Patch 1.12.118.0 (17 December 2021)
- Bug fixes and improvements
Patch 1.11.106 (15 October 2021)
FUSELAGE SLICING
- Use the new Fuselage Slicing to cut holes in your fuselages. The main purpose is to allow cutting holes for your new cockpits, but players have already found many other creative ways to use this new feature.
NEW AND UPGRADED STOCK CRAFTS
- Several stock crafts have been upgraded with new, immersive cockpits. Wasp, Gator 2, Kicking Fish, Bush Plane, Pigpen, Hellkeska, Sea Plane, Twin Prop, and Vertigo all updated. P-51 was updated with two variants, P-51-B and P-51-D.
SEVERAL NEW PARTS
Tons of new parts are available to build your own custom cockpits:
- Gauges – Instrument panel gauges used to display a piece of information (such as altitude or airspeed) with radial indicators.
- Artificial Horizon – A standalone artificial horizon which appears to contain a ball, but does not require a cut–out in the panel to show depth.
- Labels – Label parts, to add text or numbers to builds. Supports inputs within curly brackets, curvature, outline, gradients, and rich text formatting.
- Simple Throttle – a standalone push–pull style throttle.
- Fighter Throttle – a standalone slider type throttle with button.
- Yoke – a standalone yoke part, with two handles.
- Lever – a simple standalone lever that can be bound to any axis.
- Control Base – A part that acts as a rotator and a grippable control, grip parts such as the joystick top can be placed on top of it. Each axis it takes an input that is also its output. This means it cannot be an arbitrary FT expression, but can be a flight control or a custom variable name.
- Buttons – Interactable buttons that can be pushed to do stuff
- Switches – Interactable switches that can be toggled to do stuff
- Flight Computer – A 'cockpit' part with no camera that can act as a primary cockpit part.
- Modern Joystick – A modern–style joystick grip part with a trigger and buttons.
- Basic Joystick – An older looking joystick grip part with trigger and buttons.
- Cylinder Grip – A basic grip part in the form of a cylinder.
- Refuel Probe – A part that enables the “assist” mode of refueling from a drogue.
- Refuel Drogue – Transfers fuel to other craft, designed to be trailed on a winch. Only used on the Tanker.
- Seat – A simple seat part with built in camera.
- Advanced Seat – A stronger fighter jet style seat. May add ejection functionality in the future.
- Cockpit Canopy – A prebuilt glass canopy for 1–seat cockpits. Can open.
- Basic Frame – A skeleton for the interior of a cockpit, which everything can stick to.
- Modern Frame – Similar to Basic Frame, but with side areas for placing controls and a central divider between the pilot's legs.
- Hollow Glass – A hollow glass part with tweaked rendering so the inside is not visible from outside, and the inside can be coloured differently to the outside. Recommend turning down the smoothness in the inside, as strong reflections from the canopy do not reflect the cockpit and can be very disorienting.
- Wing Landing Gear Bare – new version of the wing landing gear with a different wheel and no attached fairing.
Air To Air refueling
- Put a Refuel Probe on your plane and spawn a tanker through the spawn sandbox AI dialogue.
Variables System
- An aircraft now has a list of numeric variables that can be written to from certain sources and read from all FT expressions.
- Each assignment to a variable also carries a “priority” which allows you to choose which assignments will override others if multiple attempt on the same frame.
- Variables are mainly written from the aircraft’s list of variable setters, which is accessible from a button in the bottom right of the designer. Each row in this isn’t a variable, but represents an assignment to a variable (a variable is automatically created if it’s ever assigned to). This means you can assign the same variable multiple times in that frame, or have it updated from multiple sources. A setter takes in an FT expression and stores its result to a variable. It also has an activator function which can disable the setter but this is XML–only right now and pending a GUI.
- Variables can also be written by part modifiers that have designated outputs. Currently the only one of these is a helicopter rotor that outputs its RPM to the variable "RotorRPM" for a gauge, but this may be expanded on in the future.
OTHER NEW TWEAKS AND FEATURES
- Added emission option to paint. Emissive paint do glowy. We assume no liability for exposure to radiation.
