Dev HellFireKoder Comments

  • BoxGlow Makes No Sense 6.7 years ago

    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.

    +11
  • Important Modding Error 6.7 years ago

    @DuckMintnewprofile hmm, I don't remember that one... you could try deleting the library and obj and see if that fixes it...

    +1
  • Important Modding Error 6.7 years ago

    @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.

  • Important Modding Error 6.7 years ago

    @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...

  • Important Modding Error 6.7 years ago

    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
  • Making a map for cars! Suggestions? 6.7 years ago

    @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)

  • despacito 2.0 6.7 years ago

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

  • MODERATORS REMOVING TOO MUCH OR NOT REMOVING ENOUGH 6.8 years ago

    Hello,
    Please stop telling everyone to upvote your posts, as this is against the website rules.
    Thanks!

    +5
  • v1.7.1.0 - Minor update info 6.9 years ago

    @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 :)

  • Sukhoi Su-47 Berkut 6.9 years ago

    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 :)

  • seriously halp pls Modding 6.9 years ago

    @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

  • seriously halp pls Modding 6.9 years ago

    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).

  • Modding Halp 6.9 years ago

    @Jetpackturtle you need 5.3.6, not 5.6.5 ;)

  • some modding errors. help? (SOLVED) 6.9 years ago

    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).

    +3
  • SimplePlanes Multiplayer 7.1 years ago

    @CruzerBlade stick double quotes around the message

    say "something with spaces"

  • SimplePlanes Multiplayer 7.1 years ago

    @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) :)

  • Fly car~ 7.2 years ago

    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.

  • Goodbye 7.2 years ago

    Take care, man. I look forward to seeing you back alive and well.

    +6
  • Does anybody know which version of unity3d normally works with SP Mod tools? 7.2 years ago

    @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...

  • SimplePlanes Multiplayer 7.3 years ago

    @DerekSP it can be run on Linux using the Mono runtime :)

  • <GUI> <title>"Test Mod"</title> 7.4 years ago

    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!

  • Mod Settings Null Reference exceptions 7.4 years ago

    I'll take a look at this later...
     
    In the meantime, pastebin is nice for sharing whole single scripts (or any sizable snippets) :)

  • Bitch is better! 7.5 years ago

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

  • (Closed) Simple Planes XML.com - Free XML piece ordering (Read Description) 7.5 years ago

    @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 :)

  • Beta 1.7 - Round 4 7.6 years ago

    @ThunderAircraft 1.7 will come to the Amazon app store, just not Amazon Underground.

  • Evil Morty is PRESIDENT!!! 7.6 years ago

    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*"

  • 1.7 Beta - Round 3 7.6 years ago

    @TFM8 yikes! Thanks for catching that, should be fixed next beta.

  • 1.7 Beta - Round 3 7.6 years ago

    @TheOwlAce and "Display Resolution"?

  • 1.7 Beta - Round 3 7.6 years ago

    @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!

  • 1.7 Beta - Round 3 7.6 years ago

    @TheOwlAce what's your resolution? In the settings, what is you "User Interface Size" set to?

  • 1.7 Beta - Round 2 7.6 years ago

    @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 :)

  • 1.7 Beta - Round 2 7.6 years ago

    @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)

  • 1.7 Beta - Round 2 7.6 years ago

    @TheOwlAce which engine(s?) do you mean by "the first engines"?

  • 1.7 Beta - Round 2 7.6 years ago

    @Aidanfly02 the update will come to iOS when it is officially released (when beta testing is done)

  • 1.7 Beta now available 7.6 years ago

    @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?

  • Simple Pencil 7.6 years ago

    @jamesPLANESii the website didn't have accounts until a little while after it was created :)

  • Mod 7.7 years ago

    @CDRxavier

     

    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.

  • How to use /SpawnPlane? 7.7 years ago

    @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

  • If you could be good at ONE physical activity... 7.7 years ago

    @Ihavenorealideawhatiamdoing lol, yeah it's a joke XD

  • If you could be good at ONE physical activity... 7.7 years ago

    Clicking the delete button on this post

  • Music Replacer 7.7 years ago

    @Predatedflyer unfortunately Apple's policy does not allow mods on iOS :(

    +1
  • NullReferenceException bug (Fine-Tuner mod) 7.8 years ago

    Can 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 :/

  • SimplePlanes Multiplayer 7.8 years ago

    @LiamW yes, you must run the server executable for LAN.

  • Fine Tuner 7.8 years ago

    @Stormtrooper61

    MULTI-SELECT SELECTS THINGS, THEN WHEN THINGS ARE SELECTED YOU CHANGE TO MULTI-EDIT TO ACTUALLY ADJUST THEM!

  • Gyro Cockpit 7.8 years ago

    @695712770
    对不起,我不会说中文,所以这里是Google翻译的描述:

    添加试图保持直立的驾驶舱。

    在受欢迎的要求下载,不包含以前发布的版本的改进(Steam workshop,Android)

    +1
  • Mod Settings 7.8 years ago

    @FlyingFanatic 01001000 01100101 01101000 00101100 00100000 01010100 01101000 01100001 01101110 01101011 01110011 00100001 :)

    +1
  • Rotate Gizmo Going Nuts..? 7.8 years ago

    @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.

  • Rotate Gizmo Going Nuts..? 7.8 years ago

    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 :)

    +3
  • Mystery Tournament 7.8 years ago

    Will the new Gyroscope from 1.6 work in this?