@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.
@EternalDarkness About radial mirroring, I would like the ability to type in any number for the number of sections, instead of 1-6 like Juno (for stuff like turbine blades or custom fans)
@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.
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.
I just remembered one critical problem with the existing system: "Failed to mirror part because another part already exists"
This is a relic of many years ago, and just flat out doesn't work. I was working on my autopilot panel and wanted to mirror a button to the other side (inside the cockpit cavity, there was nothing there), and it wouldn't let me. I suggest either removing this check entirely or adding an option to disable it.
@Graingy I agree with that actually (WASD rotating). Several times I press Ctrl + S, forget the Ctrl part, and have to reload my last save because I rotated the entire wing into the fuselage and created 5 hours of work (if I were to reconnect everything).
SWL-120 Log:
Hours spent sitting at Wright testing cockpit stuff: 999
Hours spent in cruise testing autopilot: 999999
Hours spent testing variables in the debug console and not the plane: 9999999999
Hours spent flying actual aircraft: 0.1
@HuskyDynamics01 That's actually a pretty good idea! Instead of messing with all kinds of stuff on my wings after mirroring, I can simply... build them at the same time.
Same for engine fan blades for example; I can build one and instantly have another 23, all editable as well.
I personally would like parts to retain their connections when mirroring.
For a real example, let's say I've just finished making an overhead bin for my interior. The bin has 9 or so parts, all fuselages with various types of slicing. I would like to mirror this bin to the other side of the aircraft. Now, the way I do my connections is I pick one main part of something (for the overhead bin it's probably one of the larger central fuselages), and connect all other parts to that, except for smoothing reasons where they need to match. When I do this, I also like to connect the parts via the "central" connection point. So when I mirror this bin (using Ctrl + M or the equivalent GUI button), I would expect for all parts to maintain their exact connections. What actually happens is some parts keep their connections, while many seem to randomly reconnect to neighboring parts. I end up having to pretty much delete connections and reconnect everything manually, which adds time. Especially if the 9 part overhead bin is instead, say, a 900 part wing I built one side of.
TL;DR: I would like to see mirrored parts keep their connections instead of randomly choosing new ones.
@Dissent3R I have no clue; all my stuff is fictional with irl inspiration because I suck at making replicas; I like building for fun and doing whatever is easiest in SP
@jamesPLANESii mine's kinda of an abomination. Engine power increases with speed and altitude and I plucked some random dragScale value and put in on the one part with drag. It works and I haven't touched it in 2 years
While the thumbnails were first taken in SP, they were modified too much, such that the original build's materials and "SP-ness" was not clearly identifiable. While light image enhancements are fine (for example reshade, adding text or small icons, and backgrounds), the thumbnails were too grainy and were not clearly identifiable as an SP build. I'm not a moderator; I'm just offering my opinion on why they were removed.
@Graingy I have no memory of making my account because I was 7 at the time, but I do remember playing for at least a year before the propeller update (all I had was the original props).
@M109simp It's not a mod that turns groups of parts into one part; you have to manually export and process the parts into mod parts yourself (it's a custom mod called SWL-120 Parts for my upcoming plane the SWL-120). If you want to make your own mod for your plane, you can view a tutorial here.
@CaptFoxworth19 It's the same wing I made 2 years ago (with minor bugfixes and improvements since); I just felt like uploading it to farm point- I mean share some of my work.
@IFVuser yeah if I were to assemble every pre-export into one file, it would easily be in the tens of thousands. I can run everything no problem at 60FPS though right now with mods. Total part count is 2000, most of that being buttons and stuff in the cockpit.
The SWL-120
@Kendog84
+1Thanks, I'll take a look when I have a chance
@vSoldierT about your aircraft, some generic suggestions are:
+1- 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.
+1@Graingy nope
@Graingy I've only played SP, Juno, Minecraft, Transport Fever 2, and Beat Saber
@EternalDarkness About radial mirroring, I would like the ability to type in any number for the number of sections, instead of 1-6 like Juno (for stuff like turbine blades or custom fans)
@frogbot4000 Thanks!
@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.
+2@ReynaldoHeavyIndustries what?
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.
I just remembered one critical problem with the existing system: "Failed to mirror part because another part already exists"
+6This is a relic of many years ago, and just flat out doesn't work. I was working on my autopilot panel and wanted to mirror a button to the other side (inside the cockpit cavity, there was nothing there), and it wouldn't let me. I suggest either removing this check entirely or adding an option to disable it.
@Graingy I agree with that actually (WASD rotating). Several times I press Ctrl + S, forget the Ctrl part, and have to reload my last save because I rotated the entire wing into the fuselage and created 5 hours of work (if I were to reconnect everything).
