@Boeing727200F @BARREND120 For what's left, I have to finish the cockpit screens (mods and no mods), the documentation and SnakePad (the SnakePad needs the documentation complete so I can add it as a bunch of images), the 4th engine remake (some stuff will be the same, but I want to fix some visual issues and improve the detail in some areas), and liveries. I may be able to get it done in two months for Christmas, but if not I'll for sure release it before SP2. I can go into a lot of detail, but I'll save that for the progress update.
@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
Since the SWL-120's interior is 99.99% complete, I thought I'd make a video showing the entire thing. I also do a quick preflight inspection of the landing gear. If you're wondering, I'm moving around using a "walker" I made using a control base with three position axes, using Pitch, Roll, and Yaw as inputs.
Could be something related to the joystick base. I had the same issue happen when I added my landing gear to the cockpit, but not when I added the cockpit to the landing gear.
Good luck. I had plans to do this a while ago but stopped because many parts were not up to my standards (and parts of it are outdated). I'm focusing on the SWL-120, but if you really do want to finish it you'll want one year of free time, and I'd start by assembling all the separate parts into one file and making any improvements necessary. The fuselage can also be redone, maybe keeping some aspects like the landing gear.
To be perfectly honest, I'd recommend the 717 instead which is newer and has some cool stuff klm never posted publicly.
@Randomplayer I made a first person camera with a control base where I use pitch, roll, and yaw (on my controller joysticks) to move around with sum(). The control base has three position axes and no rotation axis.
Context: I made a crash axe for my plane you can pick up and move around, and I realized I can use the axe to hit a ball around. So of course I did (as well as accidentally and intentionally hitting the ground to blow myself up).
Maybe after the SWL-120 is released and before SP2 releases I can make a high quality game of golf for VR users.
The SWL-10 actually seems like a good entry for this due to the engine/wing/gear configuration (although it's disqualified due to being finished over 3 years ago)
@vSoldierT ah I see. My own label screens were absurdly laggy, enough that I spent a few months making modded screens to replace them (and I'm very pleased with the outcome). If you want I can take a look and offer some improvements.
@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).
I saw your tag yesterday but didn't get time to test it until today, great work! I went for a simple flight from Wright to Yeager (not in VR).
One major recommendation I have is to add labelled diagrams of everything. I'm not sure how actual training manuals look for real planes (something I'll need to figure out when I get to making documentation for my plane), but I would assume they detail every single control and what it does. The user manual (which I only noticed after taking off, what a great preflight lookaround I did lol) is a good start to this.
Another recommendation, which would be a great addition to the user manual (or maybe in some sort of EFB where everything can be found) is tables of all important information, such as what the airport codes (WLA, KAX, etc) mean, minimum/maximum airspeeds, and anything else. I was able to guess what Yeager was by the 01L/R runways.
I also noticed the fuel transfer systems seems to have an error when I activate more than one transfer button, as all buttons say error (and some have "On" and "Error" overlapping). Do you know why this happens?
The overall design of everything is very good, and I especially like the engine instruments and "System Data Display". You also made the text have proper backlighting which works with a switch, something I don't remember seeing before. It would be cool if every single system with emissive paint also had this effect (note, this is why I avoided any dials in my plane, as they are hard to turn on and off).
There are a few other recommendations I have if you're interested, about construction methods, coding errors, and improvements to some code.
Overall, I am very impressed with this cockpit! Well done!
