Dev HellFireKoder Comments

  • I'm sorry what? (Muzzle brake design bug) 5.1 years ago

    This appears to be due to the tiny part scale on the cannons affecting the local simulation space of the muzzle flash.
    You should be able to fix it by setting flashSpace="World"

    +2
  • [1.9.202 Beta] New Features Explained + Impressions 5.1 years ago

    @sheepsblood @Minecraftpoweer You didn't misunderstand, Activation Groups on parts should be able to parse Funky Trees inputs now... However, it appears Magnets were forgotten in that upgrade, so unfortunately they will not work until fixed (should be in the next update/patch).

  • Beta 1.9.202 5.1 years ago

    First!

    +3
  • Tournament Validator 5.1 years ago

    @Jacobdaniel not sure why it wouldn't work, but it is now redundant anyway. The stock game now has a built-in validator at the bottom of Airplane Properties :)

  • Look who's back 5.2 years ago

    Good to see you back :)

    +2
  • Political 5.2 years ago

    Politics and Religion

    Please, remember that this is a game about airplanes. While we do allow off-topic conversations in the forums, if you talk about religion or politics then there is a good chance that your post will be removed. Especially if we feel that it is likely to stir up debate.

  • Political 5.2 years ago

    Your post has been removed because it appears to have broken the website rules. You can read them here

  • Another question about FT 5.3 years ago

    Unfortunately, wing control surfaces do not presently support Funky Trees (their input code is totally separate).
    You'll have to use custom control surfaces if you want to control them with Funky Trees, currently.

  • SI Unit System Option 5.3 years ago

    Thanks to how @WNP78 set it up, you can actually define your own unit system in your Settings.xml file (on Windows, this is located in C:\Users\[Username]\AppData\LocalLow\Jundroo\SimplePlanes).

    Inside the UnitSystems tag, duplicate one of the existing unit systems, change the XML tag, and specify the units you want for each type of unit.

    Here's an example which is just the Metric unit system, but defined as SI and using m/s instead of km/h.

    After you have added your new unit system inside the UnitSystems tag, it should show up as you cycle through your unit systems with the in-game settings :)

  • Website idea: auto link user tags 5.6 years ago

    If you can get it for your browser, @WNP78's Dark Theme Script adds this.

    Edit: It seems @Mod beat me by just a smidge...

  • New tag: Agricultural 5.8 years ago

    @Awsomur :'(

    +2
  • New tag: Agricultural 5.8 years ago

    What if I make a garden?

    +7
  • Who keeps banning this guy? 5.9 years ago

    @IStoleYourMeme to my knowledge, no moderator has ever banned someone for "this sucks", or anything less.
    They ban for violations of the rules which are either legal reasons, severe infractions, or violations repeated several times despite warnings.

    If anyone has been unjustly banned, please contact us.

    +8
  • What would you rather... 5.9 years ago

    Yes.

  • “Multiplayer mod will never work on mobile devices” But can we do it another way? 5.9 years ago

    @HarryBen47 depends on what you mean by that.

  • “Multiplayer mod will never work on mobile devices” But can we do it another way? 5.9 years ago

    LAN stands for Local Area Network, and the way computers connect over any such network is with IP addresses, they will just be LAN IPs instead of global, and that can already be done with the current version of MP.
    This does not inherently improve performance, just you probably won't have as many people connected (and network lag should be far less), however when I tried building for Android, I could not even connect to my local server, it simply didn't function.
    It is most likely possible to fix this somehow, but debugging something like this on Android is a massive pain (PC MP is already much more difficult to debug than my other mods, and Android is always harder to debug) , and only people with some of the latest flagship devices would really be able to run it anyway...

    +16
  • SimplePlanes Multiplayer 5.9 years ago

    @QuickNils Remove the comma, the IP you're trying to connect to I believe is 157.7.205.136. Only the highlighted part belongs in that box.

    If you're still having issues after that, open the dev console and enter the command MPToggleDebugMode, to enable MP debug logs, then try to connect, and after it fails send me your output_log.txt, located in C:\Users\[Username]\AppData\LocalLow\Jundroo\SimplePlanes (you can upload it to pastebin or somewhere similar, and give me the link).

  • Is the Kraken Killable!?!?! 5.9 years ago

    @Axartar it also says he waits dreaming.
    How can one wait dreaming while dead?
    Perhaps "dead" has a different meaning here.

    That said, I was not on the team back during Cthulhu development, nor have I actually read the stories (I've been meaning to pick them up...), so I cannot speak much on accuracy or why Cthulhu was designed exactly that way.

  • Is the Kraken Killable!?!?! 5.9 years ago

    @Axartar it is not supposed to be the kraken, it is Cthulhu (well, his head).

  • New Moderator 5.9 years ago

    Diet Mt. Dew? Gross!

    Everyone knows strawberry bubly is the finest beverage on the planet.

    +9
  • SimplePlanes Multiplayer 6.0 years ago

    @metallicplanes @cadillac1 @LancasterAce @QuickNils Updated :)

  • Multiplayer Mod Patch 0.11 - Updated to Unity 2018.3 and the SP 1.8 Mod Tools 6.0 years ago

    @Minecraftpoweer they should work about as well as they did in 1.7, but it's not guaranteed.

