Part 9 >
Welcome back to the tenth main progress update for the SWL-120. The main points of this update are the completely overhauled interior, the new cockpit screens, the completed center and overhead panels, the autopilot, and cockpit sounds. There are also a few random items as well which are new since the last update.




Modding Improvements
As of two and a half years ago, many parts of the SWL-120 are mod parts, which allows me to have insane levels of detail with a low part count and good performance. These mod parts were all simple static models with no scripts, at least until a few months ago. I was working with MVC on some scripts for our Car Parts mod, and noticed a few improvements I could make to my own mod parts, especially the engines with their reverse thrust airflow vanes (48 parts per engine). I was able to combine the 24 reverse thrust vanes, reverse thrust cowling, and engine cowling into one part with an input controller using scripting. I also added a button to show an engine cutaway view, instead of manually swapping mod parts. The two engine fan stages (N1 and N2) are one combined mod part, instead of two mod parts and four rotators.



Other mod parts such as the interior have been simplified in a similar fashion, with all the galley latches and doors for the front galley being part of one mod part with an input controller, instead of many mod parts and control bases.
Using my scripting knowledge, I have been able to create highly realistic and functional cockpit screens as well, which are explained in detail later in this post.
New Interior
One of the main highlights of this post is the completely brand new interior, with insane levels of detail and even some intractability.


The way this redesign happened is I was showing MVC some images of the SWL-120, and he offered to 3D model some seats for my interior since the old ones (the ones in this mod) were a little simplistic. Since I had to reexport the interior from SimplePlanes to remove some parts related to the old seats, I decided (as you do) to completely remake the entire thing. I actually redid it twice, the reasons for which I will explain below.




While this interior may look pretty good, the scaling of everything was a little weird in virtual reality, so I scrapped the entire thing (aside from the seats, of course), and remade it again.

This new interior has every little detail possible, including crew jumpseats, two fully modelled crew rest areas, an avionics bay, and even a full interior in every bathroom (the door for each one can be opened too!)



As mentioned above, many of the mod parts in this interior have several static bodies which are moved using scripts, instead of my old method of using pistons, rotators, and control bases to move one mod part at a time. For example, the 106 overhead bins are one mod part with 106 input controllers (yeah that's a lot lol). Oh yeah, I forgot to mention each overhead bin can be opened individually.

If I truly wanted to, I could add the ability to turn every single passenger reading light on and off individually, as well as per-window dimmer controls that worked (I have decorative ones, but imagine if they worked!). The reason I haven't done this is simply the immense performance impact this would have, and I can't just make one work and rest decorative so I decided to just not make these features.
I'm still proud of what I made, and I hope you like it!




















I also made an interior for the cockpit, which differs from the actual cockpit part of the cockpit where all the controls are. This cockpit interior is purely decorative, and fills in the empty space behind the actual cockpit where you fly the plane. I drew inspiration from the 787's cockpit when making it. One cool aspect is the crash axe behind the left jumpseat, which you can actually pick up and move around in VR. It snaps back into place when released within a certain range of the storage position.


Cockpit
Since the last update, the cockpit is just about complete, aside from the SnakePad, which is still just a 3 part dummy iPad you can move around. The autopilot panel has been almost entirely redesigned and improved, parts of the overhead and center panels have been improved and tidied up, and there are brand-new cockpit screens.




