@windshifter1 Ah, that mod allows you to display a window running on your computer in SP. For example, I can open SP, open YouTube, then put on my VR headset and watch videos on the IFE.
@windshifter1 I have some plans for the IFE, possibly using Netflix/Youtube and this mod. For bonus points the SnakePad can be dragged from the cockpit to anywhere in the plane (switch to the galley cart view, move the galley cart to the cockpit, grab the SnakePad, and move the galley cart while holding the SnakePad). The SnakePad is planned to have some cool "cheat" stuff, like essential autopilot controls and a nav screen, so you can view and manage basic stuff while relaxing in economy class watching a movie.
Still many, many months away. I also have school which is taking up a lot of my time rn.
@Stinkyhouse That is a standard progress update. I still have a lot to do (update interior, finish cockpit, liveries, manuals and instructions, nose gear, engine updates, lots and lots of coding in the cockpit)
@windshifter1 Alright
Tone gen - You are limited to basic tones. However, with the right combination, you can create your own realistic engine sounds. I haven't got this right, but me and klm747 (some parts of the SWL-120 came from the source files of this mod we made) were experimenting with tone generator for engine sfx a year ago. We did develop some interesting test sounds, but we never finished it. I'm planning to look at it again after I finish some other subprojects of the SWL-120.
A sound mod is 100% possible. SnoWFLakE0s made an unreleased sound mod that you can view the Unity project for here. I personally have downloaded it and exported the mod inside, but I have no idea how the code actually works.
If you're wondering how to build as detailed as me, I honestly have no idea. I guess I've simply improved over time. I'd say try to include every little detail you see, especially for a replica. Screws? Add them. Small texts here and there? Add them. Engine? Try to build it as best you can, making sure to get the measurements right. If you do go ahead with this project I would be very interested in helping you if you need it.
Btw, do you have Discord? I'm sure that would be easier for both of us than an increasingly long comment chain on this update forum.
@windshifter1
I forgot to upload, sorry (will do soon). The AI vehicles subproject has been kinda put on hold, but it will be completed... eventually.
Yes, most static bodies are 1 part. For example, inboard flap, outboard flap, outboard wing segment (wingflex reasons), wing base, fuselage, seats, interior without seats, engine parts, etc. You are correct.
Oh, the infinite fuel is just so I don't have to worry about running out of fuel in the game. The plane itself will feature a fully simulated and coded three-tank system, with realistic engine fuel draw, crossfeed, fuel dumping, and more.
Thanks!
I'd say tone generator is a useful part for extra sound effects, but I honestly don't use too many parts mods (tbh I don't even browse through the site too much, I check it all the time but just for notifications). It's all my own mod for the SWL-120 aside from tone gen.
@windshifter1 Thanks!
1. In the modded version, every single static body is a mod part. Image 1 | Image 2. There's over 90 modded parts the last time I counted. You can view more information here and here, as well as some other random bits scattered across the progress updates.
2. This plane has infinite fuel, which I guess screws up the empty weight calculations. The plane weighs EXACTLY 30,000 pounds, on the dot, both the modded and non-modded versions.
3. As explained and shown in 1, yes. The seats are the exact same models from this mod I made with klm747, except 1 part for the entire interior, as I have access to the source files.
4. The SWL-120's main fuselage in its current state (I've slightly redesigned it over the years) is the 787, with a 787 interior (the galleys are also literally modelled after 787 galleys). It has 787 landing gear, and 767 redo/787 cockpit screens. The FMC is inspired by the A320. The wings are 777, with 737 wingtips. The engines are meant to be the GE90, but with the 787 chevrons (I plan to redesign them to be more like the GE90 later, still with chevrons). The overhead panel and most of the center panel is also inspired by the 787, although some elements are redesigned for convenience of building and coding. Some other parts around the plane are also probably modified from real life to better suit SP.
