@WereOutOfNames if the only reason you're making something is for points, why bother? The real reason people post things is to share with and help other users, while having fun. This is a game. Have fun. Points are just a little number by your name. If getting points isn't fun, you don't need points. Once you pass 30 points you don't get any abilities from gaining points. (Though since we try to only feature non-platinums, you could actually lose out by gaining points. People in my experience also tend to be more impressed by a quality build from a user with less points than they expect. It's like how birthdays get more and more lame as you get older past a certain point. You'll understand.)
At the end of the day, and this is addressing your comment too @WagonTime , if we did things on a case-by-case basis, it would cause a lot of pain with people wondering why one person's got allowed and they other didn't. We just need to draw a line somewhere clear, and this is where the line has been drawn. And note, it wasn't my decision in the end, I put a vote to the moderators and it was unanimous.
And when you say many, many, many hours to make it "ok":
Firstly this isn't true, the only two on the mods section so far simply changed the Antialiasing setting from "Off" to "MSAA x8", and in the other case changed the positions and rotations of the carriers to put them next to each other. I'm not detracting from the work put into these or being ungrateful to people's contributions to the community. I think they're more than "ok". But while you're complaining about this I suggest you take a look at other forums which people have put many, many, many hours into. Artwork, backstories, tutorials, ReShade settings... can take as much time if not more than changing Settings.xml. They deserve credit too. But they're not on the mods section. Tl;dr - work for fun, not for points.
@jamesPLANESii I didn't design that thing to ever work in the designer (since it's an input expression and their aren't craft inputs in the designer), so try it in the level?
@BagelPlane pssst. You think it's a bit fishy how he got close enough to tell you how he thought it was a T-90 shape yet his best screenshot of it was 20 pixels across, and the HUD visible in his screenshot showed him at the same speed, altitude and heading as the supposed AI tank would have been going?
Unless you want to upgrade to full raytracing there's no all-catching way to deal with intersecting transparent pieces. Usually, the rendering engine draws a "depth buffer" which stores the depth of every pixel that has been drawn, but when you have transparent things you have multiple objects drawn at one pixel, so it can't work properly. Unity tries it's best to render each object in the right order but when they intersect that doesn't work too well. So just don't go mad with the glass intersecting and it should be alright.
@MethaManAircraft lerp(a, b, t) is a linear interpolation. It gives the value between a and b at a proportion of t
So if t was 0, the output would be a,
if t was 1, the output would be b.
Between these values, it scales linearly between a and b - for instance if t was 0.5, then the output value would be half way between a and b.
Google finds pages using a web crawler. This means it will visit the site homepage, and "click" (or just follow, it's a bot) all the links there, until it's explored the entire site from one link to the next. Therefore, it will show unlisted builds that have been linked from other pages. But if a build has no links to it from other parts of the site, then it's still hidden.
What you have described is content packs, rather than mods. Mods can contain executable code. So, maybe a simple map or designer background could work if the system was reworked, you still wouldn't be able to get any of the most popular mods. (multiplayer, fine tuner, overload, adv. targeting, tracks, smoke trails, refuelling, colour editor, weapons bay, instruments, metric conversion, lasers, space, cctv, screenshots, the list goes on). There's a reason all the developers and advanced modders understand and agree on why modding on iOS is impractical. Apple is notoriously strict with app store policies and if it was found that there was a way to put your own code into it without going through the app store, then SP could get pulled off the appstore without warning. What SP really needs for 1.8 is for people to use Uservoice, the service set up for suggesting and voting for ideas, instead of posting stuff on the forum that the devs will likely never see and expecting to get special treatment and have their ideas shoved straight into the game.
@Chancey21 It's 6 alphanumerical (case-sensitive) digits. That's 10 (numbers) + 32 (upper and lower case) = 42 combos per character
42 to the power of 6 (6 digits) = 5489031744
that's five billion combinations to try randomly. I think they'd notice the server melting.
"Hinge Rotators" are available stock. When set to 0% speed, they become "floppy", and the "base mesh" hides, leaving only the hinge part showing. You can use XML modding to set the disableBaseMesh property to true to make it look like this all the time.
