When the upload feature was first added, the site did not yet support accounts.
When accounts were added later, it was known who made some of the planes, and so they were linked to the creator's new account.
@DuckMintnewprofile I'd need to see the errors to really have a clue... It's not the same project that you created in a newer version of Unity is it? That might break things when going back to 5.3.6...
Unfortunately SimplePlanes and the mod tools are built with Unity 5.3.6, and newer versions may entirely break it. For modding SimplePlanes at this time, 5.3.6f1, as is noted on the modding wiki, is recommended (and anything else may or may not break). You can get it from the Unity archive (or through the link on that modding wiki).
@Jetpackturtle ya, you gotta run the installer again, install in the same location, and unchecked everything except Windows Build support (the error is because you don't have Windows build support installed, doing this should install Windows build support without reinstalling everything else)
@Chancey21 if you are asking whether the tournament validator mod will be updated to account for these, the answer is no, because it calls the game's internal tournament validation code, which was updated to account for these in this same update that added them :)
Hey, I personally love the ridiculously Over-Powered performance of this, however I suggest making up a fictional variant and explaining that it is OP if you are doing a "replica" with such performance, so it is not expected to perform like the real thing :)
@KingHandspider Then you should be able to achieve it by setting the collider's material to a PhysicsMaterial with dynamic friction of 1.
Though I think other physics material properties are ignored by the wheels, the full properties of the runway physics material are as follows:
Dynamic Friction: 1
Static Friction: 0.6
Bounciness: 0.1
Friction Combine: Average
Bounce Combine: Average
The wheel collider checks if the ground collider is a TerrainCollider, so unfortunately you cannot make the wheels treat Unity's terrain like pavement using the normal terrain collider.
For specifically friction, it does also use the collider's dynamic friction defined by the PhysicsMaterial
(it multiplies the dynamic friction by the wheel's "offroad friction" or "normal friction", depending on whether the collider is a TerrainCollider).
You'll need to run the Unity installer again and make sure Windows build support is checked (you should be able to install it in the same location and un-check everything else, so it just installs the Windows build support on top of what you already have, instead of installing everything all over again).
You will also need Android build support if you wish to build mods for Android (as well as the Android SDK, and the JDK).
@Mymessage check out the reddit modding wiki, it's got some tutorials that should help get you started, and if you run into any specific problems you can ask about those (some of the tutorial information is outdated, so be wary of that) :)
Your post has been removed. Please read these rules about posting planes.
Please try to make major changes to a plane before posting it. Simply painting an object a different color, or adding a few guns is not enough to consider it your own. In the future please credit the original maker, and try to post your own work.
@Lylian it is still possible, you need to manually add tracerColor="FFFFFF" to the Gun.State tag, and FFFFFF is the color hex code which you can change to whatever color you want, as before :)
Please don't go posting spoilers, especially not in the title, which everyone will see before they know to look away.
If you must post spoilers in the future, try a title like
"*SPOILERS* Discussion about latest Rick and Morty *CONTAINS SPOILERS*"
@Elicushman it sometimes looks like torpedoes go through the ship, when they actually went under.
When launching all at once, but only one/some going through, this could be due to rotation of the plane, placement of torpedoes, or some minor inconsistencies elsewhere.
If you're sure they're not going under, or they definitely shouldn't be, could you please provide a link to a design which can replicate the bug, with instructions on launching (e.g, distance from the ship, height above sea level, approximate speed at launch, etc) for best replication?
@Oski the old propeller engines don't seem to have a property for engine power, and the powerMultiplier does not reset on them, so I figured he meant the T1000. (@TheOwlAce correct me if I'm wrong..?)
I know of no way to prevent the XML'd props from resetting, besides not selecting them ever again, however in the next beta they should not reset when selected :)
@TheOwlAce thanks, that should be fixed in the next beta (in the meantime, it actually only resets if you select the engine after XML editing, so if you need to make something that uses XML'd power on the propeller, just don't select the propeller after making the change, and if you're using overload, you may want to make sure the normal propeller properties panel is closed before making the change in overload)
@SimmiAircraftCompany those torpedoes seem to be working as I'd expect (blowing up when they hit something, unless they're going really slow by the time they hit it)... could you please provide some more details on what the issue seems to be with custom weapons? Maybe link some other weapons you've made which are broken in 1.7, and describe how they did work vs how they do now, since the torpedo seems to work for me?
On the other hand, if there was a game update, say, that allows you to toggle the item's hitboxes, then things may as well start to get better. Because that is part of the original game, collision-free pistons are a part of the game, original, and legitimately obtainable. Or they can have another type of mechanism that helps me with my piston engine.
