it's called "Flight Simulator" not lets make gravitational miracles happen.
I love it!
But seriously, the physics in Flan's mod and mcheli leave a lot to be desired. Mcheli in particular makes me laugh as I was stuck in front of a wall and still managed to take off just be flooring the throttle and pitching up. That being said, the models are much better than anything I could come up with, and the large variety of guns and ammo are pretty sweet for PVP maps. Different strokes for different folks.
One of the most common problems that people have with this mod is that they're so used to mods and planes where you point the plane up to go up. IRL and in MFS it's speed that generates lift; planes go up due to the air moving over their wings, not due to the thrust generated by the propeller. When you take off you shouldn't be pitching up more than 10 degrees. You might gain some altitude by pitching up quickly, but you'll quickly loose that and more when the plane stalls out. I was atcually playing GTAV the other day and was annoyed that the planes didn't handle like the ones in MFS. Odd that a game made of blocks can have better flight physics than one with super-hi-def graphics.
This mod looks really cool, but there's just one problem.
I'm a pretty big KSP player, and in that game, roll is mapped to Q and E, so that's what I'm used to. However, whenever i press E to map 'Roll Right" to it, the control mapping window closes. Is there any way I can get this to work?
I forgot that I still had that function in there. I'll update that in the next version, but in the meantime you can force 'e' to be bound to a control by setting RollRightKey in the config file to 18 (the bytecode for the 'e' key). Just make sure to re-bind the inventory key in the config screen, unless you fancy flying with a GUI constantly in your face.
Was just looking on the Curse page to see what's new, and realized that this mod has more monthly downloads than mcheli! I don't really consider this mod to be competing with that mod, but it's a wonderful to see that it can measure up to other mods in the flight sector.
As a small thank-you, here's a sneak peak of some of the features we've been working on. Courtesy of DietPepsi1997 and Wolfraider:
Funny thing I noticed about our planes; they are all high/shoulder wing.
Rollback Post to RevisionRollBack
I love you really.
Please do not approach me (or anybody else) with any hostility; making friends is way better than making enemies. =3
I am a Multimedia artist. (including sprite art) My DeviantART: http://dietpepsi1997.deviantart.com/
I have a crash on our server. Something to do with seats. I went searching for you Git but, I couldn't find it so I'm posting here. Here's the crashlog: http://pastebin.com/9KYHs6gW
I have a crash on our server. Something to do with seats. I went searching for you Git but, I couldn't find it so I'm posting here. Here's the crashlog: http://pastebin.com/9KYHs6gW
Looks like somebody has been messing with the /give command and gave themself a defective seat. Why they didn't go into the creative inventory is beyond me...
Either way, I just threw a hotfixed version at Forge. It probably won't show up in other places for a while, but you can get it on the Curse page now.
BTW, this forum is the best place to get a hold of me and post bugs, as I only login to Curse to post new versions. You also won't find a Git, as this is my only private mod. I didn't spend five months learning aeronautical physics to have an imitator pop up. 9Minecraft is pain enough already!
Ok so where should I begin ok first thing will aircraft lights (landing lights, strobes lights etc) be implemented as well reverse thrust?
Also the landing lights aren't really necessary but they do add uniqueness to the mod and and they might be useful for multiplayer other than that not really important.
As to the reverse thrust this will help in short landings as well as most aircraft have this feature.
Finally when I was testing out different ways to land on a runway(not in any random place) properly I found that mini-maps as well as in-game maps do not help as much (probably due to the fact they distract the player from flying to an extent)it was usually the coordinates that helped me as well as the way point beacons and some of the flight instruments. What I found was that when using coordinates the y coord is not important it only mattered for terrain height. Depending on what direction the runway was the x or z coords would matter since one coord would determine the distance you are from the waypoint(run way,or any marked location) and the other coord would determine how far left or right you are from the waypoint (this would determine if you miss the runway or not). For example if the runway was pointed in a north-south direction the z coords tell you how far away you are from the runway/waypoint while the x coords tell you how far left or right(east or west) you are from the runway.All in all just know the direction the runway is in etc.
Bad things happen whenever we touch our physics, tried to get stalling working last week, accidentally summoned Cthulu instead. The fact you've managed to get such a physics system working this well is astonishing. Hats off to you sir, call me impressed. It's really nice to see someone doing aeronautics properly.