    +2
  • SimplePlanes Multiplayer 6.0 years ago

    @LancasterAce nah

  • SimplePlanes Multiplayer 6.0 years ago

    @metallicplanes @cadillac1 we're working on it, should be done this week.

    +1
  • Why doesn’t AA radar work in multiplayer? 6.0 years ago

    @T8flightcrafts @JamesBoA @metallicplanes We are working on updating it to 1.8.

  • 1.8.0.1 beta test 6.2 years ago

    Experimental Fine Tuner fix:
    PC/Mac: https://www.dropbox.com/s/1jf7iqda4g8uwim/FineTuner.spmod?dl=0
    Android: https://www.dropbox.com/s/0l3gjdegkhtswpf/FineTuner.spmod-android?dl=0


    This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
    Anybody that has set their icon offset may need to set it back to the default0,0,0.

    +3
  • 1.8 Beta Bug 6.2 years ago

    For FineTuner, you can try this:

    PC/Mac: https://www.dropbox.com/s/1jf7iqda4g8uwim/FineTuner.spmod?dl=0
    Android: https://www.dropbox.com/s/0l3gjdegkhtswpf/FineTuner.spmod-android?dl=0


    This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
    Anybody that has set their icon offset may need to set it back to the default0,0,0.

  • The FineTuner doesn't work well along with other mods 6.2 years ago

    PC/Mac: https://www.dropbox.com/s/1jf7iqda4g8uwim/FineTuner.spmod?dl=0
    Android: https://www.dropbox.com/s/0l3gjdegkhtswpf/FineTuner.spmod-android?dl=0


    This should work (only did a tiny bit of testing, though. Hasn't been through my standard QA process).
    Anybody that has set their icon offset may need to set it back to the default0,0,0.

    +1
  • SimplePlanes Multiplayer Mod - Mini-Patch 0.106 Changelog 6.3 years ago

    @Prolex917 it should be in C:\Users\[YourUsername]\AppData\LocalLow\Jundroo\SimplePlanes\Mods

  • SimplePlanes Multiplayer 6.3 years ago

    @BlobfishMaster to install on mac, check out the "OSX" section here.

    Opening it through Steam shouldn't be a problem after it's installed as directed :)

  • SP is dead 6.4 years ago

    ... But it is one of those posts, that's literally the title.

    +3
  • The INDISPUTABLE evidence that SimplePlanes IS dead 6.4 years ago

    @TheEpicMOONHAWK in this instance "mod" is short for "moderator".

    +6
  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider Unfortunately I can't think of anything else, and I don't have a Mac of my own to test with.

    I will note this down with a link, and hopefully one of the other devs with a Mac can check it out after SR2 development has settled down a bit.

    Sorry for the inconvenience.

  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider yeah, it adds 2m/s to airspeed when I press 9...

    I assume you enabled the mod in the mods menu... hmm... what version of macOS are you running?

    +1
  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider Thanks! It shows the assembly in the assemblies for me, and building it results in a perfectly functional mod with the script acting as I would expect... The script doesn't work in the sandbox for you?

  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider would you mind sending me your project folder zipped up, so I can take a look? Or an separate/dedicated demonstration project folder, as long as it clearly has the same issue.

    You can send it to william@jundroo.com

  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider after you extract the zip, there is a Unity package inside, which should be imported into Unity using the "Import Package" context menu.
    What program are you using to unzip it?

    Also, I'm not sure if it's there on Mac, however on PC Steam installation, within the installation folder there is a "ModTools" folder which contains the unity package.

    You shouldn't need any tag on the game object, or a using directive just to compile your own scripts into the mod...

    If the Unity package doesn't change anything, I just want to confirm that you've actually tried running the mod and the scripts, and they indeed fail? If not, perhaps it's just not showing the assembly in the mod builder for some weird reason that you don't need to worry about...? However if it does fail, it's possible the error message(s) in-game (or your outputlog after trying to load the mod/scripts) would be helpful.

  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider where did you get the version you are using?

    What about just extracting the zip file?

  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider that's probably not it, then...

  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider You should not have to use Unity's build player menu... Are you using Unity 5.3.6f1?

    Could I see a screenshot of your mod builder window, and the project window in the folder with your scripts?

  • Custom Scripts Not Saving 6.4 years ago

    @KingHandspider hmm.. have you actually hit the build button, yet?

  • Custom Scripts Not Saving 6.4 years ago

    I'm not sure, but it sounds like you're expecting the script file to be saved/listed in the mod builder individually? If that's the case, it isn't supposed to, all scripts will be compiled into <ModName>-Assembly-CSharp.dll, which should be listed under "Assemblies" in the mod builder :)

  • Update Trailer 6.5 years ago

    Saw it coming

    +6
  • Uh Oh... 6.5 years ago

    lol

    +48
  • SimplePlanes Multiplayer 6.6 years ago

    @Meepmaster87 part positions, rotations, and explosions are synced every so often, so bombs and missiles work... To some extent. It's rather poorly done and unreliable at this time.

  • SimplePlanes Multiplayer 6.6 years ago

    @Windworn see here

  • SimplePlanes Multiplayer 6.6 years ago

    @HistoricBirds delete the old SimplePlanes Multiplayer.spmod file from your mods folder, download the new one, and put it in the mods folder

  • SimplePlanes Multiplayer 6.6 years ago

    @NaCl10 it can be run on Linux using the mono runtime