Hey I just bought medel of Honor: airborne and I'm convinced that this mod needs it, if flan adds big planes, do you think it would be hard to code a drop plane?
I'm working on it now. The C-47 Dakota. In theory, any plane could be a drop plane, as long as it can carry passengers, but I see the obvious need for the ability to carry a large amount of people.
P.S.- Medal of Honor is way better than Call of Duty. 'Nuff said.
Rollback Post to RevisionRollBack
Playing since Alpha 1.1- when the grass was so neon-hued, you needed sunglasses.
Yeah, I enjoyed airborne, but the campaign was too short, anyway, that is great, however I am experiencing a bug I hope you could help with (and might help in your dakota coding) when my dog hops in the passenger of the two seater, the plane acts all flick-tated. also, if you have a passenger in the Kubelwagen (i havn't tested the jeep) it slowly drives diagonal, uncontrollably. any ideas?
ok so nvm about the dog, in aircraft bug. but currently if I try to spawn a tank or jeep it crashes and makes a panzer, but i don't think that it will mean anything for a plane. I cant wait to see it!
I tried to make a plane, I succeeded. But when I try to craft it it makes a Spitfire
My selected "Model" is Spitfire, but I changed it to BF109 and still crafted a spitfire?
Recipe is:
Dyes: Rose Red
Tail: Metal
Cockpit: Metal
Propeller: Metal
Wings: Metal
Machinguns: True
Bomb Bay: True
yes, I think I know exactly why this happens. You need to change the NetId to something not in use by any of the planes in flan's mod, or, if you are using it, mine. Mine should go up to 212 (to lazy to check ) but you can always look through and find one. It is also worth noting that the 2 planes made by natetheguy actually have higher ids. If you think your plane is awsome, and I agree, send it to me, and I'll definitely include it in the pack! (With credit, of course.)
Sporeguy: I could try, but the main problem would be: how to make it stealthy? Maybe just light blue paint...
Wow: Yes, I'm working on a two engined plane just as soon as me and theguy decompile the source. The problem is, we're actually playing too much minecraft so that we don't have any time to.
I think he means as in the Mitsubishi A-26, known to the allies as the callsign "Zero." It was feared by the Americans for its incredible maneuverability, but also for the terrifying loyalty of the Japanese pilots.
And to stillalive: IN THE INSTRUCTIONS, IT SAYS HOW TO INSTALL IT FOR SMP! HOW MANY TIMES MUST I EXPLAIN THIS?!?!
[quote=Billybobjoepants;/comments/23205450]
yes, I think I know exactly why this happens. You need to change the NetId to something not in use by any of the planes in flan's mod, or, if you are using it, mine. Mine should go up to 212 (to lazy to check
/quote]
yes, I think I know exactly why this happens. You need to change the NetId to something not in use by any of the planes in flan's mod, or, if you are using it, mine. Mine should go up to 212 (to lazy to check ) but you can always look through and find one. It is also worth noting that the 2 planes made by natetheguy actually have higher ids. If you think your plane is awsome, and I agree, send it to me, and I'll definitely include it in the pack! (With credit, of course.)
Sporeguy: I could try, but the main problem would be: how to make it stealthy? Maybe just light blue paint...
Wow: Yes, I'm working on a two engined plane just as soon as me and theguy decompile the source. The problem is, we're actually playing too much minecraft so that we don't have any time to.
I think he means as in the Mitsubishi A-26, known to the allies as the callsign "Zero." It was feared by the Americans for its incredible maneuverability, but also for the terrifying loyalty of the Japanese pilots.
And to stillalive: IN THE INSTRUCTIONS, IT SAYS HOW TO INSTALL IT FOR SMP! HOW MANY TIMES MUST I EXPLAIN THIS?!?!
No in the .txt file I filled it out with what I want but when I install it and try to craft my plane it crafts a spitfire, he said to add a zero. Where on the .txt do I put the zero?
In other words, what did you add to the .txt to make it craftable.
No in the .txt file I filled it out with what I want but when I install it and try to craft my plane it crafts a spitfire, he said to add a zero. Where on the .txt do I put the zero?
In other words, what did you add to the .txt to make it craftable.
I'm not sure how helpful I can be, but I'll try.
Firstly, have you made a sprite for your plane to use when crafted? This might not technically be required, but it's useful nevertheless. The same for a plane texture.