- Added part hiding feature in the designer. You can conceal parts, show or hide concealed parts, invert the concealed part list, and other things.
- Added 5 extra color slots for default themes.
- Added support for Slant Angle to all fuselage parts.
- Maintain camera orientation when double-clicking to focus on a non-wing part.
- CTRL+Click on the Input button in Part Properties to enter a Funky Trees expression.
- Changed minimum zoom distance in the designer to from 0.5 to 0.05.
- Hold left-shift to pan/rotation/zoom the camera at 10% normal speed.
- Changed name of designer categories: "Cockpits" to "Cockpit Basic".
- Added XML attribute for the CowlFlaps on the WWII engine to hide the engine cowl (bool attribute is named "hide").
- Added support for loading AI aircraft across multiple frames.
- Added optional liftScale to Wing.State XML element.
- Added optional throttleResponse attribute to Engine.State XML element to override the part type's throttleResponse.
- Added "audio" XML attribute to JointRotator modifier so the annoying audio can be disabled.
- Added Rpm1, Rpm2, Rpm3, and Rpm4 to the flight data accessible from Funky Trees. These predate the RotorRPM variable and are on a priority based system, supporting up to 4 sources. They can't be remapped manually, but they do support Car Engines as well as heli rotors.
- Added collider attribute to Fuselage.State element to allow more accurate colliders on fuselage parts. Possible values are Auto, Basic, ConvexMesh, and NonConvexMesh. Note that NonConvexMesh will still be convex in flight due to physics limitations.
- Hold left-shift to pan/rotation/zoom the camera at 10% normal speed.
- Added support for custom names for cameras.
- Added TargetLocked and TargetLocking variables accessible from Funky Trees.
- Made connections more predictable when using the “Add Section” button.
- Updated the camera part to optionally support the gun reticle and missile targeting
- Updated the cockpit modifier to optionally disable the camera vantage.
- Updated the cameras to optionally act like a cockpit camera, using a priority based system.
- Updated the first person camera part to support an adjustable 'up offset'. Prior to this tweak, a hard–coded offset of 0.5 was used, meaning the camera would render half a meter above the visual mesh for the camera. This can now be adjusted. With a value of zero, the camera should render at the same position as the visual mesh.
- The designer paint panel now dynamically adds colors to match the number of materials defined in XML.
- Updated to Unity 2020.3.19
BUG FIXES
- So many bug fixes. Too many to list here.
Patch 1.10 (25 September 2020)
Features:
- Added Glass Fuselage part. This supports transparency, as well as hiding its front and back faces when connected to other glass parts. The glass will also shatter instead of exploding like other parts do. For some info on how to tweak its material to make it look nice, check the part's description text by clicking/tapping on it in the parts list.
- Added "Smooth Front" and "Smooth Back" options to fuselages. This alters the surface normals to make the shading of the joint appear seamless, without changing the actual shape of the parts. For this to work, there has to be another fuselage connected to the front or back connector and lined up.
- Added an explosionScale
- XML attribute to bombs and missiles (inlcudes torpedos). Default values are:
- Boom 25: 0.8
- Boom 50: 1.6
- Torpedo: 0.8
- Inferno : 1
- Cleaver : 1.8
- Guardian: 1
- Interceptor: 1
- Added 4 input expressions (Funky Trees) variables:
- TargetSelected, true if there is a target selected, otherwise false.
- TargetHeading, the heading to the selected target in degrees.
- TargetElevation, the vertical angle to the selected target in degrees.
- TargetDistance, the distance to the selected target in metres.
- Added a setting on iOS to change the framerate limit. (vSync already overrides the framerate limit on all other platforms)
Tweaks:
- Upgraded to Unity 2019.4.8 (LTS).
- Turned down physics update in the designer (there's not even any physics in the designer, so hey) for a small-ish FPS boost.
- By popular demand, allowed blueprint images to be shown while taking craft screenshots for an upload.
- Added Toggle Fast Forward input.
- Added support for the iOS Files App.
- Added a fuseInput parameter to cannons to set shell fuse on FT.
Bug Fixes:
- Fixed an issue with connections that could lead to craft not loading in the designer - if you have any saved craft that would fail to load, try loading them again now.