@RedeemedSPer I have been ş̴̢̧̢̡̛̛̥̜̜̦̠͖̹͇͙͖͚͔̘͇͉̼͉͕̱̲̱͉̼̹͚̯͎̮͔̳̫̭͕̱̙͖̠̼̹̼̮̞̦͍̝̳̙̣̫̬̹̩̹͍̼̙̱̲͔͓̘̣͕̪̝͉̩̉̽̂͐̒̇̎̒̊̑̉́̄͗̓̄̒͊̃̂͛͋̍̀̒̍̇̈́̉̂̉̎̈̈́̋̀͆̾̓̀́̈̿͋̓͑̈́̆̌̂̓̍͌̔̔͌̀̍̕̕̕̚̚͠͝͠ǘ̴̡̢̧̧̢̡͉̠̱͈̭̬͍͓͖̙͖͖̫̮̥̜̤̘̬͔̬̥̦͈̞̣̳̬̟̊̄̔̔͐̄̕͝ͅͅm̴̢̧̫̞͖͔̠͈͚̗̖̯̪̟͕̲̰͓̼͇͉͕̜̼̺̞̘̜̠̙͚̖̦͚̠͍̗̑͗̅͗͒͜͜͠ͅm̴̛̛̫̺̟̼̮̫͎̬̤͈̹̬͉̟͕͕͓̰̳̬̠̲͙͎̪̳͚̤͙͎̤̤̫̝̣̖̫̗̜͈͓͈̝̗͚̹̞̬̻̭͓͎̻̼̙̩̮̣̥̰̦̞̃̔̎̂̓͑̆͒̒̉͆̑̒̈́͊̐́͌̎̅͘͘̚͜͜͜͠͝ơ̴̡̡̨̢̨̡̨͖̪̩̱͇͇̼̮̩̩͕͎̹̮̙̲͙̞̦̥̤̝͎̝͕̱̰̘̗̞̲̫̻͇̯̰̫̗̣̻̲͖̘̮̣̙̖̯͎̻̮̹̹̭̟̗͖͍͔̫̳̺̫̣̱̩̟̎͂͒́́̉̑̓̍̔̆͛̅̀̍̋̀̑̍͛̓́̀̂̈͊̉̉̏͆̃̈́̆̑̓͛̍̌͒̕͘͝͝͝ͅͅn̸̨̛̛̺̬̣͙̰̬̻͎̠̝͗͛̒̎͊͑́̃̄̇̃̓͊̈̅͐̑̍͐̽͐́̐̎̿͗̈̽̓̐̐͐̆̆́͒͆̈͘̚̕̕͜͜͝͠͝͝ě̸̡̨̡̛̛̛̻̳̦̟̩͈̻̦̩̟̭̩̺̟̪̖͚̹̞̺̱̺̬͖̯̜̤̯̹̺̙̖͙̹̭̣̲͚̩̰̱̮̬͔̫͔̱̈́͛̃̽̌͆̽̈́̄͆̔̽͒̀͋̉̂̈̈́̋͗̔̑̿̃͐̌̓̇̂̿̔́̿͛͊̔͐̈́̾͆̌̒́̍̀͌̾́͂͂̊̉̄͋̿̍̔̔̊̚̚̕̚͝͠͝͝ͅd̶̨̢̧̨̢̤̱͎̯̬̬̭̳̫͚̯͔̣͍̙̫̬̝̰̬͔̠̗͔̹̮̮̦̙͖̙͕̻̬̜̩̬̮̦̞̤͔͔̣̦̪͇͙̼̪̻̿́͜ͅͅ
@FaLLin1 I hope so to; although I doubt they will have the same level of functionality as these do (especially the version I use in my SWL-120, which also has a very complicated and integrated waypoint display system with purple waypoint paths)
Hiding parts does not hide them from the connect part menu. For example, if I hide a fuselage that would normally obscure a part, then select a part, click add connection, and attempt to click on the obscured part, I actually select the hidden part despite it not being visible.
@Alvinwilson345 Please read.
Mobile mods have been unsupported for 6 years now, and while some users have found ways to make mobile mods, these mods cannot use scripts (which this heavily relies on), and are made using an older version of Unity and unsupported mod tools.
@Sense2 "And now that we've finished our interior, let's add a simple cockpit to finish off the build. I think 99% realism should be okay for this build since I'm just showing you the basics."
@Sense2 Thanks for your advice! I will actually consider some of your suggestions since I don't really know how some of them work, especially how the non-normal sounds interact with each other and when they play.
1. If you mean the overspeed, I agree. Even the brown noise, which goes for 10 minutes (looped), has a slight cut when it loops. I might just go into Audacity and extend the overspeed alarm to be 1 minute or longer.
