undo when the previous undo is complete
Include information and maybe a story, and of course controls.
+2I use a wikipedia-ish description for the most part, where production and uses information is given
Because of people that steal more server space than me
Dont worry, if you try to add more detail to your builds, you will eventually never see that message again
+2@AgentWash1 you can try this method:
+21. Place a very long fuselage block on your build, where you want to attach this
2. Do the same on this build.
3. Attach both builds. They should now be connected by a long rod
4. Shorten the linkage fuselage blocks using the in-game menus. Dont use overload for this
If you have SP on PC, see if you can extract the code for flak from the game, and use with the missile launcher rotation proxy (?) not sure if it works like that
+2@Awsomur @Oski
+2- sci-fi stuff: new structure parts not required, but new engines and guns (sfx) yes
- fuel is so the devs dont need to add a new power system
Engine:
+2Under the
Engine
section, change theoverrideExhaustColor
parameter. It uses the alpha-RGB format, but the color you put is not the actual resultant color, as it is mixed with another color first.Gun:
Under
Gun
, change thetracerColor
parameter. This uses a normal RGB format. The color of the projectiles will be directly changed if you edit thetracerColor
parameter.XML TIP: setting input of RCN:
1. Open the .xml file or Overload
2. Under
ReactionControlNozzle
, setautoAssignType
tofalse
3. Edit
type
. This is the input that will activate it.4. Edit
reverse
. This is whether a positive or negative input will activate the RCN5. Profit
Note: there is little use in changing the input type of RCN
+2@MrMecha nope took less than 20 min, i write more in my plane descriptions which can take over 30 min
+2And the entire story is based off the video
What about the big black text that are in some peoples bios?
+2If 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