More importantly, there's a line in the planes text files which would indeed cause a different plane to be crafted if the number is already taken:
NetID: XXX
Think of this as a kind of block id for your plane. If the id you choose is already occupied, you're going to have issues. I'll supply you with a list of the NetIDs used by planes in this mod, and the normal planes mod.
201: The Biplane
202: Fokker Dr.1
203: Sopwith Camel
204: Spitfire
205: Two Seater Biplane
206: L-10 Robin
207: BF-109 AND ICARUS (Bolded because it's an issue from Billy's Plane Pack v1 which is still unresolved. Personally, I've found changing the Icarus NetID to 214 works well.)
208: P-51 Mustang
209: L-20 Hound Dog
210: W-10 Ambience
211: L-30 Flicker
212: (Perhaps the Icarus could go here? Looks like a nice fit to me.)
213: W-20 Streaker
214: This is where I change the Icarus to be, but now that I look at it, it might fit better in 212.
642: N-11 Flyte
643: The Blue Beast
Anyway, given that attempting to craft your plane yields a Spitfire, I'm led to believe that most of the text file components have been filled out correctly in terms of recipe components, such as guns, dyes, etc. Because the recipe is yielding a Spitfire, it seems that your plane's NetID is set to 204. I'm not entirely sure which NetIDs are usable, but you may want to try something in the 220-235ish range. Again, I stress that I know very little about which NetIDs are used by other things.
If that doesn't solve your problem, come back and tell us. I'm sure there are others ready to lend a hand, as well.
EDIT: By the way, the model being Spitfire was very likely not the problem. If you liked that model for your plane, you should change that back.
@billybobjoepants: When you release new plane models, will users be able to use them for custom planes? Also, don't go too heavy with little bonuses like parachutes and stronger bombs. :tongue.gif:
With the item sprite concern, let me give an example. My non-forge mods. I plan to use five mods that don't use Forge, and therefore use up some of the 88 item sprites. Flan's planes (35 sprites), your pack (8 sprites), PokeMobs (10 sprites, and it's a damn good mod.), Mo' Creatures (19 sprites), and Tale Of Kingdoms (1 sprite, soon to be three or four or so). These, altogether, currently use up 73 of 88 item sprites, so I'm severely limited in terms of adding more mods. Flan's Planes likely won't be adding any planes anytime soon, so I don't worry much about that taking up more sprites. Your pack, however, has a number of suggestions likely to be coded and implemented. Parachutes, Nukes, Floatplanes (Quite possibly requiring a new kind of item to craft, as well), Rockets, and there are five planes in the "For the future" section of the OP. The jets could easily also need 1-4 new items to craft in and of themselves.
Those potential additions to your mod could very easily wind up using 15 more item sprites than it currently does, meaning that I'd be using every single available item sprite. In this case, I would have to drop one of my mods when another updates with new items. Disregarding Forge mods I may have, this problem arose from simply having those five mods installed. I hope I've at least established that this is a very real issue for people who like to install lots of mods. I strongly encourage you to use Forge's system of infinite item sprites for your pack's items. You can save users a lot of future grief that way in the future.
Hopefully, when the official Mod API is released, there will be a system of "infinite" item/terrain sprites, and we'll no longer have to worry about this. Until then, though, if someone has a mod that causes their minecraft to require anymore than 88 sprites, Minecraft will simply have a blackscreen on startup.
(By the way, assuming that at some point your mod did add those 15 potential items, users would have to use 58/88 item sprites to run Flan's Planes plus your pack.)
Firstly, have you made a sprite for your plane to use when crafted? This might not technically be required, but it's useful nevertheless. The same for a plane texture.
More importantly, there's a line in the planes text files which would indeed cause a different plane to be crafted if the number is already taken:
NetID: XXX
Think of this as a kind of block id for your plane. If the id you choose is already occupied, you're going to have issues. I'll supply you with a list of the NetIDs used by planes in this mod, and the normal planes mod.
201: The Biplane
202: Fokker Dr.1
203: Sopwith Camel
204: Spitfire
205: Two Seater Biplane
206: L-10 Robin
207: BF-109 AND ICARUS (Bolded because it's an issue from Billy's Plane Pack v1 which is still unresolved. Personally, I've found changing the Icarus NetID to 214 works well.)
208: P-51 Mustang
209: L-20 Hound Dog
210: W-10 Ambience
211: L-30 Flicker
212: (Perhaps the Icarus could go here? Looks like a nice fit to me.)
213: W-20 Streaker
214: This is where I change the Icarus to be, but now that I look at it, it might fit better in 212.
