Детали
Все самолеты в игре состоят из блоков (деталей)
Детали делятся на категории:
-Механические узлы и прочие детали (Gizmos)
Структурные детали используются для постройки фюзеляжа самолёта. Являются самыми распространёнными блоками.
В категории Крылья расположены детали создающие подъёмную силу. Все крылья можно масштабировать и менять им форму, настраивать профиль, рули и многое другое.
Категория Двигатели объединяет двигатели самых разнообразных типов. Также здесь вы найдёте воздухозаборники и сопла системы СВВП.
В категории Другое хранятся самые разнообразные детали, в том числе стойки шасси, кабины ( с 1.3 вынесены в отдельную категорию), плавучие блоки, аэродинамические тормоза и ещё много всяких вкусностей.
1) Камеры. Активируются в полёте сменой вида. Можно настроить тип обзора.
2) Шасси. Почти все могут убирается. Может быть сделано поворотным. С версии 1.3 перенесены в отдельный раздел, с 1.4 в этой группе появилось настраевоемое колесо, размер которого можно изменить.
3)Кабины. Все можно назначить главными, кроме угловых. Из главной кабины ведётся обзор. Кабины неразрушимы.
4)Detacher- аналогично пилоны, но крепится на фюзеляж.
2)Minigun. Шестистволка, крепится везде, палит очень быстро, но каждые 3 секунды охлаждается(1 секунда).
3) Rocket Pod. Блок, сожержащий 7 НУРСов. Универсальное средство против мостов. Где-либо еще не очень еффективно.
4) Управляемые ракеты. Кряпятся на фюзеляж или пилон. Для запуска нужно навестись на цель или отсоединить ракету от пилона. Interceptor, Guardian- ракеты Воздух-Воздух. Interceptor наводится несколько секунд, и не требует слежения в полёте. Радис дейвствия 9 миль. Guardian наводиться быстро, но требует слежения. Радиус действия 5 миль. Inferno- Воздух-Земля. Радиус 4.3 мили. Наводка как и у Interceptor.
Ещё 1 ракета Clever класса воздух-земля может поражать цель на расстоянии более 10 миль (точно не измерял) не требует слежения. Очень тяжёлая и большая.
5) Бомбы. При запуске падают и разносят на куски цель, либо, если вы летите низко, ваш самолёт вместе с целью. Радиус взрыва до 50 метров.
С версии 1.9 добавили полноценую танковую пушку с настраевыми характеристиками.
В Сборках хранятся детали и группы деталей, сохранённые пользователем. Так, например, можно сохранять ракеты, бомбы, куски самолёта, отдельные детали и т.д.
Modding in SimplePlanes
Installing Mods
To use a mod, it must first be installed. Installing a mod consists of downloading the .spmod file (or .spmod-android on Android devices) and copying it in to the Mods folder for the game. The specifics of how this is done can vary by platform. The section below explains how to install a mod on each platform. Once a mod is installed, it must still be enabled in the game before it can be used (see the Managing Installed Mods section below for more info).
Windows
C:\Users\[Your User Name]\AppData\LocalLow\Jundroo\SimplePlanes\Mods\
To install mods on a Windows version of SimplePlanes, copy mods into the above directory. The «[Your User Name]» part of the path should be replaced with your windows user name. The AppData folder is hidden by default so you may need to turn on the showing of hidden files in order to find the directory.
To make the installation of mods easier, file associations should be set up such that you can open a mod directly (such as by double-clicking on it) and it should launch the game and automatically install the mod for you. If you want to uninstall a mod, you will still need to navigate to the Mods directory listed above and manually delete the file.
If the game doesn’t appear to load any installed mods, check the Mods directory above and make sure there are no .temp files in the directory. If there are, delete those .temp files and verify that all .spmod files are not marked as read-only.
To install mods on an OSX version of SimplePlanes, copy mods into the above directory. The library folder may be hidden by default, so if you have trouble finding it, check out the article here.
The Mac App Store version of the game does not support modding due to Apple’s App Store policies. Sorry.
iOS and Android
The mobile versions of the game do not support mods.