+4@Graingy
CraftNameInDevelopment: 9999999999 hours
CraftNameStock: 0 hours
CraftNameDownloaded: 1 hour (testing stuff for other people)
SWL-120 Log:
+2Hours spent sitting at Wright testing cockpit stuff: 999
Hours spent in cruise testing autopilot: 999999
Hours spent testing variables in the debug console and not the plane: 9999999999
Hours spent flying actual aircraft: 0.1
@HuskyDynamics01 That's actually a pretty good idea! Instead of messing with all kinds of stuff on my wings after mirroring, I can simply... build them at the same time.
+2Same for engine fan blades for example; I can build one and instantly have another 23, all editable as well.
I personally would like parts to retain their connections when mirroring.
+11For a real example, let's say I've just finished making an overhead bin for my interior. The bin has 9 or so parts, all fuselages with various types of slicing. I would like to mirror this bin to the other side of the aircraft. Now, the way I do my connections is I pick one main part of something (for the overhead bin it's probably one of the larger central fuselages), and connect all other parts to that, except for smoothing reasons where they need to match. When I do this, I also like to connect the parts via the "central" connection point. So when I mirror this bin (using Ctrl + M or the equivalent GUI button), I would expect for all parts to maintain their exact connections. What actually happens is some parts keep their connections, while many seem to randomly reconnect to neighboring parts. I end up having to pretty much delete connections and reconnect everything manually, which adds time. Especially if the 9 part overhead bin is instead, say, a 900 part wing I built one side of.
TL;DR: I would like to see mirrored parts keep their connections instead of randomly choosing new ones.
Imgur doesn't work with the website; I personally use and recommend imgbb.
what is this
+1@Dissent3R I have no clue; all my stuff is fictional with irl inspiration because I suck at making replicas; I like building for fun and doing whatever is easiest in SP
+1@jamesPLANESii good question
+1@Graingy I will outlast you
@jamesPLANESii mine's kinda of an abomination. Engine power increases with speed and altitude and I plucked some random dragScale value and put in on the one part with drag. It works and I haven't touched it in 2 years
+1@Mahoots No, it's still there
Not that I know of, unfortunately.
@THEOKPILOT good to hear
The oldest one
@THEOKPILOT Oh wait you're not joking...
Hopefully you can get it working then
@THEOKPILOT Well you are now the proud owner of a... brick
@THEOKPILOT bumped that hard drive did you?
@THEOKPILOT Thanks! Also it's a 4070ti now. The rest is still the same though
@THEOKPILOT One wrong bump and that 2000GB nameless hard drive will be a 0GB nameless hard drive.
While the thumbnails were first taken in SP, they were modified too much, such that the original build's materials and "SP-ness" was not clearly identifiable. While light image enhancements are fine (for example reshade, adding text or small icons, and backgrounds), the thumbnails were too grainy and were not clearly identifiable as an SP build.
+2I'm not a moderator; I'm just offering my opinion on why they were removed.
@Warwolf182 I don't have mainstream social media, sorry
@ollielebanania That is an AI written comment to promote a product.
@Warwolf182 That is an AI written comment posted by a hacked account. Check out their recent comments.
@Yoloooooo This is the in-progress advanced one
+1clamp01(GS < 17.8816) * Yaw
+117.8816 is 40mph in m/s.
@vonhubert Good luck!
+1@Graingy I have no memory of making my account because I was 7 at the time, but I do remember playing for at least a year before the propeller update (all I had was the original props).
I joined in my very early childhood when the game first released on iOS and plan to be around for many more years.
+1@M109simp It's not a mod that turns groups of parts into one part; you have to manually export and process the parts into mod parts yourself (it's a custom mod called SWL-120 Parts for my upcoming plane the SWL-120). If you want to make your own mod for your plane, you can view a tutorial here.
@CaptFoxworth19 It's the same wing I made 2 years ago (with minor bugfixes and improvements since); I just felt like uploading it to farm point- I mean share some of my work.
@IFVuser yeah if I were to assemble every pre-export into one file, it would easily be in the tens of thousands. I can run everything no problem at 60FPS though right now with mods. Total part count is 2000, most of that being buttons and stuff in the cockpit.
+1@32 yeah they are supportive of me (as long as schoolwork gets done lol)
+2@IFVuser yes
@IFVuser 2500.
+2Per engine.
And that will increase when I remake the engines again in the next few months.
@IFVuser That's without engines too
+2Is there any way to adjust the wind using the console?
@32 What do you mean?