- Fixed bug with using the rate of the speed of the aircraft in input expressions.
- Air-to-Air cannon prediction now disables when predictor quality set to off.
- Fixed string comparison in input expressions on mobile platforms.
- Orthographic keybind (default "C") disables when control is held, so it is not activated when trying to Ctrl+C.
- Casting from number to boolean in input expressions is now consistent across platforms (now it evaluates to n>0).
- Fixed some FT values on scaled cockpits - this could affect existing craft, if they have active stability programs and squashed cockpits.
- Using speed variables in input expressions on AI craft now return correct values.
- Fixed a bug in overload with default part scales.
- Fixed a bug where the magnet would stop working when the aircraft fired a weapon.
- Fixed a bug where the magnet may not work when set to AG 8 and within close proximity to an object on start.
- Fixed FT = operator not working on mobile (SelectedWeapon, boolean comparison).
- Fixed "MultiRole" attribute not working on missiles.
Patch 1.9.205 (20 March 2020)
FEATURES
- Several Funky Trees enhancements
- Added air-to-air lead predictor for guns and cannons
- Added Tracer Rounds to Cannon
FUNKY TREES
- Funky Trees now supports multiple types: Numbers (floating point), Booleans (true/false) and Strings (text). Values will be implicitly converted between these types if possible, for backwards compatibility, so a value of true will convert to 1 if used as if it was a number, and a value of false will be -1.
- New literals, "string", true, and false.
- New operators:
- Comparison: "=", ">", ">=", "<=", "<"
- Boolean Operators: "&" (and), "|" (or)
- Ternary (selection) Operator: a ? b : c (essentially if a then b else c)
- New parameters:
- GForce (omnidirectional "force" acting on the pilot, in g)
- VerticalG (vertical component of G)
- SelectedWeapon (the name of the selected weapon, such as "Boom 50")
- New functions:
- ammo("Weapon") (where Weapon is the name of a weapon; for instance ammo("Cannon") returns the number of cannon rounds available as shown in the weapons drawer. ammo(SelectedWeapon) [note no quotes, as it's the variable not the string value] returns the ammo for the selected weapon)
- Special functions: These are functions that have special functionality can store previous values, something not previously possible
- rate(x): the rate of change of x.
- sum(x): the integration of x over time.
- smooth(x, rate): the output follows x, but only at a maximum speed of x units per second.
- PID(target, current, p, i, d): A PID controller with the parameters p, i and d.
- Some potential parsing bugs were fixed with - signs.
- This shouldn't break old expressions, if it does please report to me (@WNP78)
- activationGroup inputs now support entering FT expressions (which are taken as Boolean values)
- Control surface and beacon light inputs now support entering FT expressions
- Debug Command:
- Open the dev console in level and type DebugExpression "expression" (for instance, DebugExpression "AltitudeAgl > 10").
- Use ClearDebugExpressions to clear the list.
- Equality operator now works with multiple types.
- Expression tester can now use # replaced for " as dev console doesn't like quotes. For example you can enter the command DebugExpression ammo(#Cannon#) so that quotes don't interfere with the dev console syntax.
- Add inputs: GearDown, Latitude, Longitude, PitchRate, RollRate, YawRate
- Change float to bool conversion to x > 0 (a number will be interpreted as true if it's greater than zero, it used to be greater or less than ,but not equal to, zero.)
- Fix gyro handling of "None" input.
- AG values over 8 now revert to default value rather than being casted to booleans by FT.
TWEAKS
- Added impactDamageScalar, explosionScalar, flashSpace, and flashScale XML properties to cannon
- flashSpace sets the simulation space for cannon muzzle flash, either "Local" or "World"
- Updated Fine Tuner with cancel MultiSelect when no parts are selected
- Added designer option to select Air, Ground, Multi-Role option for Cannon.
BUGS
- Fixed IAS algorithm
- Fixed bug breaking guns alternate firing
- Fixed reticle persistence issue on bomb predictor
- Fixed layer mask for part select tool
- Fixed attach point select with finger aid
- Fixed designer platform not instantly showing
- Fixed a bug that prevented Trim and VTOL sliders from displaying for combined input, such as "Trim + Vtol"
- Cannon wind sfx no longer play while paused
Patch 1.9 (20 January 2020)
FEATURES
- Added new Tank Cannon part.