642: N-11 Flyte
643: The Blue Beast
Anyway, given that attempting to craft your plane yields a Spitfire, I'm led to believe that most of the text file components have been filled out correctly in terms of recipe components, such as guns, dyes, etc. Because the recipe is yielding a Spitfire, it seems that your plane's NetID is set to 204. I'm not entirely sure which NetIDs are usable, but you may want to try something in the 220-235ish range. Again, I stress that I know very little about which NetIDs are used by other things.
If that doesn't solve your problem, come back and tell us. I'm sure there are others ready to lend a hand, as well.
EDIT: By the way, the model being Spitfire was very likely not the problem. If you liked that model for your plane, you should change that back.
@billybobjoepants: When you release new plane models, will users be able to use them for custom planes? Also, don't go too heavy with little bonuses like parachutes and stronger bombs. :tongue.gif:
With the item sprite concern, let me give an example. My non-forge mods. I plan to use five mods that don't use Forge, and therefore use up some of the 88 item sprites. Flan's planes (35 sprites), your pack (8 sprites), PokeMobs (10 sprites, and it's a damn good mod.), Mo' Creatures (19 sprites), and Tale Of Kingdoms (1 sprite, soon to be three or four or so). These, altogether, currently use up 73 of 88 item sprites, so I'm severely limited in terms of adding more mods. Flan's Planes likely won't be adding any planes anytime soon, so I don't worry much about that taking up more sprites. Your pack, however, has a number of suggestions likely to be coded and implemented. Parachutes, Nukes, Floatplanes (Quite possibly requiring a new kind of item to craft, as well), Rockets, and there are five planes in the "For the future" section of the OP. The jets could easily also need 1-4 new items to craft in and of themselves.
Those potential additions to your mod could very easily wind up using 15 more item sprites than it currently does, meaning that I'd be using every single available item sprite. In this case, I would have to drop one of my mods when another updates with new items. Disregarding Forge mods I may have, this problem arose from simply having those five mods installed. I hope I've at least established that this is a very real issue for people who like to install lots of mods. I strongly encourage you to use Forge's system of infinite item sprites for your pack's items. You can save users a lot of future grief that way in the future.
Hopefully, when the official Mod API is released, there will be a system of "infinite" item/terrain sprites, and we'll no longer have to worry about this. Until then, though, if someone has a mod that causes their minecraft to require anymore than 88 sprites, Minecraft will simply have a blackscreen on startup.
(By the way, assuming that at some point your mod did add those 15 potential items, users would have to use 58/88 item sprites to run Flan's Planes plus your pack.)
Also, could you post your plane's text file, and a screenshot? I'd like to see it just out of curiosity. Always nice to see new planes. That's why I hang about here. :tongue.gif:
P.S.- Medal of Honor is way better than Call of Duty. 'Nuff said.
Good job on the mod, will be looking forward to the planes you develop in the future
This should stay just planes...
Expanding boundaries since 2011.
My selected "Model" is Spitfire, but I changed it to BF109 and still crafted a spitfire?
Recipe is:
Dyes: Rose Red
Tail: Metal
Cockpit: Metal
Propeller: Metal
Wings: Metal
Machinguns: True
Bomb Bay: True
Any ideas on how to fix it?
You made alot so I thought you could help!
i agree in full
Where do I put the 0?
yes, I think I know exactly why this happens. You need to change the NetId to something not in use by any of the planes in flan's mod, or, if you are using it, mine. Mine should go up to 212 (to lazy to check ) but you can always look through and find one. It is also worth noting that the 2 planes made by natetheguy actually have higher ids. If you think your plane is awsome, and I agree, send it to me, and I'll definitely include it in the pack! (With credit, of course.)
Sporeguy: I could try, but the main problem would be: how to make it stealthy? Maybe just light blue paint...
Wow: Yes, I'm working on a two engined plane just as soon as me and theguy decompile the source. The problem is, we're actually playing too much minecraft so that we don't have any time to.
I think he means as in the Mitsubishi A-26, known to the allies as the callsign "Zero." It was feared by the Americans for its incredible maneuverability, but also for the terrifying loyalty of the Japanese pilots.
And to stillalive: IN THE INSTRUCTIONS, IT SAYS HOW TO INSTALL IT FOR SMP! HOW MANY TIMES MUST I EXPLAIN THIS?!?!
yes, I think I know exactly why this happens. You need to change the NetId to something not in use by any of the planes in flan's mod, or, if you are using it, mine. Mine should go up to 212 (to lazy to check
/quote]
I believe the Icarus still uses netID 207.