2. I could update the low airspeed mp3 to have two calls, and then not loop it. Easy change.
3. I technically could fix this, but it would make the whole system even more complicated. I do have warnings in specific groups, and certain sounds take priority (for example, the speed warnings go from stall, to low speed, to overspeed). It's not perfect, but again it's a game about simple planes.
4. So you mean that in addition to the sound, there should be a text warning? Where specifically should it go on the EICAS? In the (not built yet) messages section, or a larger warning at the top?
5. I actually was aware of that sound existing, but never added it. I will now look into adding it. I know it means the glideslope is not in the center, but when exactly does the warning activate?
@Boeing727200F I have screws, which will be replaced with even more detailed screws when I eventually mod all the cockpit details (a no mods version will of course be available). Honestly, to go any further would require me to use textures and spend too much time working on this, far beyond the loop of "I'm better now, let's replace this 2 year old part". I would be perpetually working on the plane, remaking every part forever. This has been my most complicated project ever, and will likely remain the most complex aircraft I ever make for a long time. Anything I make in SP2 will be slightly simpler, especially in the general construction due to the new parts.
Speaking of wiring, I do have a fully simulated electrical system which you can view on the EICAS display (not in this build).
@ThePlaneBrowser either Christmas or early next year.
@Boeing727200F @BARREND120 For what's left, I have to finish the cockpit screens (mods and no mods), the documentation and SnakePad (the SnakePad needs the documentation complete so I can add it as a bunch of images), the 4th engine remake (some stuff will be the same, but I want to fix some visual issues and improve the detail in some areas), and liveries. I may be able to get it done in two months for Christmas, but if not I'll for sure release it before SP2. I can go into a lot of detail, but I'll save that for the progress update.
@frogbot4000 Thanks!
@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
@RGaming00 What do you mean?
What V said
@jamesPLANESii I'm Australian and I call it airplane. Aeroplane sounds wrong to me lol
@YarisSedan yep! That is the interior though, not some other stuff I have to do (cockpit, engines, liveries, and documentation)
Since the SWL-120's interior is 99.99% complete, I thought I'd make a video showing the entire thing. I also do a quick preflight inspection of the landing gear. If you're wondering, I'm moving around using a "walker" I made using a control base with three position axes, using Pitch, Roll, and Yaw as inputs.
Could be something related to the joystick base. I had the same issue happen when I added my landing gear to the cockpit, but not when I added the cockpit to the landing gear.
@PZLAgencies A few months
If you're interested, I made a waypoint map with many more locations.
+1Good luck. I had plans to do this a while ago but stopped because many parts were not up to my standards (and parts of it are outdated). I'm focusing on the SWL-120, but if you really do want to finish it you'll want one year of free time, and I'd start by assembling all the separate parts into one file and making any improvements necessary. The fuselage can also be redone, maybe keeping some aspects like the landing gear.
To be perfectly honest, I'd recommend the 717 instead which is newer and has some cool stuff klm never posted publicly.
@Randomplayer I made a first person camera with a control base where I use pitch, roll, and yaw (on my controller joysticks) to move around with sum(). The control base has three position axes and no rotation axis.
@Boeing727200F by making something you can pick up and move around which can be used to interact with stuff
@Randomplayer I guess so
Context: I made a crash axe for my plane you can pick up and move around, and I realized I can use the axe to hit a ball around. So of course I did (as well as accidentally and intentionally hitting the ground to blow myself up).
Maybe after the SWL-120 is released and before SP2 releases I can make a high quality game of golf for VR users.
Seeras is a curator.
The SWL-10 actually seems like a good entry for this due to the engine/wing/gear configuration (although it's disqualified due to being finished over 3 years ago)
@vSoldierT no problem
@vSoldierT ah I see. My own label screens were absurdly laggy, enough that I spent a few months making modded screens to replace them (and I'm very pleased with the outcome). If you want I can take a look and offer some improvements.
Will everything function exactly like the real thing? (barring classified military documents lol)
+1@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
+1There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).
@Bigolfishboy yes
+1I saw your tag yesterday but didn't get time to test it until today, great work! I went for a simple flight from Wright to Yeager (not in VR).
