@Zer0x1
As for maneuverability, I will check again after the AC model (Loader4) and FCS are completed.
If you are still dissatisfied with the final build, you can adjust the speed-related parameters yourself, as they can be easily changed from the variable setter. (We have made these specifications with the expectation that they will be changed according to the contents of the assemble.)
@elruXo
After downloading to mobile, a warning message will appear stating that the mod is not included, but after closing it, do UnDo, and then do ReDo to successfully load all but the mod parts.
(The mod parts included in this build are only used for visual effects, so their absence will not affect the functionality of the build.)
@114514rtj
After playing ACVI, I became interested in the past titles. However, with the resurgence in popularity of the series, the price of used software has skyrocketed, making it difficult to obtain them...
@Graingy
The button portion for interact is embedded in the screen, so you can directly click (or tap in the case of mobile devices) on the displayed cell.
@Dracul0Anderson
1.
Basically, only text can be displayed with text labels, what looks like a line is a collection of hyphens and minus signs.
2.
Inputs can be embedded in text by using {} as shown below.
Throttle={Throttle}
3.
Also, when combined with rich text tags, it is possible to control the position of text, etc.(For more information on tags, search for Rich Text Tags in Unity TextMeshPro.)
<pos={1+sin(Time*180)}>←→
<voffset={sin(Time*180)}>↑↓
@VisionAviation @idkwhatosay
I think it's too late now, but I added the unit conversion feature.
Please add the variable UnitType to VariableSetters and set any value. (Details are in the description on this page.)
@L3FT2R1GHT
Metric system (default for SP and Unity)... but since ver 1.4.3, I added the ability to change to other unit systems.
.
Regarding the altimeter change mentioned in the comments.
Please find Altitude in the code and convert it to (Altitude-3.1). (There are 3 places in ver 1.4.3)
.
If you are using a text editor's bulk replace, convert Altitude* to (Altitude-3.1)*.
(Using Altitude as the replacement target will destroy AltitudeAgl).
.
As for HudDistance, it looks like your setup is correct...
If the same symptoms occur in ver 1.4.3, please let me know.
@EDEN971
As of now, everything seems to be compatible except the CCTV monitor and the HMD.
This means that the camera will remain in place and only the monitor will need to be manually relocated.......
@EDEN971
Probably due to incompatibility with older versions of the mod.
Because I have made some fairly radical changes to extend the functionality.
I will explore if there is a way to convert from the old version, but don't hold your breath...
@EDEN971
When you say that the parts do not show up, do you mean that they just do not show up in the simulation or that the CCTV category does not show up in the parts list, even in the build?
Also, what version of your SP?
@EDEN971
I don't have a Mac environment at hand, so I can't say for sure...... It may be that there is no mac support for shaders.
If we find a way to improve it, we will respond, but we can't guarantee that it will improve.
@ARMAGEDONGeneral
This blue text is a link to the forum. Click here.
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ Read this page
↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
This blue text is a link to the forum. Click here.
This blue text is a link to the picture. Click here.
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ Read this section of the page above.
↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
This blue text is a link to the picture. Click here.
.
The method described here can also be used for GIF animation.
Upload the GIF animation to the Internet using some posting service and use that URL.
If you don't understand after I have told you this much, there is nothing more I can do for you.
@StinkyRice
I found an old iPhone 6S and gave it a try.
The game drops to about 2-4 fps by eye measurement, and is not in a state to be played properly.
However, even the SP title screen is very laggy on this antique, which may indicate that the SP itself is not friendly to this device before this build.
@StinkyRice
(Naturally, it works fine on my desktop that I used for make it.)
Conversely, the laptop I use for college cannot do this build at 60 fps.
I am sure there are other users with similar computers, but it is very interesting as to why there are no complaints from them at all, only mobile users making a fuss.
@c144538707
I had forgotten that when the gun connected to the main unit is deactivated, the gun's firing button is not displayed.
This issue has already been fixed and the xml updated.
If you re-download it, it should work.
.
Also for your information.
If you encounter a similar problem somewhere else, I suggest you try installing a dummy gun.
@AltheimManufactorum @SETSUNA0414
Sorry, I must have misread.
What gnexes said is about right.
More precisely, the chest armor is moved backward, and what it lacks is made up for by the movement of the cockpit.
.
The method of moving only the cockpit forward without moving the chest would require moving it much further forward, increasing the risk of interference with the forearms.
@Aaaaaaaaaaaaam @Stinkysock
Apparently either my writing skills, your reading comprehension skills, or both are lacking.
Since it is difficult to convey in writing, I have added an iPhone capture (gif).
@IzzyIA
As for tags, I am referring to the same one as you.
The only tag I know so far that is not in that document is that <scale=number> can be used to stretch text horizontally.
I think hpgbproductions' post is the most detailed about the format type.
I was concerned that the vertices sometimes jumped to strange places.
There is a specification that FT output switches from float notation toexponential notation when it under 1E-04.
Also, if an exponent is specified for a rich text tag, the tag refers only to the mantissa part.