Steam Workshop
Some mods are hosted on the Steam Workshop. Using Steam, you can subscribe to these mods. Once subscribed, the mod will be automatically downloaded and installed. There might be a slight delay in the download process so a mod might not be available when jumping in to the game immediately after subscribing. If the mod was not fully downloaded before starting the game, you will need to exit the game and restart it before the mod becomes available.
Though mods are automatically installed, they are not automatically enabled. You will still need to enable the mod in game (see the Managing Installed Mods section below for more info). When a mod you have subscribed to in the Steam Workshop is updated, Steam will automatically download the update for you. If this happens, you should receive a message about updated content upon entering the game. When a mod is updated, it is automatically disabled. You will need to manually re-enable the mod after it is updated.
Managing Installed Mods
When one or more mods are installed, a «Mod» button will show up in the main menu for the game. Clicking this button will take you to a menu with a list of installed mods. Mods that are currently enabled will have a green mark next to their name. Mods that have failed to load properly will have a red mark next to their name.
Clicking on a mod will show you some information about the mod in the panel on the right side of the screen. If the mod is not yet enabled, you can click the «Enable» button at the bottom of the screen to enable the mod. It should become enabled immediately and show a green mark next to its name if everything loaded successfully. To disable a mod, select a mod that is currently enabled and click on the «Disable» button at the bottom of the screen. A mod cannot be fully disabled until the game is restarted.
Creating Mods
For information on how to create mods for SimplePlanes, check out Modding Wiki on our subreddit. Feel free to contribute to the wiki as well!
Simple planes мод гайд
Throughout this guide, I make frequent references to a tutorial build which you can
Download Here [www.simpleplanes.com]
Feel free to look me up on the
SimplePlanes Website and Forum [www.simpleplanes.com]
If following along with the Tutorial Aircraft, reference this key:
Before we get started there are some tools you should be aware of that are either required or extremely useful. Keep in mind that the only thing you really need is a text editor, the rest of these just make your life easier.
MB-RULER
Download Link [www.markus-bader.de]
Description: This program is infinitely useful for creating scaled replicas by using an on-screen ruler to perform measurements of images. In the Tips and Tricks section I describe a method to use this program and a simple math equation to convert measurements taken from an image into SimplePlanes dimensions (useful for creating scaled replicas).
XML COLOR PICKER
Link to Website [www.google.com]
Description: This service powered by Google is an extremely easy way to determine the HEX code of every possible color in SimplePlanes. You know, that slightly grayer shade of medium-light greenish pink you’ve been dreaming of.
TUTORIAL AIRCRAFT
Download Link [www.simpleplanes.com]
Description: This is the build I am making as I write this guide. You may download it from the link above if you wish to follow along in the same file I am working with.
Press WINDOWS+R to open the Run command and type the following: «%appdata%» without quotations. Click «OK» then navigate to C:\Users\YourUsername\AppData\LocalLow\Jundroo\SimplePlanes\AircraftDesigns If you downloaded the Tutorial Plane, find the file titled, «XML Editing Tutorial by AV8R.xml» then Right Click > «Open With» > Notepad++. This will open the XML file in the Notepad++ editor.
Note: If you didn’t download the Tutorial Plane, open whatever plane you want to edit in the same way. If you didn’t download Notepad++, open the file in your chosen text editor.
Note: You may also open Notepad++, click File > Open, then navigate to the same directory listed in 3.2.1.0 and select your aircraft that way. Both work equally well.
First, without going into computer coding language too much, we need to understand some extremely basic principles that will prevent us from breaking the code’s syntax and allow us to edit the important stuff (like block position) without accidentally making the code stop working.
(unless you’re deleting an entire property, explained later)
When you open the file you will see a bunch of text. Think of this like an outline from top to bottom. First we have the entire «Aircraft» code (from top to bottom) which contains the «Assembly» code and the «Theme» code. Inside of the «Assembly» code are the «Parts», «Connections», and «Bodies» sections. Lastly, inside of the «Theme» code is the «Materials» section.
Luckily for us, 99% of the time we are only going to be interested in editing individual parts of the aircraft and changing colors. Because of this, we can skip straight to the «Parts» section of the code (or down to the «Materials» to edit colors, more on that later) and just ignore the rest!.