Thanks! There's still a few bugs in the current physics engine, but they're due to a Trigonometry issue rather than a physics one. I noticed you've been working on a combat pack for Flan's mod. If you have any planes you'd like to see in this mod, drop me a PM. DietPepesi1997 just finished a Polish WWII PZL P11, so a Spitfire or Mosquito wouldn't be out of place.
Ok so where should I begin ok first thing will aircraft lights (landing lights, strobes lights etc) be implemented as well reverse thrust?
Also the landing lights aren't really necessary but they do add uniqueness to the mod and and they might be useful for multiplayer other than that not really important.
As to the reverse thrust this will help in short landings as well as most aircraft have this feature.
Landing lights = dynamic lighting = a big pain = very low on the to-do list. As to reverse thrust, I have yet to see a need for it. If you deploy full flaps you can stop within 32 blocks of first contact of the runway. Also, I don't think prop planes have the ability to use reverse thrust, do they?
So I'm using flight simulator in survival and I can't build the Flight Instrument base.
It's the exact same recipe as Securitycraft's Camera monitor, a glass pane surrounded by iron ingots.
How do I get around that?
Also... your planes once built will sometimes be there and sometimes disappear, then re appear.
It's different every time I jump into the dimension where I'm building the airport.
In order to fix the crafting issue you'll have to download a mod that allows for tweaking of recipes. I have never used such a mod, so I can't recommend one. Perhaps someone on here knows of one? I guarantee you Google knows. I'm assuming the plane disappearing is due to it being slightly out of render distance? If this is a behavior that persists when the plane is positioned close to your jump point a video would be of help.
Apparently Lightningcraft isn't following Java SOP and is assuming that propellers are living entities. Hence these lines:
java.lang.ClassCastException: minecraftflightsimulator.entities.EntityPropeller cannot be cast to net.minecraft.entity.EntityLivingBase
at com.lightningcraft.events.CombatEvents.handleLightningSwordStrike(CombatEvents.java:60)
at com.lightningcraft.events.CombatEvents.onLivingHurt(CombatEvents.java:49)
As you well know, propellers aren't living beings, so attempting to cast them to EntityLivingBase doesn't go over well. You'll want to contact the author of Lightingcraft to get him to update the code on his end, as this is a bug with that mod.
Thanks! There's still a few bugs in the current physics engine, but they're due to a Trigonometry issue rather than a physics one. I noticed you've been working on a combat pack for Flan's mod. If you have any planes you'd like to see in this mod, drop me a PM. DietPepsi1997 just finished a Polish WWII PZL P11, so a Spitfire or Mosquito wouldn't be out of place.
The Mosquito (FB variant) is literally my most favorite WWII era plane.
Rollback Post to RevisionRollBack
I love you really.
Please do not approach me (or anybody else) with any hostility; making friends is way better than making enemies. =3
I am a Multimedia artist. (including sprite art) My DeviantART: http://dietpepsi1997.deviantart.com/
Not a bad choice, especially the Mk XVIII with the 6 pounder tank cannon mounted underneath.
The problem with Tsetse is it's Molins cannon has not got very many uses; it can take out U-boats, but it's little use in air to air combat, and the gun is especially hard to aim, so hitting small ground targets like tanks would be a pain. I personally think the Mk VI with its 4 Hispano Mk.IIs is a more practical armament for the fighter bomber role, as it can be used against both ground and air targets, and doesn't require as steady aiming as the Molins.
It does look pretty sick though, and the fact it is difficult to operate would be good for balancing sake; if it was easy to operate nobody would use anything else.
I love you really.
Please do not approach me (or anybody else) with any hostility; making friends is way better than making enemies. =3
I am a Multimedia artist. (including sprite art) My DeviantART: http://dietpepsi1997.deviantart.com/
Apparently Lightningcraft isn't following Java SOP and is assuming that propellers are living entities. Hence these lines:
java.lang.ClassCastException: minecraftflightsimulator.entities.EntityPropeller cannot be cast to net.minecraft.entity.EntityLivingBase
at com.lightningcraft.events.CombatEvents.handleLightningSwordStrike(CombatEvents.java:60)
at com.lightningcraft.events.CombatEvents.onLivingHurt(CombatEvents.java:49)
As you well know, propellers aren't living beings, so attempting to cast them to EntityLivingBase doesn't go over well. You'll want to contact the author of Lightingcraft to get him to update the code on his end, as this is a bug with that mod.
LightningCraft dev here, I don't think my code is at fault, since the onLivingHurt method is an event handler for Forge's LivingHurtEvent. This event is only supposed to be passed an instance of EntityLivingBase. Any other mod that uses this event will probably crash here as well. I will fix it on my end, but that's not really a fix at the source of the problem.