Previously, the cockpit screens on the SWL-120 were simple label screens, using lots of complicated label markup and Funky Trees code to recreate a basic primary flight display (PFD). These looked and functioned fine, however they are insanely performance intensive (reducing the FPS from 60 without to 30-40 with) and I felt I could do better, especially since half the plane is now mod parts and I now know how to script parts.
To briefly explain the technical side of these screens, the way they work is by moving a bunch of images around on scaled Unity cubes and other models. For example, the altitude tape on the PFD is a texture moved vertically on a scaled Unity cube. The same concept applies to the speed tape and the speed and altitude numbers. Some other components not needing this behavior are 3D models, like the bank angle indicator, AOA/AOS indicator, and trend arrows.
The features of this PFD are listed below:
- Artificial horizon with pitch angle readings at the center
- Speed tape with animated digits for the main reading
- Altitude tape with animate digits for the man reading
- Vertical speed indicator with realistic behavior, based on the 737
- ILS localizer and glideslope indicators with purple diamonds
- Bank angle indicator
- Autopilot status indicator (SPD / HDG / ALT)
- Autopilot target indicators
- Mini navigation display with just heading and target heading
- Mach indicator
- DME readout if an ILS frequency is set
- VNAV indicator (if VNAV is active)
- ILS Active indicator (if ILS is active)
- Flight director (if enabled)
- Input indicator (similar to the vanilla PFD)
- Speed and altitude trends (using a 50 point average of rate() to make them smooth)
- Various useful numbers like groundspeed and TAS on the lower half of the PFD
Much of the dynamic text (such as the Mach number, vertical speed, autopilot values, and autopilot status text) is pretty easy to do with a label compared to a bunch of 3D modelled numbers, so the PFD also has a label with some code copied from the original vanilla PFD.
The navigation display uses a grid system of overlapping texture tiles, each being 2048x2048 pixels, with different names for various zoom levels (4km all the way to 128km, each being double the size of the last). To make the terrain itself, I teleported a craft really high and used the water level setter mod to grab a series of images which could be used to make a topographic map. I then imported all these images to Blender and traced around them to create the terrain visible on the map. A grid of cameras could then be placed over the modelled terrain to render the terrain texture tiles. There are no texture tiles where there is no terrain; the map just displays a black image.
The navigation screen took me a lot longer to make, mainly due to its content. It features a topographical map of every supported piece of terrain, in a moving map format. Not only that, but the islands displayed on it change based on what is configured in the FMC settings, as not everyone uses the ten supported mod plugin maps, much less at the same time.
The way this map works is by moving images around in the x and y positions, and changing the image as the plane moves across the map. I made a grid of overlapping images, as this is much more efficient than having an absurdly high resolution image of the entire map, especially at higher zoom settings (that's right, you can zoom in and out of this map too).
The map will also display the flight plan you create in the FMC, using some really complicated Funky Trees in combination with C# code and lots of math. If you would like to have these screens in your own aircraft, I have created a separate mod with a simplified ND (no waypoints), available here.


The features of this navigation display are listed below.
- Full-color topographic map of all terrain on the base map, plus optional support for every mod plugin
- You can zoom in and out of the map, with 6 zoom levels
- Range showing you the current zoom level and several distances of circles on the map
- Based on the FMC, the map will display all entered waypoints, with a purple line connecting each waypoint in order
- Terrain, waypoints, and target heading
Remember that complex FMC I made a couple of years ago? It's actually useful now!
Earlier this year, I spent a week making major modifications to it, removing four of the five flight plans and adding all the new waypoints. A few other pages were changed to make everything more intuitive. While some of the information is there for realism and doesn't actually do anything, a lot of the information in the "ROUTE" page is used in the autopilot and navigation system.

The climb, cruise, and approach pages allow you to preset autopilot inputs to be quickly set by pressing the relevant button on the autopilot panel. A red light indicates one or more missing values. Speaking of the autopilot panel, here it is.

Of course everything works. Not only can you adjust the speed, heading, and altitude, but you can actually adjust everything you see. This includes the advanced autoflight system. You can enter up to 25 waypoints in the flight plan in the FMC, click a button on the autopilot panel, and the plane will fly to the waypoints in order. The next waypoint is selected when you get less than 500 meters from the current target. At the end of the list, the current heading is set as the heading in the autopilot panel. You can also choose between intercept and direct. Intercept will alter the heading to fly closer to the purple waypoint path, and direct will always calculate and fly the heading direct to the target waypoint.
On top of autonavigation, my plane also has a full autoland (Cat III to be specific) which will land the plane for you. Tune in an ILS frequency in the RMC (Radio Management Computer), select the ILS radio you are using, and click the localizer and glideslope follow buttons on the autopilot panel. The plane will then automatically line up and follow a three degree glideslope straight in to the runway, flaring at the end and disabling the autopilot automatically. All you need to do is decrease speed and add flaps, then brake at the end. Arm the spoilers on approach to have them come up automatically on touchdown.
Waypoints
On the topic of the waypoint system, one problem I've had to solve is making a waypoint map everyone can easily access to view all the waypoints. The original waypoint map was created in a 3D modelling software called SketchUp Make (specifically, the 2017 edition), which you can't even download anymore. It's the software I use to 3D model some parts of the plane, and while it works fine for me (and I have the installer downloaded for future installs), it makes the waypoint map pretty much unusable. Taking a screenshot wouldn't work either, as you can see below.