If you’ve read this far, then congratulations, you’re ready to start learning the fun stuff! For each of these steps, if there is a corresponding example in the Tutorial Aircraft I will annotate it as such. Let’s get down to business.
Example 2: Additionally, If I change some text in the XML file then tab into SimplePlanes, nothing at all will have changed. But as soon as I save the changes to the XML file, then reload the plane in SimplePlanes, I will see that the changes have taken effect in-game.
To edit a part, we must first find it in the code. There are multiple ways to do this.
So you know how to find parts and you know that you have to save before the changes take effect! In this section we’ll be making our first edits, starting out with a few that can be made to any part in the game, from blocks and engines, to wings and guns. Let’s get started!
Refer to Tutorial Aircraft Column 1 (left-most) Row 1 (top-most). Let’s move that red block to a new position without disconnecting it from it’s connection on the fuselage. For this one I will tell you the part’s id number so you can easily find it. CTRL+F > type and search. We will be editing partType=»Block-1″
In order to move a part, we will be changing the values of the position variable. In that line of code find: position=»-5,2.5,5.375″ These are the X,Y,Z coordinates of that block. X is left and right, Y is up and down, and Z is forward and backwards. The coordinates are given in units of a block length and are measured from the center of the «aircraft» bounds (not necessarily the center of mass). In this example, our red block is 5 blocks left of center, 2.5 above center, and 5.375 forward of center.
Change the text so it reads: position=»-6, 3.5, 5.75″ then save the file. Now reload it in SimplePlanes and you will see that the block has moved to the left one block, up one block, and forward one half block from its old location. Experiment with this until you’re comfortable with the coordinate system!
In order to rotate a part, we will be changing the values of the rotation variable. In that line of code find: rotation=»0,0,0″ These are the number of degrees of rotation around the X, Y, and Z axes of that block. Positive is clockwise, negative is counter-clockwise. This might be confusing at first if you’re not familiar with the coordinate system and rotation about an axis, but if you think of it as follows you’ll figure it out no problem: Remember the X axis is left and right. Imagine hanging a roll of paper towels on that axis, now if you roll those paper towels clockwise, that’s a positive rotation around the X axis (like the aircraft «pitching»). The Y axis is up and down, so if you roll the paper towels counter clockwise on that axis that’s a negative rotation about the Y axis (it’s like the aircraft «yawing»), and the Z axis is front to back, so a rotation about the Z axis is like the aircraft «rolling.» If you’re having a hard time catching on, just try a rotation and if it isn’t right, change it back and try again in a different axis!
Change the text so it reads: rotation=»10,23.5,-5″ then save. Now reload it in SimplePlanes and you will see that the block has rotated clockwise 10 degrees in the x-axis, clockwise 23.5 degrees in the y-axis, and counter-clockwise 5 degrees in the z-axis.
Refer to Tutorial Aircraft Row 1 Column 3. Let’s scale that yellow curved block. See if you can find the part on your own, but if you can’t I’ll put its part ID at the bottom of this section.
In order to scale a part, we will be changing the values of the scale variable, scale=»X,Y,Z» In this case, this is multiplying the dimensions of the selected block (eg. X times bigger in the x direction, Y times bigger in the y direction, and Z times bigger in the z direction). You will notice that this block does not come with a scale variable by default! Not to worry, all parts in SimplePlanes can be scaled, even though they don’t all have it in their line of code by default.
As promised above, if you couldn’t find the part, search for: id=»38″ partType=»Block-7″
To edit the mass of a block, we’ll be changing the values of the massScale=»X» variable. In this case, X is a multiplier of the default mass of the block, including all of its contents (such as fuel in a fuselage).
In one of the spaces in the first line of code, type: massScale=»100″ for example, it might look like this: drag=»0.262,0.262,0.0076,0.0076,0.0984948,0.1264387″ massScale=»100″ materials=»5,5,5″ Now save and load it in SimplePlanes. You will see that our little cockpit that used to weigh 110 lbs now weighs 11,000 lbs.
Guess what happens if we change it to massScale=»0″? That little cockpit is now weightless!