+1One major recommendation I have is to add labelled diagrams of everything. I'm not sure how actual training manuals look for real planes (something I'll need to figure out when I get to making documentation for my plane), but I would assume they detail every single control and what it does. The user manual (which I only noticed after taking off, what a great preflight lookaround I did lol) is a good start to this.
Another recommendation, which would be a great addition to the user manual (or maybe in some sort of EFB where everything can be found) is tables of all important information, such as what the airport codes (WLA, KAX, etc) mean, minimum/maximum airspeeds, and anything else. I was able to guess what Yeager was by the 01L/R runways.
I also noticed the fuel transfer systems seems to have an error when I activate more than one transfer button, as all buttons say error (and some have "On" and "Error" overlapping). Do you know why this happens?
The overall design of everything is very good, and I especially like the engine instruments and "System Data Display". You also made the text have proper backlighting which works with a switch, something I don't remember seeing before. It would be cool if every single system with emissive paint also had this effect (note, this is why I avoided any dials in my plane, as they are hard to turn on and off).
There are a few other recommendations I have if you're interested, about construction methods, coding errors, and improvements to some code.
Overall, I am very impressed with this cockpit! Well done!
imgbb.com
@Graingy Trying to submit a comment on the Corsair spits the entire page HTML in a browser alert window. Also weird.
+1@RedeemedSPer I have been ş̴̢̧̢̡̛̛̥̜̜̦̠͖̹͇͙͖͚͔̘͇͉̼͉͕̱̲̱͉̼̹͚̯͎̮͔̳̫̭͕̱̙͖̠̼̹̼̮̞̦͍̝̳̙̣̫̬̹̩̹͍̼̙̱̲͔͓̘̣͕̪̝͉̩̉̽̂͐̒̇̎̒̊̑̉́̄͗̓̄̒͊̃̂͛͋̍̀̒̍̇̈́̉̂̉̎̈̈́̋̀͆̾̓̀́̈̿͋̓͑̈́̆̌̂̓̍͌̔̔͌̀̍̕̕̕̚̚͠͝͠ǘ̴̡̢̧̧̢̡͉̠̱͈̭̬͍͓͖̙͖͖̫̮̥̜̤̘̬͔̬̥̦͈̞̣̳̬̟̊̄̔̔͐̄̕͝ͅͅm̴̢̧̫̞͖͔̠͈͚̗̖̯̪̟͕̲̰͓̼͇͉͕̜̼̺̞̘̜̠̙͚̖̦͚̠͍̗̑͗̅͗͒͜͜͠ͅm̴̛̛̫̺̟̼̮̫͎̬̤͈̹̬͉̟͕͕͓̰̳̬̠̲͙͎̪̳͚̤͙͎̤̤̫̝̣̖̫̗̜͈͓͈̝̗͚̹̞̬̻̭͓͎̻̼̙̩̮̣̥̰̦̞̃̔̎̂̓͑̆͒̒̉͆̑̒̈́͊̐́͌̎̅͘͘̚͜͜͜͠͝ơ̴̡̡̨̢̨̡̨͖̪̩̱͇͇̼̮̩̩͕͎̹̮̙̲͙̞̦̥̤̝͎̝͕̱̰̘̗̞̲̫̻͇̯̰̫̗̣̻̲͖̘̮̣̙̖̯͎̻̮̹̹̭̟̗͖͍͔̫̳̺̫̣̱̩̟̎͂͒́́̉̑̓̍̔̆͛̅̀̍̋̀̑̍͛̓́̀̂̈͊̉̉̏͆̃̈́̆̑̓͛̍̌͒̕͘͝͝͝ͅͅn̸̨̛̛̺̬̣͙̰̬̻͎̠̝͗͛̒̎͊͑́̃̄̇̃̓͊̈̅͐̑̍͐̽͐́̐̎̿͗̈̽̓̐̐͐̆̆́͒͆̈͘̚̕̕͜͜͝͠͝͝ě̸̡̨̡̛̛̛̻̳̦̟̩͈̻̦̩̟̭̩̺̟̪̖͚̹̞̺̱̺̬͖̯̜̤̯̹̺̙̖͙̹̭̣̲͚̩̰̱̮̬͔̫͔̱̈́͛̃̽̌͆̽̈́̄͆̔̽͒̀͋̉̂̈̈́̋͗̔̑̿̃͐̌̓̇̂̿̔́̿͛͊̔͐̈́̾͆̌̒́̍̀͌̾́͂͂̊̉̄͋̿̍̔̔̊̚̚̕̚͝͠͝͝ͅd̶̨̢̧̨̢̤̱͎̯̬̬̭̳̫͚̯͔̣͍̙̫̬̝̰̬͔̠̗͔̹̮̮̦̙͖̙͕̻̬̜̩̬̮̦̞̤͔͔̣̦̪͇͙̼̪̻̿́͜ͅͅ
+3@Boeing727200F Not quite lol.