There actually was a game update adding a feature to allow turning off aircraft collisions. It does require XML editing (or downloading an XML edited part which already has it), but is still completely vanilla. It's also currently allowed in tournaments.
@RailfanEthan @MechWARRIOR57 I'm highly offended that you don't have the multiplayer mod installed!
(just kidding)
@melojam I forgot I left that in the mod... it work like this: SpawnPlane x y z, where the xyz coordinates you give it are relative to your plane and the direction it is facing...
but the command appears to be broken, so I guess you don't use it :P
@MechWARRIOR57 rotator on the CWIS (activated by ag1), part ID 951, switch the dropdown at the top to "JointRotator".
The value won't show up on other rotators unless you create it with the plus button at the bottom of the properties.
Something to do with large masses (and/or being far from the center of the design...) and Unity joints... 1.6 shipped with an XML "fix" for this, on the JointRotator.State you can add damperMultiplier="x" (usually takes rather large numbers for some reason...), and I "fixed" the CWIS here, for demonstration... you may want to play around with the values, and each rotator may need a different one (too much can slow it down significantly), so I just fixed the CWIS .
If you don't want to bother with going into the XML, @WNP78's "Overload" makes it easier :)
When the upload feature was first added, the site did not yet support accounts.
+11When accounts were added later, it was known who made some of the planes, and so they were linked to the creator's new account.
@DuckMintnewprofile hmm, I don't remember that one... you could try deleting the library and obj and see if that fixes it...
+1@DuckMintnewprofile you could copy-paste the full error or upload a screenshot if you want. As long as I can read it, it doesn't really matter to me.
@DuckMintnewprofile I'd need to see the errors to really have a clue... It's not the same project that you created in a newer version of Unity is it? That might break things when going back to 5.3.6...
Unfortunately SimplePlanes and the mod tools are built with Unity 5.3.6, and newer versions may entirely break it. For modding SimplePlanes at this time, 5.3.6f1, as is noted on the modding wiki, is recommended (and anything else may or may not break). You can get it from the Unity archive (or through the link on that modding wiki).
+2@Jetpackturtle ya, you gotta run the installer again, install in the same location, and unchecked everything except Windows Build support (the error is because you don't have Windows build support installed, doing this should install Windows build support without reinstalling everything else)
Your post has been removed because it appears to have broken the website rules. You can read them here
Hello,
+5Please stop telling everyone to upvote your posts, as this is against the website rules.
Thanks!
@Chancey21 if you are asking whether the tournament validator mod will be updated to account for these, the answer is no, because it calls the game's internal tournament validation code, which was updated to account for these in this same update that added them :)
Hey, I personally love the ridiculously Over-Powered performance of this, however I suggest making up a fictional variant and explaining that it is OP if you are doing a "replica" with such performance, so it is not expected to perform like the real thing :)
@KingHandspider Then you should be able to achieve it by setting the collider's material to a PhysicsMaterial with dynamic friction of 1.
Though I think other physics material properties are ignored by the wheels, the full properties of the runway physics material are as follows:
Dynamic Friction: 1
Static Friction: 0.6
Bounciness: 0.1
Friction Combine: Average
Bounce Combine: Average
The wheel collider checks if the ground collider is a TerrainCollider, so unfortunately you cannot make the wheels treat Unity's terrain like pavement using the normal terrain collider.
For specifically friction, it does also use the collider's dynamic friction defined by the PhysicsMaterial
(it multiplies the dynamic friction by the wheel's "offroad friction" or "normal friction", depending on whether the collider is a TerrainCollider).
@Jetpackturtle you need 5.3.6, not 5.6.5 ;)
You'll need to run the Unity installer again and make sure Windows build support is checked (you should be able to install it in the same location and un-check everything else, so it just installs the Windows build support on top of what you already have, instead of installing everything all over again).
+3You will also need Android build support if you wish to build mods for Android (as well as the Android SDK, and the JDK).
@CruzerBlade stick double quotes around the message
say "something with spaces"
@Mymessage check out the reddit modding wiki, it's got some tutorials that should help get you started, and if you run into any specific problems you can ask about those (some of the tutorial information is outdated, so be wary of that) :)
Your post has been removed. Please read these rules about posting planes.
Please try to make major changes to a plane before posting it. Simply painting an object a different color, or adding a few guns is not enough to consider it your own. In the future please credit the original maker, and try to post your own work.
Take care, man. I look forward to seeing you back alive and well.
+6@TornadoRUS what seems to be the issue exactly?
5.3.6f1 should work fine with mod tools, it is the version used for SimplePlanes, and I have made several mods with it.
Unity's own standard assets being broken is another issue...