@windshifter1 In response to the AI vehicles, I do have a somewhat developed pushback tug. It can't pushback anything yet, but I'll upload something for you soon. Just typing out a detailed response to your first comment.
This is insane.
Also, I have a fix to your switch issue. It happened to me. To restore all functionality, all you need to do is re-add all your switches and buttons to the plane. What I've found so far is control bases with certain configurations have a higher part id than switches, those switches lose their interactivity. However, any freshly added switches will work (including old switches that are just readded so they have a higher part id).
@NGC543 Ah, yes, I plan to have a screen similar to this... when I have time.
Read the markdown formatting, linked at the top of the forums.
+2@NGC543 Still nothing relevant to aviation. Do you know what those two acronyms stand for?
@NGC543 I guess there's this WIP progress update, but I'm kinda busy with school at the moment so I have minimal time for SimplePlanes.
@NGC543 What do you mean?
@NGC543 What is an FTCL? Google isn't returning any results.
@NGC543 FMC contains about 700 variables. Some variables are longer than others (think huge paragraphs for a single variable).
This comment is no longer the newest comment on this post.
+1@SimpleStudent bruh forgot
+1anyway, clamp01(Activate3 * clamp01(smooth(Pitch, 0.1) < 1) * smooth(Pitch, 0.1)
Maybe try that?
From what I've seen it doubles the points you get from upvotes.
+1@windshifter1 Ah, that mod allows you to display a window running on your computer in SP. For example, I can open SP, open YouTube, then put on my VR headset and watch videos on the IFE.
@DatFiat126Guy19 Thanks!
+1@windshifter1 I have some plans for the IFE, possibly using Netflix/Youtube and this mod. For bonus points the SnakePad can be dragged from the cockpit to anywhere in the plane (switch to the galley cart view, move the galley cart to the cockpit, grab the SnakePad, and move the galley cart while holding the SnakePad). The SnakePad is planned to have some cool "cheat" stuff, like essential autopilot controls and a nav screen, so you can view and manage basic stuff while relaxing in economy class watching a movie.
Still many, many months away. I also have school which is taking up a lot of my time rn.
How is it dead? There have been like 32 forum posts in just a day, which is actually quite high.
+3@Stinkyhouse mods
For more information, read the fourth progress update.
bruh all the images disappeared
rip images
@Stinkyhouse That is a standard progress update. I still have a lot to do (update interior, finish cockpit, liveries, manuals and instructions, nose gear, engine updates, lots and lots of coding in the cockpit)
@MobileBuilder21 Thanks!
@Stinkyhouse Activate 1 and 2 for hydraulics (also pitch up to raise the gear off the ground)
I think I'll finish this in about a year
@SimpleStudent At work rn (on break) but I'll look at it when I get home.
+1Make a mods version with a no mods version available.
@RandomPilot237 I plan to.
@SimpleStudent Seems doable. What exactly makes this engine overheat?
@MrCarrot Are you talking about this post or one of the actual progress updates?
@PPLLAANNEE You must use control bases, not rotators. Other than that your idea is valid.
@windshifter1 Alright
Tone gen - You are limited to basic tones. However, with the right combination, you can create your own realistic engine sounds. I haven't got this right, but me and klm747 (some parts of the SWL-120 came from the source files of this mod we made) were experimenting with tone generator for engine sfx a year ago. We did develop some interesting test sounds, but we never finished it. I'm planning to look at it again after I finish some other subprojects of the SWL-120.
A sound mod is 100% possible. SnoWFLakE0s made an unreleased sound mod that you can view the Unity project for here. I personally have downloaded it and exported the mod inside, but I have no idea how the code actually works.
If you're wondering how to build as detailed as me, I honestly have no idea. I guess I've simply improved over time. I'd say try to include every little detail you see, especially for a replica. Screws? Add them. Small texts here and there? Add them. Engine? Try to build it as best you can, making sure to get the measurements right. If you do go ahead with this project I would be very interested in helping you if you need it.
