Difficulty with basic XML editing may prove detrimental to learning the Funky Trees system. By nature, Funky Trees is a special subfield of what's known as XML editing/modding in SimplePlanes. The new glass parts and hollow fuselage parts are pretty big game changers I was very happy to see.First implemented in game version 1.9, Funky Trees is a special subset of XML editing/modding in SimplePlanes that specifically deals with the group, activationGroup, and input attributes of parts. At the time I didn't have tools for modding apart from going into my xml files manually on notepad. It would also improve the experience of our android users.Īs an aside I was also plagued with the overwhelming, approaching OCD, desire to create even a basic cockpit "tub" but again I was facing a losing battle there. For a very long time I wanted to see Jundroo create a tool to create insignia or even entire skins that could then be placed on a completed build and conform to it's contours.īoth tools would drastically reduce part counts for those that brave those waters with the tools we presently have. I was tired of the slab sided wings and with my limited skills doing it manually was kinda impossible.Īnother gripe was the 'decal' issue. I griped endlessly at the seeming (and ongoing) unwillingness of Jundroo to address the airfoil appearance issue. I'd hit a wall both creatively and technically. I started to lose the ambition to build altogether because I was simply incapable of doing better than I'd already been doing. I didn't feel my builds were turning out quite how I wanted. There were also factors in my game play though that just had me under and over it, so to speak. Some of which was pretty heavy but other parts were just "life" in general. How I didn't catch that then eludes me even now.Ī lot of stuff was going on in my life back then. I got the alignment of the top wing all wrong so it wound up a little like a Beech Staggerwing when I really wanted it to be either perfectly aligned or with the top wing slightly forward. Yeah, amazing that it's been that long since I made that messed up biplane. I'm now thinking about testing no action group but instead adding a line of code for input="FireGuns" - compared to these folks making these amazing mods today I'm just groping in the dark though! lol I did try your suggestion out after you mentioned it and hilariously all that did was when I pressed the space bar was to then allow me to hit the button in the corner to fire the cannons. I got around to looking at code for auto aiming devices and even found mention of a volley mod while looking around at other's builds. Maybe I should've tagged this under Funky Trees? Dunno. Thanks in advance! Thanks very much for responding to my question. (I'm omitting the fifth turret of the Le Fantasque-class though.) I think a broadside converging volley fired from all eight guns would be pretty darn awesome. Presently I'm planning for her to have twin gun turrets, like the Allen Sumner-class, in super firing paired turrets fore and aft like the Le Fantasque-class. The destroyer is somewhat of a bash between the Allen Sumner-Class and the Le Fantasque-class. Is there an xml code that will allow a vessel to fire her main gun turrets' guns in a volley? The issue will be my destroyer - hence the second question. I'm excited for both of them and have found unique gun arrangements I'll gratefully be utilizing from both and though I've a little problem. Now I've two current projects that are ships A patrol boat and a destroyer. Way back when I started building a ship but gave up on it as the RP it was to appear in came to an end. While I have ideas for several airplanes, with two partly completed, I wanted to start with something a little different this time around. Is there a way to allow cannons to fire in conjunction with guns? Say that you have a plane with a hub mounted cannon and cowling guns and you want to fire them together?
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