- Several customizable properties such as Caliber, Barrel Length, Muzzle Brake, Recoil, Projectile Velocity, and a whole bunch more.
- Added new stock craft: Jackhammer, an Armored Personnel Carrier, created by @EternalDarkness.
- Bundled Fine Tuner and Overload mods with the game, so Android users can still use them.
- Nicky fully integrated his Advanced Targeting and Designer Suite mods into the game.
- Advanced Targeting
- Displays trajectory line and impact point for bombs and also for the new tank cannon.
- Includes a Predictor quality setting for low-end devices, or if you just want to turn it off.
- Designer Suite
- Attachment Editor - Manually add or remove connections between parts.
- Blueprints panel - Overlay a reference image in the background of the designer.
- Orthographic View
- X-Ray Vision
- Funky Trees
- Nicky brewed this up in his experimental laboratory. They aren't your traditional trees, but rather an expression parser so you can write actual code that is evaluated for input controllers. Intended for XML modders, these allow you to blend inputs in any way you can imagine. For example: <InputController.State input="Pitch + Trim/8 + Roll/2" />
- More details here.
- Added support for switching between Metric, Imperial, and Nautical unit systems.
- Added Ground Speed, Indicated Air Speed, and True Air Speed modes.
- Added weapon naming and multirole weapons.
- Added sliders for Metallic and Smoothness to paint flyout.
- Added hex color textbox to paint flyout.
- Added ZeroThrottle and MaxThrottle inputs.
- Upgraded to Unity 2018.4.
- Performance Boost on Android. The silver lining of losing mod support on Android is that the game will now run a little faster.
- Added ability to change how parts respond to collisions (aka disable exploding parts) via XML "partCollisionResponse" attribute. The options are Default, DisconnectOnly, and None.
TWEAKS
- Added support for the Dev Console on mobile (tap settings header x5 to activate and then 3-finger tap to open/close).
- Tweaked touchdown physics and added smoke effect.
- Added Tournament Validator to aircraft properties.
- Added ignitionDelay attribute to missiles.
- Added waterproof attribute to missiles.
- Added shortestAngle property to JointRotator.
- Added hingeOffset parameter to JointRotator.
- Fixed normals on hemispheres.
BUG FIXES
- Fixed bug causing hubHeadScale to not react properly w/prop blur.
- Fixed a bug with mirroring small parts sitting on the mirror plane.
- Fixed issue w/low-pass filter on explosion SFX.
- Fixed bug causing explosion SFX delay to be based on craft's position instead of the camera.
Patch 1.8.3.2 (18 March 2019)
FEATURES
- Added Helicopter Parts
- Main Rotor: Highly customizable helicopter rotor system.
- Tail Rotor: Counteracts torque from the main rotor system(s) and provides yaw control.
- Added Winch part: Rotating drum that extends and retracts a cable. Works great with the new magnet part.
- Added Magnet part: Turn it on with an AG and this powerful electromagnet will stick to anything with the slightest hint of metal.
- Added Hollow Fuselage part: The visuals are hollow, but the collider is quite solid.
- Added Arresting Hook part: Helps to slow down quickly when landing on the aircraft carrier
- Added Catapult Connector part: Tells the aircraft catapult where to connect to your plane. (Not strictly required for catapult connection.)
- Major updates to the USS Beast aircraft carrier
- Brand new mesh
- Catapult launch system
- Arresting cables
- Elevators
- Upgraded game engine to latest version of Unity (2018.3)
- Added new stock helicopter: Gator 2 (modeled after a Huey Gunship)
- Added Fast Forward mode
- Added shift+click to yank a single part off a disconnected part group in the designer.
- Added option to specify the "Engage At %" for a propeller engine's throttle governor.
- Added Delay setting for detachers to allow for delayed detachment.