5.3.6f1
@DerekSP it can be run on Linux using the Mono runtime :)
Seems you've made a minor mistake.
In-game it says I'm the author.
Please fix, I don't need people thinking I made your mod ;)
Thanks!
I'll take a look at this later...
In the meantime, pastebin is nice for sharing whole single scripts (or any sizable snippets) :)
Your post has been removed because it appears to have broken the website rules. You can read them here
@Lylian it is still possible, you need to manually add
tracerColor="FFFFFF"
to theGun.State
tag, andFFFFFF
is the color hex code which you can change to whatever color you want, as before :)@ThunderAircraft 1.7 will come to the Amazon app store, just not Amazon Underground.
Please don't go posting spoilers, especially not in the title, which everyone will see before they know to look away.
If you must post spoilers in the future, try a title like
"*SPOILERS* Discussion about latest Rick and Morty *CONTAINS SPOILERS*"
@TFM8 yikes! Thanks for catching that, should be fixed next beta.
@TheOwlAce and "Display Resolution"?
@Elicushman it sometimes looks like torpedoes go through the ship, when they actually went under.
When launching all at once, but only one/some going through, this could be due to rotation of the plane, placement of torpedoes, or some minor inconsistencies elsewhere.
If you're sure they're not going under, or they definitely shouldn't be, could you please provide a link to a design which can replicate the bug, with instructions on launching (e.g, distance from the ship, height above sea level, approximate speed at launch, etc) for best replication?
Thanks!
@TheOwlAce what's your resolution? In the settings, what is you "User Interface Size" set to?
@Oski the old propeller engines don't seem to have a property for engine power, and the
powerMultiplier
does not reset on them, so I figured he meant the T1000. (@TheOwlAce correct me if I'm wrong..?)I know of no way to prevent the XML'd props from resetting, besides not selecting them ever again, however in the next beta they should not reset when selected :)
@TheOwlAce thanks, that should be fixed in the next beta (in the meantime, it actually only resets if you select the engine after XML editing, so if you need to make something that uses XML'd power on the propeller, just don't select the propeller after making the change, and if you're using overload, you may want to make sure the normal propeller properties panel is closed before making the change in overload)
@TheOwlAce which engine(s?) do you mean by "the first engines"?
@Aidanfly02 the update will come to iOS when it is officially released (when beta testing is done)
@SimmiAircraftCompany those torpedoes seem to be working as I'd expect (blowing up when they hit something, unless they're going really slow by the time they hit it)... could you please provide some more details on what the issue seems to be with custom weapons? Maybe link some other weapons you've made which are broken in 1.7, and describe how they did work vs how they do now, since the torpedo seems to work for me?
@jamesPLANESii the website didn't have accounts until a little while after it was created :)
@CDRxavier
There actually was a game update adding a feature to allow turning off aircraft collisions. It does require XML editing (or downloading an XML edited part which already has it), but is still completely vanilla. It's also currently allowed in tournaments.
@RailfanEthan @MechWARRIOR57 I'm highly offended that you don't have the multiplayer mod installed!
(just kidding)
@melojam I forgot I left that in the mod... it work like this:
SpawnPlane x y z
, where the xyz coordinates you give it are relative to your plane and the direction it is facing...but the command appears to be broken, so I guess you don't use it :P
@Ihavenorealideawhatiamdoing lol, yeah it's a joke XD
Clicking the delete button on this post
@Predatedflyer unfortunately Apple's policy does not allow mods on iOS :(
+1Can you consistently reproduce the problem on purpose?
How often does it happen?
I've seen it before, but having been unable to reproduce it on purpose, I've never got debug methods running when it happens :/
@LiamW yes, you must run the server executable for LAN.
@Stormtrooper61
@695712770
+1对不起,我不会说中文,所以这里是Google翻译的描述:
@FlyingFanatic 01001000 01100101 01101000 00101100 00100000 01010100 01101000 01100001 01101110 01101011 01110011 00100001 :)
+1@MechWARRIOR57 rotator on the CWIS (activated by ag1), part ID 951, switch the dropdown at the top to "JointRotator".
The value won't show up on other rotators unless you create it with the plus button at the bottom of the properties.
Something to do with large masses (and/or being far from the center of the design...) and Unity joints... 1.6 shipped with an XML "fix" for this, on the
+3JointRotator.State
you can adddamperMultiplier="x"
(usually takes rather large numbers for some reason...), and I "fixed" the CWIS here, for demonstration... you may want to play around with the values, and each rotator may need a different one (too much can slow it down significantly), so I just fixed the CWIS .If you don't want to bother with going into the XML, @WNP78's "Overload" makes it easier :)
Will the new Gyroscope from 1.6 work in this?