I now have a proper solution everyone can visit and interact with, and even disable waypoints by mod plugin. This is in the Desmos graphing calculator, and can be accessed here.


No Mods Version
I've mentioned it before, mainly in the fourth and fifth progress updates, but I have a no mods version of the SWL-120, which is a cargo version (well, not really cargo, just a blank fuselage with a cockpit). It has a few tiny differences on the exterior (aside from the lack of windows and doors), mostly relating to parts that I 3D modelled in SketchUp or Blender instead of building in SP. The engines are also simplified (no interior), to give players a chance at running it. Currently the part count with the cockpit is 5500.
The cockpit screens in this version are obviously not the modded ones shown above. Instead, they are the vanilla label-based ones shown in the eighth progress update. While it's nowhere near the functionality of the modded one, I added some more functionality to the navigation screen and it will now display the target waypoint (only one) if the autopilot is active and following a flight plan. The EICAS is very limited and only has the four dials per engines, flaps indicator, and the few screens I added before deciding on modded screens (those screens being electrics and hydraulics).

Center Panel
In a previous update, I redesigned the aft part of the center panel to be more realistic and not be an attempt at a radio in SP. That was reasonably detailed, however after visiting some more cockpits in real life (specifically the A320, 737, 777, and 787), I felt I could do better.

Not only have I completely redesigned everything (again), I have made major changes to the backend code for the RMCs. Instead of using the alphanumeric selector like the FMC, they simply display numbers on the screen. This allowed me to reduce the variables from 555 to just 38. I don't think this has a major performance difference, but it allows me to comfortably add new variables for other systems without feeling like I'm making the performance worse. The passenger signs and cabin lights module was also moved to the "Cabin" module on the overhead panel, to organize things better and free up some room on the center panel for the new radio power buttons, which are mostly decorative (since radios in SimplePlanes 1 don't have any purpose aside from maybe ILS). They do affect power draw on the electrical system, and turning off an active ILS radio stops the ILS if it is active.
A button to arm the spoilers was also added when I made the autoland system, and working trim dials for aileron and rudder trim are just forward of the (nonfunctional and decorative) cabin interphone.
The throttle quadrant, which is one of the oldest parts that hasn't been changed too much, has had some slight modifications, mainly around the rear section. The fuel switches, which were previously just normal switches, have been replaced with highly detailed fuel cutoff switches based on the 787 and similar aircraft. I got the idea to upgrade mine after checking out this A330 and noticing it had fully modelled and animated fuel cutoff switches instead of just vanilla buttons or switches.
Another change on the throttle quadrant is to add "modules" with screws, similar to most of the cockpit. I also added a flap speed reference plate, allowing users to easily check when the flaps should be extended without going deep into the manuals or memorizing information.