- Added Reconnect Part button to designer
- Added UI Scale slider to settings page in the main menu
- Added a VSync quality setting in the quality settings UI
- Added Sun Flare and Tone Mapping that can be toggled via a new Image Effects quality setting
- Added a camera look back (left/right) input for use in cockpit and first person cameras. Includes Cockpit/CameraVantage modifier XML attribute 'lookBackTranslation' to translate the camera (left/right, up/down) when looking back.
- Added a ModLoadLog.txt file that logs messages, warnings, and errors related to loading mods.
TWEAKS
- Improved UI for part rotation to allow entering exact angles.
- Save player's settings for nudge and rotate amounts in part transform flyout.
- Several performance improvements
- Added ability to set a part's Input to Disabled in the designer part properties
- Added bindable keyboard shortcuts for toggling Part Transform, Part Properties, and Color panels.
- Counter measures now have hidden autoDispenseDelay XML option.
- Updated the input system (hopefully better controller support)
- Updated SimplePlanes logo in the main menu
- Improved support for splane/spmod file association handling on Android (some file managers will still have issues unfortunately)
- Improved file association loading of splane/spmod files while the game is running for GOG / DRM-Free builds.
- Reduced part drag calculation precision in order to improve performance for calculating drag for large crafts.
BUG FIXES
- Fixed a bug where fuselage inlets would revert the player's changes when immediately selecting another fuselage inlet before closing the Part Properties.
- Fixed a bug where the nudge part inputs would not work until the transform part panel was opened
- Fixed a bug where the download progress bar would report very high values on Mac
- Fixed bug which could cause the propeller engines to hunt for target pitch and never be able to reach it...could cause wild swings in lift.
- Only display "Aircraft Damaged" in Sandbox if the plane is hostile.
- Fixed speed of destroyers to match the aircraft carrier's speed
- Fixed the wind heading not showing up in the compass.
- Fixed a bug where the rings would spin oddly after passing through them in a race
- Fixed a bug where the view would rotate backwards if the player attempted to rotate the view too quickly.
- Small islands are no longer shiny and are now have friction for wheels.
- Fixed a bug where two rigid bodies could not be connected directly to each other at more than one place. Existing aircraft will continue to work this way, but new aircraft will support multiple physics connections. Old aircraft can be updated to use the new approach by changing their legacyJointIdentification attribute to "false" via XML.
- Fixed a bug with multiple conflicting inputs being deactivated when activated via ActivateCameraLook
- Fixed the position of the scrollbar on the mods menu
- Fixed a texture quality issue with low quality water.
- Fixed a bug where the fuselage properties would revert player's input text if their number ended in a zero.
- Fixed a bug where a designer undo step would not always revert the craft to the correct version.
MODDING SUPPORT
- The build process and format of mods has slightly changed. When building mods for Windows/Mac, Unity will need both the Windows and Mac build components installed (mod tools should warn you if this is not the case). PC/Mac mods now include separate asset bundles for both platforms in a single mod file. You will likely noticed larger mod file sizes with this update. A new 'Debug' build option is available which builds the mod only for Unity's current target platform with the DEBUG symbol defined (should be a faster build than the other build options).
- A bunch of classes received interfaces which have been added to the mod tools. You may be able to get away with using less reflection code by taking advantage of these interfaces. These live in the "Jundroo.SimplePlanes.ModTools.Interfaces" namespace.
- Fixed a bug with the starting locations reflection proxy code which may have caused the spawining of AI aircraft to fail.
- Fixed a bug with mod level duplication when saving mods.
- Fixed a bug that prevented the cloning of parts with a hinge joint.
- Mod Builder Window style/layout tweaks
- Some additional info on changes and upgrading can be found on the modding wiki
POTENTIAL MOD-RELATED ISSUES
-
Since we updated Unity with this upgrade, several mods are likely to be broken. For this reason, mods will be automatically disabled the next time you start SimplePlanes. Nathan has been able to find some very clever ways to allow some mods to still function, but several mods will be broken with this update. We recommend turning them on one by one and testing each one to verify whether or not they still functions and don't cause any problems.
-
Changes since last beta
BUG FIXES
- Fixed collider misalignment on helicopter blades
- Fixed issue w/heli blade collider being incorrect when the hub is scaled.
- Fixed a bug where the camera could move wildly after un-pausing.