I'm currently working on a autopilot, which could perhapsPERHAPS become something akin to the AI. Also, they do try to dodge missiles. By diving into the sea.
Rudder variable is just yaw + a yaw rate damping term to prevent the wobble you get from adverse yaw. As for the pitch I think I just made it so that the angle of the stabilator is set relative to the AoA instead of relative to the aircraft's body. It essentially gives the tail more authority at high AoA and makes the aircraft artificially less stable.
@temporaryplanetester FT is only an expressions language, and if/else blocks typically group statements (instructions). What you can do if you want is to use the Activator field on a variable setter (click the downwards arrow to expand it) to only set a variable when a condition is met, and then have another setter for the same variable with the opposite condition. Or, if you want to format your code nicer, you could edit it in an external editor and split your ternary operators across multiple lines, like
Unfortunately it's not that simple and has never been. "3rd party app support" would I assume mean allowing people to install apps from outside the apple app store. Not mods. iOS has a security policy that prevents apps from writing to executable memory pages. So, the only code that can run is code that was compiled with the app before it was distributed. This means that the JIT compiled runtimes that would be required to load mod code at runtime can't run on iOS. This announcement says nothing to imply that would change. Even in the very unlikely case that restriction were lifted - since that has never been supported, Unity has never supported using the Mono JIT runtime on iOS because it would never have worked, so you'd have to wait for them to implement support for that before we could do anything. And trust me, Unity has a lot else on their plate right now and I can't see them spending what is quite a lot of work and time spent testing on a feature the core of the engine that would benefit such a small portion of their users. And even in the extremely unlikely (pretty much fantasy-level) case of that happening, it'd be in years and probably in a newer version of the engine that would take us a bunch of time to upgrade to which could cause bugs and we'd have to find an alternate app store to distribute it on and then do two iOS builds for every release.
@Prerewsertre still won't work. That's the old version from when android did support code mods. Trust me, just because the square block fits through the square hole, it doesn't mean it'll do anything good in there.
Very nice plane, a few notes for the VR users though:
Would be nice to have a first person camera that is levelled - currently feels like the whole world is tilted down because the camera is
Lots of decorative controls set to "0" - this isn't a valid control input and causes error spam, setting them to Disabled is the recommanded practice.
Unfortunately the code doesn't seem to handle the 0 Control very gracefully and actually logging so many errors every frame is causing a significant amount of lag, so you might get a decent performance boost from setting your controls to Disabled instead of 0.
As said below the connections at the ControlBase need reworking so the user can move it in VR.
I tried out how it would be if you fixed the connections, and I get another issue - the piston when sideways is a pretty weak joint with a fair amount of flex. This isn't an issue normally but because of the way the control base works it actually leads to a feedback loop, where the back of the gun is always trying to match the position of the hand, but the flex in the piston joint causes it to spring a bit, which changes where the gun is trying to point, and it feeds back into itself. To fix that, you could either avoid using a piston and have rotators instead, or another way would be to actually have the gun be controlled by head movement. You can do that by setting the output variables of the camera on the chair, and then aiming the gun based on those variable names you set for the camera to output.
You also have both pitch and yaw on the gun set to "none" which then creates a variable called "none" and means that they are linked when you're not holding it, so it doesn't hold it's position when you let go, you could fix that by just setting them to different axis names.
You need to turn on "show gravatar" in your account settings, or it defaults to this it seems
+4https://www.simpleplanes.com/Blog/View/1449533/1-11-Beta-is-now-available
+4As described there, the 1.12 designation is part of the SPVR plan, and will essentially add integration with SPVR for those who have SPVR installed alongside SP.
@Gudetama3421 not our choice that they can't be supported any more.
+4Lol, I made a browser extension userscript ages ago to add it back
+4@WereOutOfNames if the only reason you're making something is for points, why bother? The real reason people post things is to share with and help other users, while having fun. This is a game. Have fun. Points are just a little number by your name. If getting points isn't fun, you don't need points. Once you pass 30 points you don't get any abilities from gaining points. (Though since we try to only feature non-platinums, you could actually lose out by gaining points. People in my experience also tend to be more impressed by a quality build from a user with less points than they expect. It's like how birthdays get more and more lame as you get older past a certain point. You'll understand.)