Since the above is causing some vertices misalignment, it is recommended that the type specifier f be used to fix the output to float notation. {FT} -> {FT;f}
@IzzyIA
From your comments and the renderer v4, it looks almost identical to mine as far as rendering the vertices.
(There is a difference between perspective or parallel projection, but the only difference is whether the x,y position is midwifed by z-depth or not.)
The drawing of the line is simply a straight line completion and laying down periods and minus signs based on the x,y positions of the vertices after passing through a rotation matrix and other processing.
But the aspect ratio of character symbols is limited, so if one tries to draw thin or long lines, a large number of characters must be lined up to compensate.
Also, this was a mistake that I realized later, but multibyte characters are very demanding on the terminal, and because I was using multibyte characters for some of the lines, it was putting an extra load on the device.
I once tried drawing wireframes to create a UI for a landing aid, but the load on the terminal was unnecessarily large, and then it became tedious, so I quit. Prototype1 Prototype2
@luoxue
Both character spacing and line spacing refer to "spacing" items.
The output xml is fully compatible with the xml of the SubAssembly.
Put the output xml into %APPDATA%\LocalLow\Jundroo\SimplePlanes\SubAssemblies and load it from SubAssemblies in the game.
(If you don't know what APPDATA is, look it up yourself, it's essential knowledge if you want to play games on your pc.)
@Zer0x1
+1As for maneuverability, I will check again after the AC model (Loader4) and FCS are completed.
If you are still dissatisfied with the final build, you can adjust the speed-related parameters yourself, as they can be easily changed from the variable setter. (We have made these specifications with the expectation that they will be changed according to the contents of the assemble.)
@ThePeruvianQuail
+1Work In Progress
@SAINAKAJIMA
np
@elruXo
After downloading to mobile, a warning message will appear stating that the mod is not included, but after closing it, do UnDo, and then do ReDo to successfully load all but the mod parts.
(The mod parts included in this build are only used for visual effects, so their absence will not affect the functionality of the build.)
@114514rtj
After playing ACVI, I became interested in the past titles. However, with the resurgence in popularity of the series, the price of used software has skyrocketed, making it difficult to obtain them...
Are you sure you have the right link for the mod?
@StinkyRice
The gyros do not provide sufficient control, so smaller engines are used instead.
The feeling is that they are like rocket attitude control thrusters.
@mitsuki
Probably quicker to look.
Put it in cockpit view, open the menu (or pause the game), and switch to Orbit view while still in that state.
@Graingy
I think it's faster to search the web than to ask someone
@crazyplaness
+4Can't people under 15 use the web to search?
@EternalDarkness
+1Sudoku sounds interesting, I'll put it on the candidate list.
Thanks for the suggestion.
@Graingy
The button portion for interact is embedded in the screen, so you can directly click (or tap in the case of mobile devices) on the displayed cell.
@EternalDarkness
I can make up to 23 squares horizontally without major changes, so I might do it in my spare time.
@overlord5453
If you don't know the rules, you can search for them in this web browser you are looking at.
Click (or tap on the screen for mobile devices) directly on the cell displayed on the screen.
Press the face icon to reset the game. (Same as Windows98 version)
@Dracul0Anderson
1.
Basically, only text can be displayed with text labels, what looks like a line is a collection of hyphens and minus signs.
2.
Inputs can be embedded in text by using {} as shown below.
Throttle={Throttle}
3.
Also, when combined with rich text tags, it is possible to control the position of text, etc.(For more information on tags, search for Rich Text Tags in Unity TextMeshPro.)
<pos={1+sin(Time*180)}>←→
<voffset={sin(Time*180)}>↑↓
Comment notifications for this build are turned off so I may not notice it.
@VisionAviation @idkwhatosay
I think it's too late now, but I added the unit conversion feature.
Please add the variable
UnitType
to VariableSetters and set any value. (Details are in the description on this page.)@L3FT2R1GHT
Metric system (default for SP and Unity)... but since ver 1.4.3, I added the ability to change to other unit systems.
.
Regarding the altimeter change mentioned in the comments.
Please find
Altitude
in the code and convert it to(Altitude-3.1)
. (There are 3 places in ver 1.4.3).
If you are using a text editor's bulk replace, convert
Altitude*
to(Altitude-3.1)*
.(Using
Altitude
as the replacement target will destroyAltitudeAgl
)..
As for HudDistance, it looks like your setup is correct...
If the same symptoms occur in ver 1.4.3, please let me know.
@linxiaofeng2339
Fixed it.
Sorry it took me so long to notice.
@EDEN971
Updated mod.
After updating the mod, please try to re-download the build that had the problem.
@EDEN971
As of now, everything seems to be compatible except the CCTV monitor and the HMD.
This means that the camera will remain in place and only the monitor will need to be manually relocated.......
@EDEN971
Probably due to incompatibility with older versions of the mod.
Because I have made some fairly radical changes to extend the functionality.
I will explore if there is a way to convert from the old version, but don't hold your breath...
@EDEN971
When you say that the parts do not show up, do you mean that they just do not show up in the simulation or that the CCTV category does not show up in the parts list, even in the build?