Audio
One realistic aspect of flight simulators is the cockpit sounds and audio, from GPWS altitude callouts to warnings. My plane has been lacking these for a long time, but now, I finally have them! From the knowledge I gained while working on the Car Parts mod by MVC and myself, I created a new mod part in my mod to add a large variety of cockpit sounds, all in one part, with virtually no performance impact. I suggest watching this video for a demonstration of most of them, but I'll list all the sounds below. I'll leave a full explanation of every single activation parameter for the technical manual, available when I finish the plane.
- GPWS Approach Callouts
- GPWS Gear/Flaps Warnings
- Speed Warnings
- Bank Angle
- GPWS Descending Warnings
- Autopilot Disconnect
- Brown Noise (at high airspeed or engine power)
- Passenger Signs
If you would like to have these sounds in your own plane, I have created a port of this mod, called Airliner Sound Blocks, with two versions of the block used on the SWL-120.
Overhead Panel
I have talked about the overhead panel in the seventh and eighth progress updates, but now it is fully refined and improved into what I believe is the final form. Aside from the panel brightness and temperature dials, every single button/switch visible in the image below is interactable. This plane has what is likely the most realistic, detailed, and complicated startup sequence in SimplePlanes, and I have drawn inspiration from a few real-life airliners to make it as realistic as possible.
From the eighth progress update, the changes are:
- Removed all damper switches except yaw damper.
- Moved passenger oxygen switch to the "Misc 1" module and brought up evacuation command from center panel.
- Added GPWS Inhibit buttons, which control some sounds on the sound block.
- Added cargo lights switch.
- Updated engine start dials to just have "Norm" and "Start" positions, like similar real-life aircraft.
- Moved passenger signs and cabin lights buttons to the "Cabin" module from the center panel.
- Shifted "Anti Ice" and "External Lights" modules, and merged external and landing lights into one tall module.
- Updated the lights both on the plane and the switches on the overhead panel, to be similar to real-life aircraft.
- Added beacon lights which work with the cockpit dome switches, similar to the Boeing 787's overhead panel.
Accessibility
If you have been following this project since the eighth progress update, you may be familiar with the tiller controls.

In my plane, this is a system which allows you to decide, put simply, how much realism you want. You can split the tiller and rudder pedals for full realism (you'll need to be in VR with a set of USB rudder pedals), combine them for the normal SP experience, or use the tiller for yaw (for VR users without pedals). The new addition here is the throttle controls. When I have been flying my plane in VR, I noticed it was annoying to just throttle up due to my split throttle system (you can control the two engines individually by dragging/grabbing each lever). In real life, you just push both with one hand, but in VR, you have to grab both. On computer/mobile you have the default throttle, which moves both, unlike VR.
My solution was to add another "in-game" system, which has three options: Left, Right, and Split. The left/right modes choose which is the "master" throttle. For example, if the throttle mode is "Left", grabbing and moving only the left throttle lever will cause the right lever to move as well, same for reverse thrust. Due to how the variable setters work, moving the right lever in this mode will not work; it will just snap back to the left lever. Likewise, the "Right" mode will make the right lever the primary (for when you are in the first officer's seat), and "Split" will allow for individual control.
The original "Tiller" module has been redesigned to make room for the throttle mode selection, and I added buttons to make selecting a mode easier. You can still click the tiller handle base to adjust the tiller mode, like how it used to be.
Another new feature which is meant to improve accessibility is a new camera in the cockpit which can be moved around. I found that interacting with some elements such as the FMCs in particular was difficult due to the yoke and some levers being in the way, so I added a camera which can move to four positions. These four positions are the forward center panel (FMCs), aft center panel (RMCs and ACPs), the overhead panel, and the autopilot panel. You can cycle through all four views by pressing Activate 2. A control base smoothly moves the camera to each position.

Interactivity
While the new highly detailed interior may be cool, how are you supposed to explore it? For the last two years or so, I have had the galley cart, which has a hidden joystick you use to move the galley cart (and by extension the camera you are looking out of) around the plane. This worked okay for a while (especially in VR where I can then manually position the camera as I please), but it's hard to easily move around, and even harder to get a look at the new upper and lower levels (crew rest areas and avionics bay).
Inspired by several recommendations, I have added a proper first person camera! Using Pitch and Roll, you can move around the cabin just like a normal video game. Yaw rotates the view sideways (drag the camera manually to look up, down, or a small amount sideways), and activating an activation group makes Yaw adjust the vertical level. I decided against making a proper collision system just because of how complex it would need to be, so it's up to you to stay inside the aircraft (or fly outside, your choice).
As Pitch, Roll, and Yaw are pretty important aircraft inputs for the flight controls, I simply created new simulated "levers" similar to the rest of the throttle quadrant, called PitchLever, RollLever, and YawLever. These allow for Pitch, Roll, and Yaw (at least the variables the aircraft treats as these) to be controlled independently of the actual inputs. For example, the autopilot could be on, the plane is cruising (maybe even on a flight plan!), and you could be in the cabin walking around. These variables also allow the autopilot to control the yokes, to add a little more realism.

