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Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Posted: Sun Feb 05, 2017 11:55 am
by Betep3akata
Hi, Adil,
thanks for the recent fix!

I experienced an issue (crash) with TombStone mod - there is no place for tombstone after splashing down.

What about some simplification of crash above water? Suggestion: just teleport player with reduced amount of health to the nearest by iteration tile of land. As a survivor of the shipwreck who was brought by waves on the shore.

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Posted: Mon Feb 06, 2017 11:20 am
by Adil
I don't know, seems like gravestone bug to me. That's only tangentially related to the liftoff, after all, you can end up in water and dying even without my mod. The gravestone mod should have had checks for validity of results or just not do collision checks at all.

I don't really insist on dying when landing in water, but the alternative isn't nice as well.

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Posted: Mon Feb 06, 2017 4:42 pm
by Betep3akata
Ups! Sorry for your time. My mistake :)

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Posted: Sat Feb 11, 2017 10:36 pm
by Betep3akata
Hi, Adil,
it's me again :)

I am just landed my aircraft near water. After that each time I am trying to get out of the aircraft I get an error (this happens also after reload and/or relocation of the aircraft). I managed to get out via the following fix, but I think that something is broken after that:

Code: Select all

170:	local veh= global.pilots[pindex].veh
       if veh.valid then
171:    	global.falling[pindex]={veh.speed,math.sin(veh.orientation*math.pi*2),math.cos(veh.orientation*math.pi*2)}
       end
Could you please revisit this fragment of code?

Thanks,
Alex

EDIT: notice for the line 240 was added. Maybe it's consequences of the previous case. This happens during load, there are no aircrafts near.

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Posted: Sun Feb 12, 2017 8:33 am
by Adil
Does this happen after AAI update by any chance?

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Posted: Sun Feb 12, 2017 1:00 pm
by Betep3akata
Heh, aai is conflicting with everything:) If I correctly understood the question, the AAI has not been updated since the beginning of the game session.

I am trying to reproduce that situation without mods now. Maybe the water-fix mod is guilty...because it happens first at a distance of less than two tiles from shore.

Re: [MOD 0.13+] Liftoff_0.1.6 (04.09.16) Aircraft extension

Posted: Sun Feb 12, 2017 4:05 pm
by Adil
Well, I've added a few random refinements to the code, but I really don't know what's happening there.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Fri Mar 03, 2017 5:20 pm
by Tzadikim_Nistarim
iv noticed that when I add this to bob+angel its messes with the default fuel required for the burner items, instead of saying I have no super compressed coal to fill them when placed down, it says I don't have an item referenced as dummy plane fuel.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Sat Mar 04, 2017 10:15 am
by Adil
Could you elaborate please? Id on't quite follow what is happening.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Wed Apr 26, 2017 1:24 am
by oliveawesomesauz
I've updated this mod for 0.15 and changed some of the mechanics.

https://mods.factorio.com/mods/oliveawe ... ffEnhanced

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Tue Dec 19, 2017 12:06 pm
by Carnivale
Would love to see this one upgraded to 0.16.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Tue Dec 19, 2017 5:11 pm
by Quirky
I've got to ask.. is there anything in particular that needs to be done to get this mod (the updated version) to run? I've added it into an existing game and it doesn't seem to want to do anything as well as a new game.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Fri Jan 05, 2018 6:37 pm
by DarkSlayerEX
I've noticed that AAI Programmable Vehicles is currently splitting the Aircraft planes into multiple different choices. (1 weapon per variant)

In doing so, none of the new entities are registered for this mod. I had tried adding the entries in for each of the new entities manually(in the planes.lua file), but It seems as if the aircraft are being created after the data stage.

These are the IDs for the new entities that AAI PV seems to add.
"jet-napalm-launcher", "gunship-aircraft-rocket-launcher", "flying-fortress-flying-fortress-rocket-launcher"

This issue is in the 0.15.x version. I have not tested the 0.16.x version if they exist, as I am still using 0.15.x

Edit: renaming data.lua to data-final-fixes.lua allows the AAI additions to function. This is a potentially silly/hacky workaround, but it does seem to work successfully for the most part.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Tue Jan 09, 2018 5:56 pm
by Adil
Well that is almost as it should be done. Back then when I was doing that, there were no other planes and surely no procedurally generated ones.
It was done in data.lua instead of other steps (-updates , -final fixes) so that if some mod was performing some balance changes and such, my entities were already there.
You see, it is somewhat of a custom that data-final-fixes is used for, well, final fixes - some game-wide offsets and modifications of numbers. If you put entity generation there, the entities might evade those modifications.
It's been a while since I've last done modding, but I think a proper way would be to put an optional dependency on the AAI and put this mod data generation on the same step during which AAI makes its planes.

However, would flying even work with AAI? This mod makes planes fly when they move above certain speed. Last time I remember AAI simply teleported vehicles around instead of accelerating and steering them.

I can not make promises on updating any time soon. Sorry.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Thu Jan 11, 2018 12:17 am
by PTTG
Understandable. Mods is mods. Still, this is such a cool addition. It's nice to have a reason for building airstrips.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Tue Mar 06, 2018 10:33 pm
by numgun
Any change of updating this to 0.16? I don't use AAI, so I wouldn't mind an intermediate update that works with plain vanilla in the meantime.

Re: [MOD 0.13+] Liftoff_0.1.10 (12.02.17) Aircraft extension

Posted: Thu Jul 04, 2019 1:47 am
by YunoAloe
Any chance to have this for 0.17?