That's an easy way to delay the release date a few years though
@Thbigmanscoop109 Either this Christmas or early next year
Hello everyone, I have been summoned
+4@todaytoneet @AirFalcon My link
No Mobile
Mobile mods with scripts have been unsupported for 6 years now.
@Chinedu Must I put the no mobile statement on every mod I make?
+2@FaLLin1 I hope so to; although I doubt they will have the same level of functionality as these do (especially the version I use in my SWL-120, which also has a very complicated and integrated waypoint display system with purple waypoint paths)
Hiding parts does not hide them from the connect part menu. For example, if I hide a fuselage that would normally obscure a part, then select a part, click add connection, and attempt to click on the obscured part, I actually select the hidden part despite it not being visible.
@YarisSedan here you go
@Graingy bruh I don't need that much realism lol
No Mobile
Mobile mods with scripts have been unsupported for 6 years now.
@Alvinwilson345 Please read.
+1Mobile mods have been unsupported for 6 years now, and while some users have found ways to make mobile mods, these mods cannot use scripts (which this heavily relies on), and are made using an older version of Unity and unsupported mod tools.
@MTindustries I guess this is my response now; Christmas 2025, earlier if I can finish all the stuff I have to work on
+1From the mod The Items
+2@Icey21 @IMCI Murphy Airport is what Yeager Airport used to be called, likely after Kevin Murphy, one of the developers.
+2@Sense2 Thanks, I have updated that. I'll add you to the credits list for providing recommendations on the cockpit sounds.
@Sense2 Alright, and does it loop or just play once/twice like low airspeed?
@Icey21 nevermind, it will have absolutely everything, including Cat III autoland
+2boy do I have news for you
+1@Sense2 "And now that we've finished our interior, let's add a simple cockpit to finish off the build. I think 99% realism should be okay for this build since I'm just showing you the basics."
@Sense2 Thanks for your advice! I will actually consider some of your suggestions since I don't really know how some of them work, especially how the non-normal sounds interact with each other and when they play.
1. If you mean the overspeed, I agree. Even the brown noise, which goes for 10 minutes (looped), has a slight cut when it loops. I might just go into Audacity and extend the overspeed alarm to be 1 minute or longer.
2. I could update the low airspeed mp3 to have two calls, and then not loop it. Easy change.
3. I technically could fix this, but it would make the whole system even more complicated. I do have warnings in specific groups, and certain sounds take priority (for example, the speed warnings go from stall, to low speed, to overspeed). It's not perfect, but again it's a game about simple planes.
4. So you mean that in addition to the sound, there should be a text warning? Where specifically should it go on the EICAS? In the (not built yet) messages section, or a larger warning at the top?
5. I actually was aware of that sound existing, but never added it. I will now look into adding it. I know it means the glideslope is not in the center, but when exactly does the warning activate?
@Boeing727200F I have screws, which will be replaced with even more detailed screws when I eventually mod all the cockpit details (a no mods version will of course be available). Honestly, to go any further would require me to use textures and spend too much time working on this, far beyond the loop of "I'm better now, let's replace this 2 year old part". I would be perpetually working on the plane, remaking every part forever. This has been my most complicated project ever, and will likely remain the most complex aircraft I ever make for a long time. Anything I make in SP2 will be slightly simpler, especially in the general construction due to the new parts.
+2Speaking of wiring, I do have a fully simulated electrical system which you can view on the EICAS display (not in this build).