At the end of the day, and this is addressing your comment too @WagonTime , if we did things on a case-by-case basis, it would cause a lot of pain with people wondering why one person's got allowed and they other didn't. We just need to draw a line somewhere clear, and this is where the line has been drawn. And note, it wasn't my decision in the end, I put a vote to the moderators and it was unanimous.
And when you say many, many, many hours to make it "ok":
+4Firstly this isn't true, the only two on the mods section so far simply changed the Antialiasing setting from "Off" to "MSAA x8", and in the other case changed the positions and rotations of the carriers to put them next to each other. I'm not detracting from the work put into these or being ungrateful to people's contributions to the community. I think they're more than "ok". But while you're complaining about this I suggest you take a look at other forums which people have put many, many, many hours into. Artwork, backstories, tutorials, ReShade settings... can take as much time if not more than changing Settings.xml. They deserve credit too. But they're not on the mods section. Tl;dr - work for fun, not for points.
I'd be surprised if they're actually exactly the same sound! Definitely not a deliberate reference, though.
+4@Yoloman2020 but they won't look as cool as this :)
+4And no need to be sorry, I was the one that added the
explosionScale
option to the game...@jamesPLANESii I didn't design that thing to ever work in the designer (since it's an input expression and their aren't craft inputs in the designer), so try it in the level?
+4The below message seems correct. If it doesn't actually have any beta parts, I can remove the beta tag from it.
+4@BagelPlane pssst. You think it's a bit fishy how he got close enough to tell you how he thought it was a T-90 shape yet his best screenshot of it was 20 pixels across, and the HUD visible in his screenshot showed him at the same speed, altitude and heading as the supposed AI tank would have been going?
+4Unless you want to upgrade to full raytracing there's no all-catching way to deal with intersecting transparent pieces. Usually, the rendering engine draws a "depth buffer" which stores the depth of every pixel that has been drawn, but when you have transparent things you have multiple objects drawn at one pixel, so it can't work properly. Unity tries it's best to render each object in the right order but when they intersect that doesn't work too well. So just don't go mad with the glass intersecting and it should be alright.
+4I don't think we allow externally rendered thumbnails, that would be considered clickbait. Looks cool though.
+4No need to download and install Overload, it should be bundled with the latest version of the game on all platforms.
+4@Stratus you're not special
+4You may have disabled the mod the easter egg was a part of. Thank god someone finally found it. Also, look into the eye.
+4AG7 is off therefore
+4Activate7
=-1
. SoActivate7 + Brake
=0
@Flyer24 This mod is obsolete in 1.9 - uninstall the mod, then go into the game settings from the main menu and set the "Unit System" field to metric.
+4@MethaManAircraft
+4lerp(a, b, t)
is a linear interpolation. It gives the value betweena
andb
at a proportion oft
So if
t
was0
, the output would bea
,if
t
was1
, the output would beb
.Between these values, it scales linearly between
a
andb
- for instance ift
was0.5
, then the output value would be half way betweena
andb
.Google finds pages using a web crawler. This means it will visit the site homepage, and "click" (or just follow, it's a bot) all the links there, until it's explored the entire site from one link to the next. Therefore, it will show unlisted builds that have been linked from other pages. But if a build has no links to it from other parts of the site, then it's still hidden.
+4Excellent article! I fixed the typo in the first sentence for you.
+4Thank you for mod tags! Maybe mod teasers will take advantage of this too
+4Videos don't embed very well as images...
+4I fixed Underwater Camera too, if anyone is interested.
+4What you have described is content packs, rather than mods. Mods can contain executable code. So, maybe a simple map or designer background could work if the system was reworked, you still wouldn't be able to get any of the most popular mods. (multiplayer, fine tuner, overload, adv. targeting, tracks, smoke trails, refuelling, colour editor, weapons bay, instruments, metric conversion, lasers, space, cctv, screenshots, the list goes on). There's a reason all the developers and advanced modders understand and agree on why modding on iOS is impractical. Apple is notoriously strict with app store policies and if it was found that there was a way to put your own code into it without going through the app store, then SP could get pulled off the appstore without warning. What SP really needs for 1.8 is for people to use Uservoice, the service set up for suggesting and voting for ideas, instead of posting stuff on the forum that the devs will likely never see and expecting to get special treatment and have their ideas shoved straight into the game.