Congratulations! You now know how to edit the position, rotation, scale, and mass of any block in SimplePlanes. This is just the beginning, but these are powerful tools that allow you to do things that wouldn’t be possible in the standard game editor. Many of these general edits can be very easily accomplished using in-game mods like Fine Tuner, but I explained them in detail here because understanding the concept of these edits will make learning the rest of them a breeze. All of the edits you will make in the game involve one or more of the concepts you have learned above. You will either change a number to a different number, change a true to false (or vice versa), or add a whole new phrase to the line of code which gives the part a new property. In the following section I will explain variables for various part types.
Refer to TutorialAircraft Row 1 Column 5. This is the Fuselage Block that I painted a very sexy hot pink which just happens to be color #14 on the color palette. Find materials=»14″ to locate this Fuselage amongst all of the others in the file. Again, if you can’t find it I have listed the ID below this section.
this is the width and height of the front face of the fuselage body measured in units of block length. The in-game editor limits you from 0.25 to 5, but with XML editing you can make it whatever dimensions you want.
the same as frontScale but for the back face of the fuselage
this is the amount of dead weight in pounds you want the fuselage block to hold. This value is locked at 0-1000 in the game editor but you can make it any positive value with XML (negative dead weight doesn’t work).
this is how «floatable» the block is. Admittedly I’ve never made a float plane or boat, so I do not have experience editing this value. Surely someone better at this than me can enlighten us all!
where X is a value from 0-1 in decimal format, eg. fuelPercentage=»0.7″ means the fuselage is 70% full of fuel. Overall worthless since this can be edited from 0-100 in game and putting it above 1 in XML does nothing.
changing these values does nothing. If you want «infinite fuel» you need to see the section on fuel tanks.
According to the developers, this is a remnant of an old version of the game and no longer does anything.
determines if the wings aerodynamics are producing lift toward the top or bottom of the wing.
determines if the wing is used in the calculation of lift or not (set to false if you want to use a wing for decoration but don’t want it throwing your center of lift out of whack).
this is the distance from the wing’s tip or root’s connection point (the little nub you see in the editor) to the corner. Example: tipLeadingOffset is the distance from the tip’s attachment point to the tip’s forward corner of the wing.
Important! Wings are weird. For some reason their values are doubled in the editor compared to fuselages. So if you want the root’s trailing corner to be 2 blocks behind the attachment point, you would input a value of rootTrailingOffset=»1″
this is the location of the tip’s connection point relative to the root’s connection point in the format «Dihedral, Wing Length, Forward/Back» Note, as above the input here should be half of what you actually want in game. If you want the tip to be 2 blocks above the root, the wing to be 2 blocks long, and the tip to be 2 blocks behind the root, it would look like this: tipPosition=»1,1,-1″
this is the percentage of the wing that should be used as a control surface written in decimal format. Example: If you want the wing to be 60% fixed and 40% control surface, you would use: hingeDistance=»0.4″
this one is HUGE! Use structural wings for their strength then set this value to true to be able to add control surfaces to them, something you can’t do in the in-game editor.
In the control surfaces section:
This can only be set to whole numbers from 0 to a variable max value. The max value is determined by the length of the wing. This determines at what position on the wing the control surface will start and stop (this is the width of the control surface, different from hingeDistance).
determines what input makes the control surface move. Can be set to roll, pitch, yaw, vtol, or landingGear
determines whether or not to make the control surface do what you tell it to or do the opposite. This is NOT the same as the «inverted» variable above!
determines how much the control surface can move in degrees when given an input. Default value is 35 degrees. Use this to make a control input make bigger or smaller pitches/rolls/yaws. Setting it too high is usually bad (I actually usually turn this value down some).
This determines if the control surface will remain locked in place if you turn off its activation group while a control input is made. Example: activationGroupLocksInput=»true» and you set your elevators to AG1. You pull up hard to do a loop and disable AG1. Now your plane is going to keep doing loops because you have locked the pitch input in place until you turn AG1 back on to make a new control input.