Btw, do you have Discord? I'm sure that would be easier for both of us than an increasingly long comment chain on this update forum.
@Lancer270 Try !Activate7 in the magnet activation group (put it there using Overload).
@windshifter1 Here is the pushback tug. I haven't done any of the attachment and towing systems unfortunately, just the tug with half an interior.
@windshifter1
I forgot to upload, sorry (will do soon). The AI vehicles subproject has been kinda put on hold, but it will be completed... eventually.
Yes, most static bodies are 1 part. For example, inboard flap, outboard flap, outboard wing segment (wingflex reasons), wing base, fuselage, seats, interior without seats, engine parts, etc. You are correct.
Oh, the infinite fuel is just so I don't have to worry about running out of fuel in the game. The plane itself will feature a fully simulated and coded three-tank system, with realistic engine fuel draw, crossfeed, fuel dumping, and more.
Thanks!
I'd say tone generator is a useful part for extra sound effects, but I honestly don't use too many parts mods (tbh I don't even browse through the site too much, I check it all the time but just for notifications). It's all my own mod for the SWL-120 aside from tone gen.
You can add
smooth(FunkyCode, clamp01(Activate7))
to your rotator in the input section. This will have the same behavior.
+1clamp01(GS > 97.2222) * clamp01(pingpong(sum(X), 1) > 0.5)
Adjust the value of x to increase or decrease the beep speed.
@Sense2 You missed the entire point of his post
@Salah001XTripleVage how about no
+3I remember when you first started the original B-36. I'm really looking forward to this one, even if it will be a few years.
+1Moderators can remove a biography, such as if a user has something inappropriate in there.
+13@L3FT2R1GHT Honestly you may actually be right.
imgbb.com
POV you can spotlight the original developer of the game.
+1@NGC543 More to come!
@windshifter1 Thanks!
1. In the modded version, every single static body is a mod part. Image 1 | Image 2. There's over 90 modded parts the last time I counted. You can view more information here and here, as well as some other random bits scattered across the progress updates.
2. This plane has infinite fuel, which I guess screws up the empty weight calculations. The plane weighs EXACTLY 30,000 pounds, on the dot, both the modded and non-modded versions.
3. As explained and shown in 1, yes. The seats are the exact same models from this mod I made with klm747, except 1 part for the entire interior, as I have access to the source files.
4. The SWL-120's main fuselage in its current state (I've slightly redesigned it over the years) is the 787, with a 787 interior (the galleys are also literally modelled after 787 galleys). It has 787 landing gear, and 767 redo/787 cockpit screens. The FMC is inspired by the A320. The wings are 777, with 737 wingtips. The engines are meant to be the GE90, but with the 787 chevrons (I plan to redesign them to be more like the GE90 later, still with chevrons). The overhead panel and most of the center panel is also inspired by the 787, although some elements are redesigned for convenience of building and coding. Some other parts around the plane are also probably modified from real life to better suit SP.
@windshifter1 In response to the AI vehicles, I do have a somewhat developed pushback tug. It can't pushback anything yet, but I'll upload something for you soon. Just typing out a detailed response to your first comment.
@NGC543 This is 2.4 years old, and very simple, however you can view a tutorial on variables here.
This is insane.
Also, I have a fix to your switch issue. It happened to me. To restore all functionality, all you need to do is re-add all your switches and buttons to the plane. What I've found so far is control bases with certain configurations have a higher part id than switches, those switches lose their interactivity. However, any freshly added switches will work (including old switches that are just readded so they have a higher part id).
...
+2.....
This somehow crashed my NASA computer
free energy confirmed?!!?!
@Spacedoge12345plane And there's another bot comment lol
+1@Seeras @windshifter1
Hello, I guess I'd be alright with it, just make sure to credit me in the description.
Stop the target in the PID from going up that high. (Make the PID think it's reaching its target so it stops trying harder)
+2I donated $-69 through your donation page.
+1Really nicely designed donation website and process, I like it.