+41 gallium of fuel...
+4Posted 1 year ago here
+4243 days late unfortunately
+4I get called WPN all the time, jamesplays2...
+4I know, so many new people around here...
+4@jamesPLANESii not planning to include sea floor in the initial release but.... it might be possible to make a procedural seabed, if I had the time.
+4@Chancey21 It's 6 alphanumerical (case-sensitive) digits. That's 10 (numbers) + 32 (upper and lower case) = 42 combos per character
+442 to the power of 6 (6 digits) = 5489031744
that's five billion combinations to try randomly. I think they'd notice the server melting.
They used to be named after developers but they felt modest and changed them in an update.
+4here it be
+4"Hinge Rotators" are available stock. When set to 0% speed, they become "floppy", and the "base mesh" hides, leaving only the hinge part showing. You can use XML modding to set the
+4disableBaseMesh
property totrue
to make it look like this all the time.@sexylips35 has it not occurred to you that I might be deliberately not noticing your increasingly silly questions?
+4To be honest, I was hoping someone would build on top of the base I formed, and make something better, rather than use it to exhaustion...
+4I'm currently working on a autopilot, which could perhaps PERHAPS become something akin to the AI. Also, they do try to dodge missiles. By diving into the sea.
+4Rudder variable is just yaw + a yaw rate damping term to prevent the wobble you get from adverse yaw. As for the pitch I think I just made it so that the angle of the stabilator is set relative to the AoA instead of relative to the aircraft's body. It essentially gives the tail more authority at high AoA and makes the aircraft artificially less stable.
+3Just a camera is good
+3@Kendra nope
+3@temporaryplanetester FT is only an expressions language, and if/else blocks typically group statements (instructions). What you can do if you want is to use the Activator field on a variable setter (click the downwards arrow to expand it) to only set a variable when a condition is met, and then have another setter for the same variable with the opposite condition. Or, if you want to format your code nicer, you could edit it in an external editor and split your ternary operators across multiple lines, like
+3Unfortunately it's not that simple and has never been. "3rd party app support" would I assume mean allowing people to install apps from outside the apple app store. Not mods. iOS has a security policy that prevents apps from writing to executable memory pages. So, the only code that can run is code that was compiled with the app before it was distributed. This means that the JIT compiled runtimes that would be required to load mod code at runtime can't run on iOS. This announcement says nothing to imply that would change. Even in the very unlikely case that restriction were lifted - since that has never been supported, Unity has never supported using the Mono JIT runtime on iOS because it would never have worked, so you'd have to wait for them to implement support for that before we could do anything. And trust me, Unity has a lot else on their plate right now and I can't see them spending what is quite a lot of work and time spent testing on a feature the core of the engine that would benefit such a small portion of their users. And even in the extremely unlikely (pretty much fantasy-level) case of that happening, it'd be in years and probably in a newer version of the engine that would take us a bunch of time to upgrade to which could cause bugs and we'd have to find an alternate app store to distribute it on and then do two iOS builds for every release.
tldr
+3@OkaNieba the sea is a flat circle that follows you around. You normally can't see the edge because it is beyond the fog distance
+3@Prerewsertre still won't work. That's the old version from when android did support code mods. Trust me, just because the square block fits through the square hole, it doesn't mean it'll do anything good in there.
+3@IceCraftGaming no, it does not use the subassembly system, it automatically combines parts at all times, behind the scenes.
+3@SkullKid25 idk man I'm from the UK
+3Very nice plane, a few notes for the VR users though:
Disabled
is the recommanded practice.Unfortunately the code doesn't seem to handle the
+30
Control very gracefully and actually logging so many errors every frame is causing a significant amount of lag, so you might get a decent performance boost from setting your controls toDisabled
instead of0
.Tips on getting it to work in VR:
@Shoukaku nope, but there will probably be a new Gator
+3@SupremeDorian It's alright I'm offsetting the usage of his flux capacitor
+3