LightningCraft dev here, I don't think my code is at fault, since the onLivingHurt method is an event handler for Forge's LivingHurtEvent. This event is only supposed to be passed an instance of EntityLivingBase. Any other mod that uses this event will probably crash here as well. I will fix it on my end, but that's not really a fix at the source of the problem.
It's not the Forge event that's crashing, it's the code being called by that event that's the problem. If the Forge system was to blame it'd cause the game to crash at onLivingHurt, not athandleLightningSwordStrike.
Out of curiosity, I looked at your doecompiled eventcode. In version 2.2.2 you call athandleLightningSwordStrike if a player is hurt while a specific condition is met, yes? In this method you use the line: "EntityLivingBase user = (EntityLivingBase)event.getSource()". This chain causes a crash if a player gets hit by a spinning propeller. The onLivingHurt is called when the player is hurt by the propeller, but the source of the damage is, in-fact, not a living entity. I'm not sure why this happened only with my mod, as cacti and other damaging blocks should in theory trigger the same crash.
I'm really enjoying your mod and you clearly have the best video showing it off. I have a tip if you make another. Forgive me if you've already figured this out or have a better way.
Being able to find the correct approach to my landing field has been really frustrating. Then it occurred to me that using Journey Map and setting a way point at either end of a landing field will allow the me to line up the two way points well before I can see the field. Then I'll know well in advance that my approach is correct; making landing much easier.
I hope you find this helpful and are able to share it with others. Also, learning to fly on a flat world, in creative and beginning with simple take-offs and landings has made the process a lot easier. I only have a few hours in and I think after another hour or two I'll be ready for survival.
Thanks a lot for making this mod.
P.S. - If you're aware of how seaplanes are used in the Alaskan wilderness, and some other undeveloped areas in the world, you might see how they could be very useful in Minecraft.
In order to fix the crafting issue you'll have to download a mod that allows for tweaking of recipes. I have never used such a mod, so I can't recommend one. Perhaps someone on here knows of one? I guarantee you Google knows. I'm assuming the plane disappearing is due to it being slightly out of render distance? If this is a behavior that persists when the plane is positioned close to your jump point a video would be of help.
Man, I tried both Custom Recipe and Minetweaker, they both work fine for a second but they both crash my server like nuts.
Had to work without them.
I guess I'm out of luck. Or will have to cheat in survival.
I can't do that Man! (sarcasm)
Rollback Post to RevisionRollBack
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
Man, I tried both Custom Recipe and Minetweaker, they both work fine for a second but they both crash my server like nuts.
Had to work without them.
I guess I'm out of luck. Or will have to cheat in survival.
I can't do that Man! (sarcasm)
How did they crash? I might be able to peg what's causing the crashes if you care to post the report.
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TheAmazingSpy
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Could you please re-overhaul the cockpit to make cockpit flying a little (a lot) more viable. Maybe some little things such as moving the seat up and big things like interactive switches (gear, etc). Kind of like MFSX. This would be great for us people who hate third person.
Could you please re-overhaul the cockpit to make cockpit flying a little (a lot) more viable. Maybe some little things such as moving the seat up and big things like interactive switches (gear, etc). Kind of like MFSX. This would be great for us people who hate third person.
I can't really move the seat up without having Steve's head pop out of the roof of the plane. Unfortunately, the position of the camera in Minecraft is the center of Steve's head, not his eyes. I think there's a bit of an optical illusion present too, as with MFSX you get a render distance of thousands of meters while Minecraft you get a fraction of that. Because of that it looks like you have a restricted view where really the issue is you just can't see far.
I love it!
But seriously, the physics in Flan's mod and mcheli leave a lot to be desired. Mcheli in particular makes me laugh as I was stuck in front of a wall and still managed to take off just be flooring the throttle and pitching up. That being said, the models are much better than anything I could come up with, and the large variety of guns and ammo are pretty sweet for PVP maps. Different strokes for different folks.
One of the most common problems that people have with this mod is that they're so used to mods and planes where you point the plane up to go up. IRL and in MFS it's speed that generates lift; planes go up due to the air moving over their wings, not due to the thrust generated by the propeller. When you take off you shouldn't be pitching up more than 10 degrees. You might gain some altitude by pitching up quickly, but you'll quickly loose that and more when the plane stalls out. I was atcually playing GTAV the other day and was annoyed that the planes didn't handle like the ones in MFS. Odd that a game made of blocks can have better flight physics than one with super-hi-def graphics.