Patch 1.7.0.6 (18 September 2017)
Parts
- Countermeasure Dispenser (Chaffs / Flares)
- Torpedo
- Unguided Rocket
- Cleaver (cruise missile)
Features
- Part Transform tool
- Improved Damage Model
- Parts can now take damage instead of instantly exploding
- Engines can catch on fire
- Control surfaces, RCNs, rotators, etc can be shot out
- Wings can leak fuel
- Improved look and performance of bullets
- Countermeasures
- Chaffs and flares can now prevent and break locks
- Aircraft size and engines also play a role in how difficult it is to acquire a lock
- WW2 Destroyer with Flak Cannons
- WW2 Torpedo Mission
- Number entry on Fuselage Properties
- Redesigned Fire buttons
Minor Features
- Cycle designer part properties buttons in reverse via right-click
- Improved mirroring in the designer
- Disable Auto-Sizing of nose cones after it has been manually resized
- AI fire countermeasures
- Bridge Demolition Mission is a bit harder
- Collisions between dynamic rigid bodies now downscale the impact force if the other body has less mass.
- Bomb explosions have been updated
- Some smoke damage particle effects have been updated
- Damage for various weapons has been tweaked as well as the health of the ships. It may take more to sink them now.
- AI plane tweaks (dogfighting should work better now)
- Bombs and missiles that have been fired are no longer affected by explosions (easier to carpet bomb now).
Bug Fixes
- Fixed part menu scrolling
- Fixed bug that allowed missiles without cameras to load terrain.
- Fixed a couple bugs related to races.
- Fixed some issues with wing leveling mode.
- Fixed a couple bugs with control surface deflection calculations.
- Fixed a bug with the 'Loading...' label getting stuck when attempting to enter a level with banned parts.
- Fixed a bug with AA missiles exploding at the wrong position.
- Fixed a bug with mirroring scaled parts.
- The fuselage rise/run limits have been increased to 5.
- Fixed a bug with part property sliders sometimes showing an incorrect slider position.
- Fixed a bug with incorrect calculations for control surface deflection.
- The propeller engine no longer restricts modded engine power to within normal range when selected.
- Made some tweaks to the missiles related to them traveling at their specified max speeds.
- Reduced the distance that a piston snaps to its target position, so it's less jarring when looking closely.
- Rockets now check the impact force when collisions occur, no longer blowing up if sneezed on.
- Fixed an issue with rotators failing to find a joint after being mirrored. It's still not perfect, but much improved.
- The tire squeal no longer plays at the camera.
- Fixed bug with center of mass being incorrect for bodies with 0 total mass. (fixes 0 mass missile wobble on detachers)
XML Modding
- Ability to invert input from XML by placing a minus sign in front of the input
- Updated the boolean type inputs for input controllers to return -1 or 1 rather than 0 or 1. This allows the use of the input controllers min/max values to be used in conjunction with the boolean input types.
- Add firingDelay XML Option to Existing Weapons
- Hidden XML Option for Self Destruct and Burn Time on Rockets.
- Add Support for input="Activate1" (that’s AG1) on InputControllers
- The “disableAircraftCollisions” attribute on guns can now be used to prevent your bullets from colliding with your plane.
- Missile XML now supports a 'maxSpeed' attribute. Existing planes (but not new ones) with low mass missiles will now auto-upgrade to a higher than normal max speed.
- Added "invertType" option to the InputController. Defaults to "axis" for most parts and to "output" for rotators.
- XML support for scaling bullets (now set with "bulletScale", not the part's scale - old planes auto-upgraded).
- XML support for disabling gun muzzle flash ("muzzleFlash" - true/false)
Mod Tools
- Added Unity version check to the mod builder window.
- Removed warning about multiple mods loading the same exact assembly.
- Added load priority for mods to better manage mod dependencies.
Patch 1.6.1.1 (22 June 2016)
New Parts
- Gyroscope - Keep your designs upright and build quadcopters
- Sphere - Super advanced ball technology
- Hemisphere - Half a sphere, for when you can't afford a whole new sphere
Features
- Wind Physics
- Wind Settings to control the wind in real-time
- Windsocks
- New Challenge - Cross Wind Landing
- New Stock "Airplane" - Quadcopter
- Tweaked the instrument panel user interface to improve the compass and add a wind heading indicator
- XML-modding enhancements
Bug Fixes
- Fixed bug preventing discovery of Featherfall Squall
- Fixed a bug that prevented Mirage Speedway from showing up (or was that a joke that I didn't get?)
