This is a test using the camera overrider part in ConvenientParts. While you see the wing, I was in VR controlling the aircraft from the cockpit. Due to this the sound is a little weird (and you can hear me adjusting the autopilot), but you do get a cool view of the wing during flight.
@vSoldierT about your aircraft, some generic suggestions are:
- Disable drag (calculateDrag = false) on all but a few parts such as inlets. Increase dragScale to keep realistic drag.
- Optimize variables/code if applicable (for me I got 2000 variables down to 1000 and later 700 with optimization, although this is probably unique to me)
- Avoid excessive trigonometry calculations, as these are up to 200 times more performance intensive than other operations like multiplication or division (this is one of the reasons why my text label screens are so laggy). I'm not saying remove every single one, as many codes require them, but don't just put like 500 lines of sin(PitchAngle) in a label and expect it to have no lag.
@vSoldierT There are currently two types of cockpit screens (cockpit screens being 2x PFD, 2x navigation display, and 1x multifunction EICAS display). One uses labels (mentioned here), while the other uses mod parts to drastically improve performance. In fact, my FPS doubles from 30 to 60 if I remove the laggy label screens and replace them with my mod screens. The mod screens basically just move textures around, which has almost no performance impact.
This is amazing, I can't wait to fly it. By the way, won't the cockpit screens weigh a lot? I imagine you're doing it with XML labels, right? I'm making an F-18 with realistic screens and the cockpit in general, but the XML labels are weighing absurdly and throwing the performance way down, even without demanding much from the CPU (i5 13g) and RTX3050, the fps is ridiculous, and the aircraft in general has only 1200 parts, do you have any tips?
@windshifter1 that is not currently planned, but not impossible. Currently the closest thing to walking around is the galley cart, which already has issues like no collisions and no ability to climb ladders (there is no way to properly appreciate the detail of the avionics bay and crew rest areas). I'm currently focused on cockpit screens (teaser), but I do plan to finish off the interior after that, which may include extra interactivity.
@PlaneFlightX Very nice! Just wondering, are you planning to make the exterior interactable as well? It would be interesting to somehow pair this with the FPS Camera as well to be able to do a full pre-flight walkaround.
This is a test using the camera overrider part in ConvenientParts. While you see the wing, I was in VR controlling the aircraft from the cockpit. Due to this the sound is a little weird (and you can hear me adjusting the autopilot), but you do get a cool view of the wing during flight.
@PlaneFlightX dang
@KPLBall Ah okay, still no sorry
@PlaneFlightX ok?
I have a PC, but I use phone to make everything mobile friendly
But I still have SP on computer
@KPLBall You need mods
@PlaneFlightX tag me
@KPLBall No, it's still in development. Next possible release date is this Christmas.
Is it posted?
@PlaneFlightX Eyy Keep up the good work bro, I just came back to this game
looks beautiful, keep up the good work
@HazerzIsBack Yep. I hope to release at the end of this year.
Dang bro, it's still on going???
Looks like it's coming along nice
@vSoldierT about your aircraft, some generic suggestions are:
- Disable drag (calculateDrag = false) on all but a few parts such as inlets. Increase dragScale to keep realistic drag.
- Optimize variables/code if applicable (for me I got 2000 variables down to 1000 and later 700 with optimization, although this is probably unique to me)
- Avoid excessive trigonometry calculations, as these are up to 200 times more performance intensive than other operations like multiplication or division (this is one of the reasons why my text label screens are so laggy). I'm not saying remove every single one, as many codes require them, but don't just put like 500 lines of sin(PitchAngle) in a label and expect it to have no lag.
@vSoldierT There are currently two types of cockpit screens (cockpit screens being 2x PFD, 2x navigation display, and 1x multifunction EICAS display). One uses labels (mentioned here), while the other uses mod parts to drastically improve performance. In fact, my FPS doubles from 30 to 60 if I remove the laggy label screens and replace them with my mod screens. The mod screens basically just move textures around, which has almost no performance impact.
This is amazing, I can't wait to fly it. By the way, won't the cockpit screens weigh a lot? I imagine you're doing it with XML labels, right? I'm making an F-18 with realistic screens and the cockpit in general, but the XML labels are weighing absurdly and throwing the performance way down, even without demanding much from the CPU (i5 13g) and RTX3050, the fps is ridiculous, and the aircraft in general has only 1200 parts, do you have any tips?
@PlaneFlightX you can test flight from snowtone to Wright Island
I thought you we're going to land on the grass, what mod is that?
@frogbot4000 Thanks!
Yoo, I just watched your variable tutorial video the other day! This looks like it's gonna turn out to be awesome
@windshifter1 that is not currently planned, but not impossible. Currently the closest thing to walking around is the galley cart, which already has issues like no collisions and no ability to climb ladders (there is no way to properly appreciate the detail of the avionics bay and crew rest areas). I'm currently focused on cockpit screens (teaser), but I do plan to finish off the interior after that, which may include extra interactivity.
@PlaneFlightX Very nice! Just wondering, are you planning to make the exterior interactable as well? It would be interesting to somehow pair this with the FPS Camera as well to be able to do a full pre-flight walkaround.
@ReynaldoHeavyIndustries what?
You can flights test