I forgot that I still had that function in there. I'll update that in the next version, but in the meantime you can force 'e' to be bound to a control by setting RollRightKey in the config file to 18 (the bytecode for the 'e' key). Just make sure to re-bind the inventory key in the config screen, unless you fancy flying with a GUI constantly in your face.
Was just looking on the Curse page to see what's new, and realized that this mod has more monthly downloads than mcheli! I don't really consider this mod to be competing with that mod, but it's a wonderful to see that it can measure up to other mods in the flight sector.
As a small thank-you, here's a sneak peak of some of the features we've been working on. Courtesy of DietPepsi1997 and Wolfraider:
Funny thing I noticed about our planes; they are all high/shoulder wing.
I love you really.
Please do not approach me (or anybody else) with any hostility; making friends is way better than making enemies. =3
I am a Multimedia artist. (including sprite art) My DeviantART: http://dietpepsi1997.deviantart.com/
I have a crash on our server. Something to do with seats. I went searching for you Git but, I couldn't find it so I'm posting here. Here's the crashlog: http://pastebin.com/9KYHs6gW
Looks like somebody has been messing with the /give command and gave themself a defective seat. Why they didn't go into the creative inventory is beyond me...
Either way, I just threw a hotfixed version at Forge. It probably won't show up in other places for a while, but you can get it on the Curse page now.
BTW, this forum is the best place to get a hold of me and post bugs, as I only login to Curse to post new versions. You also won't find a Git, as this is my only private mod. I didn't spend five months learning aeronautical physics to have an imitator pop up. 9Minecraft is pain enough already!
I cant use any bucketed liquid that has a value of 0 in the plane?
Ok so where should I begin ok first thing will aircraft lights (landing lights, strobes lights etc) be implemented as well reverse thrust?
Also the landing lights aren't really necessary but they do add uniqueness to the mod and and they might be useful for multiplayer other than that not really important.
As to the reverse thrust this will help in short landings as well as most aircraft have this feature.
Finally when I was testing out different ways to land on a runway(not in any random place) properly I found that mini-maps as well as in-game maps do not help as much (probably due to the fact they distract the player from flying to an extent)it was usually the coordinates that helped me as well as the way point beacons and some of the flight instruments. What I found was that when using coordinates the y coord is not important it only mattered for terrain height. Depending on what direction the runway was the x or z coords would matter since one coord would determine the distance you are from the waypoint(run way,or any marked location) and the other coord would determine how far left or right you are from the waypoint (this would determine if you miss the runway or not). For example if the runway was pointed in a north-south direction the z coords tell you how far away you are from the runway/waypoint while the x coords tell you how far left or right(east or west) you are from the runway.All in all just know the direction the runway is in etc.
Hey guys,
So I'm using flight simulator in survival and I can't build the Flight Instrument base.
It's the exact same recipe as Securitycraft's Camera monitor, a glass pane surrounded by iron ingots.
How do I get around that?
Also... your planes once built will sometimes be there and sometimes disappear, then re appear.
It's different every time I jump into the dimension where I'm building the airport.
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
Of course you can't. A fuel value of 0 means that the liquid isn't a fuel and shouldn't be able to be put into a plane.
Thanks! There's still a few bugs in the current physics engine, but they're due to a Trigonometry issue rather than a physics one. I noticed you've been working on a combat pack for Flan's mod. If you have any planes you'd like to see in this mod, drop me a PM. DietPepesi1997 just finished a Polish WWII PZL P11, so a Spitfire or Mosquito wouldn't be out of place.
Landing lights = dynamic lighting = a big pain = very low on the to-do list. As to reverse thrust, I have yet to see a need for it. If you deploy full flaps you can stop within 32 blocks of first contact of the runway. Also, I don't think prop planes have the ability to use reverse thrust, do they?
In order to fix the crafting issue you'll have to download a mod that allows for tweaking of recipes. I have never used such a mod, so I can't recommend one. Perhaps someone on here knows of one? I guarantee you Google knows. I'm assuming the plane disappearing is due to it being slightly out of render distance? If this is a behavior that persists when the plane is positioned close to your jump point a video would be of help.