- Prevent Restart Here from working on challenges
- Prevent AI planes from responding to player activation groups
- Fixed a bug with drag on initially disconnected parts
- Fixed a bug with tournament validation of part scale="1,1,1"
Patch 1.5.3.1 (13 September 2016)
- Expert achievements for the 6 new races have been fixed.
- AA Tanks now have a little spread to their bullets.
- Added bindable inputs for 'Restart' and 'Restart Here'.
- Fixed a bug with the targeting system that could cause it to spam errors in certain situations.
- Fixed an issue where an invalid subassembly file would prevent the designer from loading properly.
- Fixed an issue preventing modded engines that require zero air intake from functioning.
- Fixed an issue on Android where a mod with spaces in the filename would not load properly.
- Mod Tools have been updated
- Levels can now be targeted as mobile only or PC only.
- Fixed an issue with destroyers created via the mod tools not obeying initial hostility settings.
- Added support for spawning sandbox AI planes from XML.
- Added support for spawning convoys.
- Fixed an issue with map plugin objects not spawning in the correct positions.
- Fixed an issue with potentially invalid bundle identifiers when exporting Android mods.
Patch 1.5.2.0 (17 August 2016)
New Content
- 1 new combat mission: Convoy Assault
- 1 new airplane race: Indy Air Race
- 2 off-road car races: Riding Dirty & Snow Crawl
- 3 on-road car races: Airstrip Drag, Gold Prix, & Motor Mirage
- New stock airplane: Bush Plane
- Convoys added to Krakabloa and Maywar. Like the battleships, they will become hostile if engaged.
New Parts
- Parachutes! Slow down and safely descend. Carrier landings are now a breeze. Choose your favorite colors.
- Fuselage Inlets! Build better replicas with a customize-able air intake for your jet engines, built directly into the fuselage.
- Tractor wheels! A new wheel type option for the resize-able wheels.
AI
- AI spawning dialog options enhanced and expanded. Now includes positioning and AI modes.
- AI will attempt a landing when a Final Approach location is selected.
- Aggressive AI mode! Orchestrate your own battles. If they have weapons, get ready to feel some heat..
- AI now works with cars! If vehicles turn over during a race, they will automatically flip back upright after a short delay. Aggressive cars will chase you down in a crazy game of kamikaze chicken.
- AI opponents will be properly placed on the ground in races. Manually spawned AI will be re-positioned on the ground.
3D Printing & Exporting Designs
- EUCL3D purchasing available for mobile players.
- Export the 3D model (OBJ file) of your design. Print your own creations. Fool around with it in some 3D modeling software.
Modding
- Updated mod tools to support adding our assets (ships, turrets, bridges, AA tanks, etc.) onto custom maps.
- Added two new XML-only attributes to control surfaces: "activationGroup" (0-8) and "activationGroupLocksInput" (true/false).
Other Features & Tweaks
- Redesigned stock airplanes: Vertigo & Sea Plane.
- Increased length of CoM, CoL, and CoT gizmos.
- Added a small amount of spread to bullets.
- Zooming the flight mode camera with the mouse wheel is now a bindable input.
Performance tweaks.
- Game engine upgrade (Unity 5.3.4 -> Unity 5.3.6f1).
Bug Fixes
- AI will no longer spawn underwater, appearing as if they never spawned at all.
- The AI flight bug when the plane was perpendicular to target.
- Improved the fuselage properties flyout dialog.
- Removed the Fix Rotation warning message.
- Fixed a bug where jet engines would randomly stop working.
- Fixed a few tool-tip issues in the designer.
- Removed excessive undo steps when nudging on PC/Mac.
Patch 1.4.6 (10 June 2016)
- Added support for EUCL3D so players can order 3D prints of their airplanes
- Fixed a bug where the CoL would not update in the designer
- Improved performance of designer