Also, what version of your SP?
@EDEN971
+1I don't have a Mac environment at hand, so I can't say for sure...... It may be that there is no mac support for shaders.
If we find a way to improve it, we will respond, but we can't guarantee that it will improve.
To be implemented in CameraAndDisplay version 3.0.
@SETSUNA0414
+1I am interested but don't know if I can spare enough time.
@ARMAGEDONGeneral
This blue text is a link to the forum. Click here.
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
Read this page
↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
This blue text is a link to the forum. Click here.
This blue text is a link to the picture. Click here.
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
Read this section of the page above.
↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
This blue text is a link to the picture. Click here.
.
The method described here can also be used for GIF animation.
Upload the GIF animation to the Internet using some posting service and use that URL.
If you don't understand after I have told you this much, there is nothing more I can do for you.
@ARMAGEDONGeneral
read this link
@StinkyRice
You download it to your device and if there is no lag or acceptable lag, then you can use it on that device.
That's all.
@Stinkysock
+1impossible.
Low physics and fast-forward are incomprehensible behaviors when used in a laggy environment.
(rate(Altitude)/GS)<-0.9400
@JkPlanes6987
As written in the overview, I don't know much about the image as I got it from someone else.
@StinkyRice
I found an old iPhone 6S and gave it a try.
The game drops to about 2-4 fps by eye measurement, and is not in a state to be played properly.
However, even the SP title screen is very laggy on this antique, which may indicate that the SP itself is not friendly to this device before this build.
@StinkyRice
(Naturally, it works fine on my desktop that I used for make it.)
Conversely, the laptop I use for college cannot do this build at 60 fps.
I am sure there are other users with similar computers, but it is very interesting as to why there are no complaints from them at all, only mobile users making a fuss.
@StinkyRice
I am using iPhoneSE (2nd).
Even with the preset picture quality set to "high" it runs smoothly enough, unless use fast forward.
In other words, as far as I can see, this build is mobile friendly.
@c144538707
I had forgotten that when the gun connected to the main unit is deactivated, the gun's firing button is not displayed.
This issue has already been fixed and the xml updated.
If you re-download it, it should work.
.
Also for your information.
If you encounter a similar problem somewhere else, I suggest you try installing a dummy gun.
@AltheimManufactorum @SETSUNA0414
+4Sorry, I must have misread.
What gnexes said is about right.
More precisely, the chest armor is moved backward, and what it lacks is made up for by the movement of the cockpit.
.
The method of moving only the cockpit forward without moving the chest would require moving it much further forward, increasing the risk of interference with the forearms.
@gnexes
If you want something like that, look elsewhere.
@Stinkysock
I don't know, I've never used it.
@Stinkysock
Removing the cockpit might improve it somewhat.
@JkPlanes6987
Probably due to forgetting to update the SP.
(Current version is 1.12.203.0)
@Aaaaaaaaaaaaam @Stinkysock
Apparently either my writing skills, your reading comprehension skills, or both are lacking.
Since it is difficult to convey in writing, I have added an iPhone capture (gif).
@mitsuki
Either the path contains multibyte characters or there is something wrong with the file...
Otherwise, I don't know.
@StinkyRice
2114parts(MS:1592parts, Gunbit:329parts, weapon:193parts)
@JkPlanes6987
Probably around Feb. 25 to early March
@IzzyIA
+1As for tags, I am referring to the same one as you.
The only tag I know so far that is not in that document is that <scale=
number
> can be used to stretch text horizontally.I think hpgbproductions' post is the most detailed about the format type.
I was concerned that the vertices sometimes jumped to strange places.
+2There is a specification that FT output switches from float notation toexponential notation when it under 1E-04.
Also, if an exponent is specified for a rich text tag, the tag refers only to the mantissa part.
Since the above is causing some vertices misalignment, it is recommended that the type specifier f be used to fix the output to float notation.
{FT} -> {FT;f}
@IzzyIA
From your comments and the renderer v4, it looks almost identical to mine as far as rendering the vertices.
(There is a difference between perspective or parallel projection, but the only difference is whether the x,y position is midwifed by z-depth or not.)
The drawing of the line is simply a straight line completion and laying down periods and minus signs based on the x,y positions of the vertices after passing through a rotation matrix and other processing.
But the aspect ratio of character symbols is limited, so if one tries to draw thin or long lines, a large number of characters must be lined up to compensate.
Also, this was a mistake that I realized later, but multibyte characters are very demanding on the terminal, and because I was using multibyte characters for some of the lines, it was putting an extra load on the device.
I once tried drawing wireframes to create a UI for a landing aid, but the load on the terminal was unnecessarily large, and then it became tedious, so I quit.
Prototype1
Prototype2
@luoxue
Both character spacing and line spacing refer to "spacing" items.
The output xml is fully compatible with the xml of the SubAssembly.
Put the output xml into %APPDATA%\LocalLow\Jundroo\SimplePlanes\SubAssemblies and load it from SubAssemblies in the game.
(If you don't know what APPDATA is, look it up yourself, it's essential knowledge if you want to play games on your pc.)