Apparently Lightningcraft isn't following Java SOP and is assuming that propellers are living entities. Hence these lines:
at com.lightningcraft.events.CombatEvents.handleLightningSwordStrike(CombatEvents.java:60)
at com.lightningcraft.events.CombatEvents.onLivingHurt(CombatEvents.java:49)
As you well know, propellers aren't living beings, so attempting to cast them to EntityLivingBase doesn't go over well. You'll want to contact the author of Lightingcraft to get him to update the code on his end, as this is a bug with that mod.
The Mosquito (FB variant) is literally my most favorite WWII era plane.
I love you really.
Please do not approach me (or anybody else) with any hostility; making friends is way better than making enemies. =3
I am a Multimedia artist. (including sprite art) My DeviantART: http://dietpepsi1997.deviantart.com/
The problem with Tsetse is it's Molins cannon has not got very many uses; it can take out U-boats, but it's little use in air to air combat, and the gun is especially hard to aim, so hitting small ground targets like tanks would be a pain. I personally think the Mk VI with its 4 Hispano Mk.IIs is a more practical armament for the fighter bomber role, as it can be used against both ground and air targets, and doesn't require as steady aiming as the Molins.
It does look pretty sick though, and the fact it is difficult to operate would be good for balancing sake; if it was easy to operate nobody would use anything else.
That would fit in pretty well I think.
I love you really.
Please do not approach me (or anybody else) with any hostility; making friends is way better than making enemies. =3
I am a Multimedia artist. (including sprite art) My DeviantART: http://dietpepsi1997.deviantart.com/
LightningCraft dev here, I don't think my code is at fault, since the onLivingHurt method is an event handler for Forge's LivingHurtEvent. This event is only supposed to be passed an instance of EntityLivingBase. Any other mod that uses this event will probably crash here as well. I will fix it on my end, but that's not really a fix at the source of the problem.I done derped in the code. Fixed now, though.
It's not the Forge event that's crashing, it's the code being called by that event that's the problem. If the Forge system was to blame it'd cause the game to crash at onLivingHurt, not athandleLightningSwordStrike.
Out of curiosity, I looked at your doecompiled eventcode. In version 2.2.2 you call athandleLightningSwordStrike if a player is hurt while a specific condition is met, yes? In this method you use the line: "EntityLivingBase user = (EntityLivingBase)event.getSource()". This chain causes a crash if a player gets hit by a spinning propeller. The onLivingHurt is called when the player is hurt by the propeller, but the source of the damage is, in-fact, not a living entity. I'm not sure why this happened only with my mod, as cacti and other damaging blocks should in theory trigger the same crash.
Yeah, that was my oversight. It's fixed now in 2.2.4 (and 2.1.2 for 1.8.9). Oops, I guess.
I'm really enjoying your mod and you clearly have the best video showing it off. I have a tip if you make another. Forgive me if you've already figured this out or have a better way.
Being able to find the correct approach to my landing field has been really frustrating. Then it occurred to me that using Journey Map and setting a way point at either end of a landing field will allow the me to line up the two way points well before I can see the field. Then I'll know well in advance that my approach is correct; making landing much easier.
I hope you find this helpful and are able to share it with others. Also, learning to fly on a flat world, in creative and beginning with simple take-offs and landings has made the process a lot easier. I only have a few hours in and I think after another hour or two I'll be ready for survival.
Thanks a lot for making this mod.
P.S. - If you're aware of how seaplanes are used in the Alaskan wilderness, and some other undeveloped areas in the world, you might see how they could be very useful in Minecraft.
Man, I tried both Custom Recipe and Minetweaker, they both work fine for a second but they both crash my server like nuts.
Had to work without them.
I guess I'm out of luck. Or will have to cheat in survival.
I can't do that Man! (sarcasm)
Private Elivion Server running on Thermos 1.7.10-1614.58 with 182 mods. Always running the latest mods updates.
How did they crash? I might be able to peg what's causing the crashes if you care to post the report.
Can I reprint this mod?I need this mod.
Could you please re-overhaul the cockpit to make cockpit flying a little (a lot) more viable. Maybe some little things such as moving the seat up and big things like interactive switches (gear, etc). Kind of like MFSX. This would be great for us people who hate third person.
I can't really move the seat up without having Steve's head pop out of the roof of the plane. Unfortunately, the position of the camera in Minecraft is the center of Steve's head, not his eyes. I think there's a bit of an optical illusion present too, as with MFSX you get a render distance of thousands of meters while Minecraft you get a fraction of that. Because of that it looks like you have a restricted view where really the issue is you just can't see far.
What do you mean by interactive switches?