What's Left
If you're wondering what's left to do (as of writing this section on 25/10/2025), I'll detail it below.
Cockpit Screens
Mods:
I need to make a modded version of the EICAS screen, which will have the 5 screens I never did on the no mods version, and a few more details on the EICAS display. The primary flight display and navigation display are 100% complete.
No Mods:
I technically need to add the other six screens, but since the no mods version is something few people will actually download (or use the other screens on the EICAS display), my time is better spent on the modded version. All I need to do here is add the hydraulics screen, and I can copy some stuff from the electrics screen since it's very similar.
Engine Remake
While the current engines are very detailed, there are a few visual issues and lack of detail in some areas. Furthermore, the turbine stages don't scale down as air progresses through the engine; I just copied the same two sizes for the whole core. The engine remake will fix this, and also make the reverse thrust airflow vanes more detailed, instead of four hollow fuselages. The code will remain mostly the same, with a few minor tweaks to improve realism. I'm also going to merge the sound blocks from Tone Generator into my own mod (to be clear, I'm not just making a copy of tone gen, I'm baking the settings into a proprietary part for my own mod, so this plane only needs a single mod,
Liveries
I plan to make a few more liveries for my plane, aside from the existing Snake Air livery. I won't accept requests, but the current planned liveries are:
- SWL House Colors
- Lava Airways
- Qantas
- Delta
I'm not really good at replicas, including liveries, but I'll see how I go with recreating the two real liveries when I get around to it.
Documentation
This is all the non-SP documentation such as the aircraft manual and checklists. This shouldn't take more than a few days, as it's just me writing the checklists and a 10,000 word essay about the plane's inner workings.
I will also make one or more videos showing you how to fly the plane, which will take longer to make and edit than the documentation.
SnakePad
This is pretty much an iPad, and it sits in the cockpit, although you can move it to four locations or move it around freely in VR. Right now it's just the basic model, but this will eventually have all the documentation and checklists in the form of images via a mod part. You will be able to view everything about the aircraft without leaving the game (aside from planning your route with the interactive waypoint map).
Misc
While the above items are the main tasks I have to do, I have a few miscellaneous items in my to do list, and I'm sure I'll find more random bugs to fix as I continue working on this plane. It's not a huge impact, but these do add a few days to the overall completion time.
If you carefully analyze every one of my forum posts and videos, you will notice that I haven't mentioned a few items I originally planned, such as airport vehicles you can spawn in. This is just due to the absolutely massive performance impact of the plane alone, and me taking multiple years to complete it. There are also a few core limitations of SimplePlanes that are really hard to overcome, and I can easily spend a few more years on the SWL-120, let alone other vehicles.
Different Versions
As I've explained in the past, the SWL-120 will feature several different versions. The current planned versions as of writing this post are below. There will be four public versions and a few unlisted versions. I have decided to remove the planned autostart feature due to performance limitations, as it would add too many variables. Instead, I will make a video showing all the buttons to press to get the plane flying, disregarding checklists and other realistic procedures.
- Main Version | Full thing. It uses mods to reduce the technical part count of over 24000 to approximately 2300.
- No Mods | Full plane, but no mods. It's a cargo version, with no windows or doors, and the engines are slightly simpler, with the N2 and N1 components (aside from the front fan) being removed. The nose gear bay is also very basic due to the lack of 3D modelled mod parts, and the cockpit screens are labels instead of mod parts. Last time I added the cockpit, it brought the part count up to 5523 parts (performance cost 27534). Good luck.
- Fuselage Mods | The full modded interior and exterior, but without the cockpit. I may leave in some basic stuff like throttles, engine on/off switches and some instruments, but all of the realism and lag-inducing elements (of the cockpit) will be removed.