Refer to Tutorial Aircraft Row 2 Column 2, and XML part partType=»Engine-Jet-1″ to find the dark blue jet engine.
determines if pressing throttle increase actually increases or instead decreases your throttle setting
determines what the starting thrust of your engine is (effects «spool up» time)
determines what the full throttle thrust of your engine is after it has fully spooled up to max power. The bigger this value is the more power the engine will have but the longer it will take to go from 0 thrust to max thrust and vice versa. Making this value very large will cause your engine to be very powerful but take a very long time to reach full power.
set to throttle, pitch, roll, yaw, brake, trim, landingGear, or VTOL to determine what input will change your throttle
takes the thrust that is calculated based on your engine type and «max» setting then multiplies it by this value. Use this to make really weak or powerful engines and use it to fine tune engine performance to give you the speeds you want.
determines the size of engine exhaust graphics
Refer to Tutorial Aircraft Row 2 Column 3, and XML part partType=»Fuselage-Inlet-1″ to find the purple fuselage inlet. For the most part the properties of this part are the same as for a fuselage block. The difference being the addition of some options to edit the inlet properties.
determines how angled the inlet opening is
determines how long the paintable second color portion of the inlet is
determines how thick the wall of the inlet is at the front of the inlet (the opening)
Refer to Tutorial Aircraft Row 2 Column 4 and XML part partType=»ThrustPort-1″ to find the white VTOL nozzle.
determines amount of degrees the nozzle can rotate when given an input
In the Rotator.State section:
determines if the nozzle can rotate or not
Exercise: Edit the nozzle to respond to a pitch input instead of a VTOL input and only travel from min=»0″ to max=»30″ Why might someone be interested in using rotator.state enabled=»false»? If they want to use the VTOL engine instead of some other engine for thrust but don’t want the nozzles to move
Refer to Tutorial Aircraft Row 2 Column 5, and XML part partType=»ReactionControlNozzle-1″ to find the dark grey RCN nozzle.
determines if it lets the game decide to make it pitch, roll, or yaw based on it’s location on the plane
Refer to Tutorial Aircraft Row 3 Column 1, and XML part partType=»FuelTank-1″ to find the light grey fuel tank.
determines how much fuel is in the tank. Number must be less than or equal to capacity, so you need to increase the value of both of them to add a bunch of gas.
Refer to Tutorial Aircraft Row 3 Column 2, and XML part partType=»Wheel-Resizable-1″ to find the black wheel.
determines how many degrees the wheel can turn
determines which car engine powers the wheel. Set this value equal to the part id of the car engine (easiest to just do this in the in-game editor).
determines if the input is inverted or normal.
determines how large the diameter of the wheel is, measured in block length.
determines how wide the wheel is, measured in percentage of the default value. Example, 0.5 is 50% and 2.3 is 230%
determines what type of tire is on the wheel, easiest to select this in the in-game editor
determines the amount of damper is in the suspension. Damper is how well the suspension stops the bouncing/wobbling moments of the suspension. Measured in percentage written in decimal format, Example: 0.5 is 50% and 2.3 is 230%
determines the strength and stiffness of the suspension. Measured in percentage in decimal format.
determines if the wheel has built-in suspension or not. If set to true, it uses the damper and spring values above. If set to false, damper and spring values do nothing.
determines if the wheel will use default traction values or manual values below, false causes the traction and slip values below to take effect
determines how fast the wheel can turn
determines how hard the brakes exert force on the tire. A low value will cause you to brake slowly but not lose traction, a high value will cause you to brake hard but possibly lose traction and skid.
need further information
need further information
need further information
Refer to Tutorial Aircraft bottom center, XML part partType=»Cockpit-1″ to find the blue and white cockpit.
Refer to Tutorial Aircraft Row 3 Column 3, and XML part to find the grey camera.
determines what type of camera view it has. Default value is FirstPerson, can be set to Orbit, Chase, and FlyBy. Requires proper capitalization (orbit doesn’t work, but Orbit does)
determines if, when you switch to the camera, you keep your old camera rotation or automatically turn to face the camera direction
determines if the camera will automatically point your view toward your primaryCockpit or not
need further information
Refer to Tutorial Aircraft Row 3 Column 4, and XML part partType=»BeaconLight» to find the red beacon light.
determines if the light is steady, slow blink, or fast blink. Easiest to change in-game.
Refer to Tutorial Aircraft Row 3 Column 5, and XML part partType=»Piston» to find the orange piston.
multiplies the range value to determine travel distance of the piston when activated
determines if the piston can break if too much force applied
determines if the piston will repeatedly extend and retract over and over or not.
determines if the piston starts closed and extends when activated, or starts extended and retracts when activated
determines the range of the piston when fully extended. This value is multiplied by max=»X» to determine range.