I believe the BF-109 still uses netID 207.
Expanding boundaries since 2011.
No in the .txt file I filled it out with what I want but when I install it and try to craft my plane it crafts a spitfire, he said to add a zero. Where on the .txt do I put the zero?
In other words, what did you add to the .txt to make it craftable.
I'm not sure how helpful I can be, but I'll try.
Firstly, have you made a sprite for your plane to use when crafted? This might not technically be required, but it's useful nevertheless. The same for a plane texture.
More importantly, there's a line in the planes text files which would indeed cause a different plane to be crafted if the number is already taken:
NetID: XXX
Think of this as a kind of block id for your plane. If the id you choose is already occupied, you're going to have issues. I'll supply you with a list of the NetIDs used by planes in this mod, and the normal planes mod.
201: The Biplane
202: Fokker Dr.1
203: Sopwith Camel
204: Spitfire
205: Two Seater Biplane
206: L-10 Robin
207: BF-109 AND ICARUS (Bolded because it's an issue from Billy's Plane Pack v1 which is still unresolved. Personally, I've found changing the Icarus NetID to 214 works well.)
208: P-51 Mustang
209: L-20 Hound Dog
210: W-10 Ambience
211: L-30 Flicker
212: (Perhaps the Icarus could go here? Looks like a nice fit to me.)
213: W-20 Streaker
214: This is where I change the Icarus to be, but now that I look at it, it might fit better in 212.
642: N-11 Flyte
643: The Blue Beast
Anyway, given that attempting to craft your plane yields a Spitfire, I'm led to believe that most of the text file components have been filled out correctly in terms of recipe components, such as guns, dyes, etc. Because the recipe is yielding a Spitfire, it seems that your plane's NetID is set to 204. I'm not entirely sure which NetIDs are usable, but you may want to try something in the 220-235ish range. Again, I stress that I know very little about which NetIDs are used by other things.
If that doesn't solve your problem, come back and tell us. I'm sure there are others ready to lend a hand, as well.
EDIT: By the way, the model being Spitfire was very likely not the problem. If you liked that model for your plane, you should change that back.
@billybobjoepants: When you release new plane models, will users be able to use them for custom planes? Also, don't go too heavy with little bonuses like parachutes and stronger bombs. :tongue.gif:
With the item sprite concern, let me give an example. My non-forge mods. I plan to use five mods that don't use Forge, and therefore use up some of the 88 item sprites. Flan's planes (35 sprites), your pack (8 sprites), PokeMobs (10 sprites, and it's a damn good mod.), Mo' Creatures (19 sprites), and Tale Of Kingdoms (1 sprite, soon to be three or four or so). These, altogether, currently use up 73 of 88 item sprites, so I'm severely limited in terms of adding more mods. Flan's Planes likely won't be adding any planes anytime soon, so I don't worry much about that taking up more sprites. Your pack, however, has a number of suggestions likely to be coded and implemented. Parachutes, Nukes, Floatplanes (Quite possibly requiring a new kind of item to craft, as well), Rockets, and there are five planes in the "For the future" section of the OP. The jets could easily also need 1-4 new items to craft in and of themselves.
Those potential additions to your mod could very easily wind up using 15 more item sprites than it currently does, meaning that I'd be using every single available item sprite. In this case, I would have to drop one of my mods when another updates with new items. Disregarding Forge mods I may have, this problem arose from simply having those five mods installed. I hope I've at least established that this is a very real issue for people who like to install lots of mods. I strongly encourage you to use Forge's system of infinite item sprites for your pack's items. You can save users a lot of future grief that way in the future.
Hopefully, when the official Mod API is released, there will be a system of "infinite" item/terrain sprites, and we'll no longer have to worry about this. Until then, though, if someone has a mod that causes their minecraft to require anymore than 88 sprites, Minecraft will simply have a blackscreen on startup.
(By the way, assuming that at some point your mod did add those 15 potential items, users would have to use 58/88 item sprites to run Flan's Planes plus your pack.)
Expanding boundaries since 2011.
Thanks But I already figured it out!
Thanks anyways!
Was the NetID bit the problem?
Also, could you post your plane's text file, and a screenshot? I'd like to see it just out of curiosity. Always nice to see new planes. That's why I hang about here. :tongue.gif:
Expanding boundaries since 2011.