- Modded Cargo (Previously Flying Cockpit) | Just the cockpit and essential "physics parts". I originally wanted to make a flying cockpit or something similar for VR users, but the performance cost and "detail density" of all the parts is so high this simply isn't possible. What this version will be instead is a modded version of the cargo version. While the interior in theory doesn't add too much lag, having less geometry to render may improve performance, and if you're in VR (well, PCVR players who can run mods), you can enjoy improved performance with little difference from the cockpit.
SimplePlanes 2
As SimplePlanes 2 is releasing in March next year, you may be wondering what my plans for the SWL-120 are. Up until two days ago, I was planning to release the SWL-120 for both games, with the SP1 version releasing late this year or early next year (before SP1). I was also planning to make a "port" with minor improvements for SP2, along with resaving the mod. Unfortunately, when I tested a few versions in the flight demo, I experienced major issues with wobbly spoilers and a noticeably different flight model (even though SP1 wings were meant to remain the same).
To address these issues (in particular the wings), I would need to rebuild many core sections of the plane (in SP2). Instead, I will simply release the SP1 version as planned, and then the SP2 version will be major remake with ultra realistic systems, redesigned from the ground up to resemble real-life aircraft. As of now, I plan for it to have one single version, using mods in a similar fashion to the current one, but since it's mods-exclusive, I can more heavily use mods to maximize performance and details. I understand this cuts down on the number of players who can access this, but I'd rather build for myself than maintain several versions and limit what I can do by avoiding mods in some areas (to be clear, this is the SP2 remake, not the SP1 version. The SP1 SWL-120 will have both mods and no mods versions available).
I'm also not going to start building the SP2 SWL-120 until the game is more complete, with VR support, modding tools, and potentially new parts not yet announced. Not having VR in the initial design phase of the SP1 SWL-120 is one reason why certain areas of the plane had scaling problems, in addition to my lack of skill and knowledge about various components. I'm already mentally planning out some of the changes, and I can even start designing and coding many systems already.
Release Dates
Not sure yet. I think it might be Christmas 2025, but I'm not promising anything (rebuilding half the plane several times doesn't help either).
TLDR
I almost completely remade the SWL-120's interior, with new seats and a redesigned ceiling with overhead bins that open individually. Each bathroom is fully modelled with an opening door. There are two crew rest areas, one at the front and one at the back. I also added an advanced autopilot/autoflight and modded cockpit screens with insane levels of detail. The center and overhead panels have been further refined into what should be their final versions, and I have added an extensive selection of cockpit sounds to enhance realism. The no mods version is still a thing, and will have 5500 parts (there is a difference between no mods and mobile friendly).
FAQ
Q: How many parts does this have?
A: The full plane with cockpit has 2293 parts, and the version with no cockpit and full interior has 943 parts. I should note these versions both have mods, and the no mods cargo version (with slightly different cockpit screens) has about 5500 parts.
Q: How many FPS can I get?
A: It depends on what computer you have, but as of this update I get about 40 FPS with the full plane on an overclocked i9-11900K and RTX 4070ti. It's all about single-core performance and some GPU, so if you can get a better single-core performance than me, you might get a better framerate than I do. I also get 100FPS without the cockpit.
Q: gib releas date when
A: I want to say Christmas this year (25/12/2025), but just like SP2 has been delayed I might delay this plane if everything isn't ready yet. I've put progress on overdrive again for the last few months, and I am feeling more confident about releasing this, but I'm not 100% sure yet.
Q: Mods? What about no mods?
A: I'm making two versions. One uses a custom mod to reduce the part count from over 30000 to about 2300, and the other has no interior and is a cargo version. You can read more about this in the fifth progress update, and the no mods section in this update.
Q: How do I fly this?
A: I am making a technical manual and a checklist. The manual explains every single control with labelled diagrams, and the checklist essentially tells you what to do with those controls.
Q: SP2 is releasing, what will happen to the SWL-120?
A: Please read the SimplePlanes 2 section above.
YouTube Progress Updates
Random Showcase Video Links
- SWL-120 Engine Sounds
- SWL-120 Takeoff And Landing
- Basic Autopilot
- Advanced Autopilot
- Cockpit Sounds
- I Accidentally Made Golf
- SWL-120 Interior Walkthrough
You are an enigma.
50% cannon spam
50% whatever this is