Refer to Tutorial Aircraft Row 4 Column 1, and XML part partType=»Detacher-2″ to find the yellow detacher.
determines how much force is exerted on the item being detached. The higher the value, the harder the item is «shot» away from the detacher.
Refer to Tuttorial Aircraft Row 4 Column 2, and XML part partType=»JointRotator-1″ to find the green rotator.
multiplies the value of range=»X» to determine how many degrees the rotator can travel in the negative (min) and positive (max) directions. Increase both of these values to a very high number to make «infinitely spinning rotators»
determines how many degrees the rotator can turn in each direction. Multiply this value by min and max to get the final value.
Refer to Tutorial Aircraft Row 4 Column 3, and XML part partType=»AirBrake-1″ to find the light blue air brake
Refer to Tutorial Aircraft Row 4 Column 4, and XML part partType=»Parachute-1″ to find the dark blue parachute.
determines size of parachute
Refer to Tutorial Aircraft Row 4 Column 5, and XML part partType=»Gun-2″ to find the purple gun.
appears to do nothing
how many bullets are fired before there is a delay
how many seconds to pause during delay
how fast the bullets travel
how fast the fun shoots
I think this value is multiplied by ammoCount to determine the weight of the ammunition in the gun, but it might also effect bullet drop as well. Need further information.
determines the size of the bullets
determines how accurate the bullets are, bigger numbers make bullets spray all over the place, smaller numbers make the bullets more accurate
refer to colors/materials section to learn about changing colors
Rockets
To my knowledge there are currently no unique XML edits that can be made to rockets
To my knowledge there are currently no unique XML edits that can be made to bombs
To my knowledge there are currently no unique XML edits that can be made to missiles
However, if you edit the mass with massScale=»X» to a value lower than 1, the missiles will travel faster because they weigh less
These variables just didn’t belong in any other category, but were important to mention.
must be added to an empty space in the top line of part code, when set to true this allows parts to clip through eachother without causing an impact. Use this to rotate items inside of eachother, create landing gear, shoot missiles from inside your planes, etc.
The in-game paint selections (palette) are numbered as follows:
In the aircraft save file, the colors are saved at the bottom in the materials section in order from top to bottom, starting at 0. There are 4 extra colors after these in the list that are not accessible from inside the editor. To my knowledge, it is possible to have as many colors as you want, but after the first 15 (0-14) you can only use them if you edit them in the XML.
Say we want to change the very first color in our paint pallete to a greyish pink. Using the color picker by Google, I determine that the hex code is: «a897a2» So in the first «material» line I change color=»FFFFFF» to color=»a897a2″ and save. Now when I load the file in SimplePlanes, my first color will be that greyish pink.
In addition to editing the color, it’s also possible to edit other properties, such as the reflectivity, metallic, and smoothness. These values range from 0-1 and the best thing to do is just mess with them, changing one at a time and seeing what effect it has. For making super glossy cockpits, my personal settings are r=»0.35″ m=»1″ s=»1″. According to the developer, @NathanMikeska, reflectivity isn’t really used anymore and more information on these values can be found here. [docs.unity3d.com]
Once you’ve got your paint palette set up, you can easily change the paint of any part in your XML file by finding the materials=»X» variable. If there are multiple numbers, such as materials=»1,13,0″ they are listed in order of «primary, trim1, trim2, etc» All you need to do is edit the values to the number corresponding to your intended color in the materials list (numbered starting at 0 from top down). Save and load into SP.
Find the following: exhaustStartColorOverridePrimary in your XML file.
Engine exhaust still uses HEX to determine the color, but there are two extra digits at the end (8 total). Find the first six digits in the same way you found the HEX code for painting any other piece. Technically, the last 2 digits should be for transparency, but as far as I can tell they have no effect. (Some useful numbers, in case they are found to have effect: 00=0%, 80=50%, FF=100%).
Refer to Tutorial Aircraft part again, the purple gun.
Find tracerColor=»FFED00″ To change the color of the tracers, simply replace FFED00 with your chosen hex color (see section 4.6.2.0), save and load into SP.




