@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).
I have an external saving system, in that all my files aside from the active ones (currently just 7 or so SWL-120 subprojects) are stored in other folders. In my SWL-120 project folder, different subprojects such as fuselage, wings, interior, landing gear, parts of landing gear, cockpit, FMC, etc are stored in their own folders. For every few hours spent on a file, or when I choose, I drag the file to its appropriate folder, and add a number to the end of the name. I'm currently up to version 82 of the landing gear, version 22 of the nose gear, version 37 of the cockpit controls (it's the cockpit, mounted in the flight model), version 45 for the non-modded wings, and so on. I have a total of 459 archived XML files, totaling 385 megabytes.
That's just the SWL-120, which if you think about it is one plane.
Discord has recently stopped hosting images for more than a day after the link was generated. In terms of viewing these images, you cannot do anything about this, unfortunately. The only way to get these images back is for the creators of the posts to switch to another image hosting service.
In the xml file, there is an attribute called "url". It is at the top of the xml file. You need to get the URL code of your post and place it in this attribute. More info can be found here.
Cool tutorial!
Tip: the .spmod-info is just a text file with contents being the name of the mod. If you need to, you can just change the name there before creating the mod.
My SWL-120 has a custom-built yoke which was thoroughly tested in VR by me. You can view it (and some other cockpit essentials) here. Additionally, you and @Graingy might benefit from the throttle quadrant.
@Graingy If you grab a base, build anything, and slap a cylinder grip on it, it will just... work.
To make a cylinder grip draggable on PC/mobile is a different story and requires xml black magic that I just copy from another existing cylinder grip.
@Graingy I guess so. They do improve moving stuff in VR (your hands "snap" to things, so it feels more realistic) though. (Although you don't need the xml magic to grab them in VR unlike you do on a screen)
@Graingy Also something, cylinder grips just work out of the box in VR. The fancy XML magic is just so you can interact with them outside of VR.
I don't think there is a weight limit. Due to physics reasons, control bases actually do have a limit to their power, but it's set ludicrously high by default. I've made control bases do black magic like hybrid spring-rotators or better springs by modifying some of this, but I have no idea how to explain it.
@Graingy Yes hehe. Made it myself using the 6dof control base.
"Anything" literally means anything that is connected to a control base. You can slap a fuselage on a control base and grab it in VR (although without a grip your hand doesn't "lock" to the grip, but rather just follows your hand).
In VR, everything perfectly matches where our hand is. Since the game is 3D, and VR is also 3D, things just... match what your hand is doing. In fact, you can slap anything on a control base and it just... works (following the control base's defined axis tho).
@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.
It's in meters. A value of 1 is 1 meter.
+2@Speedhunter "final, actual final, final final I promise, final 2, absolute final, absolute final (2), upload"
+1I have an external saving system, in that all my files aside from the active ones (currently just 7 or so SWL-120 subprojects) are stored in other folders. In my SWL-120 project folder, different subprojects such as fuselage, wings, interior, landing gear, parts of landing gear, cockpit, FMC, etc are stored in their own folders. For every few hours spent on a file, or when I choose, I drag the file to its appropriate folder, and add a number to the end of the name. I'm currently up to version 82 of the landing gear, version 22 of the nose gear, version 37 of the cockpit controls (it's the cockpit, mounted in the flight model), version 45 for the non-modded wings, and so on. I have a total of 459 archived XML files, totaling 385 megabytes.
+1That's just the SWL-120, which if you think about it is one plane.
Discord has recently stopped hosting images for more than a day after the link was generated. In terms of viewing these images, you cannot do anything about this, unfortunately. The only way to get these images back is for the creators of the posts to switch to another image hosting service.
nothing
I use them to transfer parts across files, otherwise it's nothing.
@LonelySea22 Another idea for a walking system is to have a camera on a control base, as seen here.
Desktop with VR
+1I exist many, many times a day.
+1@Shiro0804 Happy to help!
+1
+1Pitch - Throttle
or if I misunderstood,
Pitch + (1 - Throttle)
In the xml file, there is an attribute called "url". It is at the top of the xml file. You need to get the URL code of your post and place it in this attribute. More info can be found here.
+1Just checked it myself, the output appears in the input box on the bottom of the page. You need to select everything in the input box.
+3Cool tutorial!
Tip: the .spmod-info is just a text file with contents being the name of the mod. If you need to, you can just change the name there before creating the mod.
43
My SWL-120 has a custom-built yoke which was thoroughly tested in VR by me. You can view it (and some other cockpit essentials) here. Additionally, you and @Graingy might benefit from the throttle quadrant.
@Graingy I'd be happy to test it/make it work, just on my own schedule.
Sometime from this afternoon to the heat death of the universe.
@Graingy I would assume it does. Probably best to have a VR player test it before you post it though.
@Graingy If you grab a base, build anything, and slap a cylinder grip on it, it will just... work.
+1To make a cylinder grip draggable on PC/mobile is a different story and requires xml black magic that I just copy from another existing cylinder grip.
@Graingy I guess so. They do improve moving stuff in VR (your hands "snap" to things, so it feels more realistic) though. (Although you don't need the xml magic to grab them in VR unlike you do on a screen)
@Graingy Also something, cylinder grips just work out of the box in VR. The fancy XML magic is just so you can interact with them outside of VR.
I don't think there is a weight limit. Due to physics reasons, control bases actually do have a limit to their power, but it's set ludicrously high by default. I've made control bases do black magic like hybrid spring-rotators or better springs by modifying some of this, but I have no idea how to explain it.
@Graingy Yes hehe. Made it myself using the 6dof control base.
"Anything" literally means anything that is connected to a control base. You can slap a fuselage on a control base and grab it in VR (although without a grip your hand doesn't "lock" to the grip, but rather just follows your hand).
@Graingy Basically anything you grab with your virtual reality hand follows your hand (or at least tries to). Example 1 Example 2
In VR, everything perfectly matches where our hand is. Since the game is 3D, and VR is also 3D, things just... match what your hand is doing. In fact, you can slap anything on a control base and it just... works (following the control base's defined axis tho).