This video should help with the startup sequence. About the RPM, you can make the gauge linked to thrust but change the multiplier so the gauge needle shows a different value than the thrust gauge.
@SPAircraftOfficial @Maver1ck To further improve this code, use:
clamp01(Throttle > 0.8 & IAS > 857.5)
Is 1 when the conditions specified in the post are true, otherwise it is 0.
Hi again, I'm working on modifying your ILS to suit my systems, and I have a question.
How did you calculate the latitude and longitude values for each runway threshold? I've noticed there are two latitude and two longitude values per runway, and I'm not sure how they were calculated. I'm asking this because I want to add two more airports into the system. I managed to reverse engineer the math and got pretty close, but my glideslope is off a bit.
You can give the engine more HP and using some FT to make the input change based on the angle (Pitch * X) * (PitchAngle / Y)
Replace X with something like 0.75, and Y with something like 20. Increasing Y will add less power, and decreasing it will add more power.
@XAircraftManufacturer I'd say tagging players who are featured in posts like this is a grey area. Normally I wouldn't want to be tagged, but since I was featured here I'm personally alright with it.
The cowling on WW2 prop engines is based on ground speed, not airspeed. If I have a headwind of 200 knots such that my airspeed is 200 knots and my groundspeed is 0 knots, (and throttle is full), the cowlings will be fully open.
@ZubenGaming Hi, thanks for the feedback!
I have a few video tutorials I've made over the years, such as my fuselage tutorial, wing tutorial, and my variables tutorial series (part 1, part 2, part 3).
If you're interested, I'm also working on an even better plane than this one, called the SWL-120. You can read more about it here.
@G2 I opened SP to see what you were talking about and remembered I optimized mine to have no unused shaders, so I can't recreate your problem. I'd recommend contacting the author of the guide or asking someone else, sorry.
@G2 You may be able to run it. I can run the no cockpit version (full interior and details) at 90FPS on a 3060 and an overclocked i9-11900k, at max settings with shaders.
Probably my SWL-10.
I'm also working on the SWL-120, which will be ultra-realistic, however it requires use of a NASA PC to run well. It does work in VR though.
Set calculateDrag to false.
If you have just one part set to a ridiculously large size with drag enabled it will cause lag.
Drag can be left enabled on smaller parts.
@UltraLight Yes, a lot of those techniques are outdated. I now use just 2 variable setters for button-incremented values with as many buttons as I need.
Some mods have a really weird experience in VR where they only render in the left eye, in particular these mods. Do you have any recommendations on Unity settings to change for the mod authors?
Hi, there is this issue in VR where the mod only shows up on the left eye. My right eye only sees ocean. I have the same issue with your Wright Airport lights.
When any part outputting to a variable is destroyed it causes a null reference exception and all variables stop evaluating.
This video should help with the startup sequence. About the RPM, you can make the gauge linked to thrust but change the multiplier so the gauge needle shows a different value than the thrust gauge.
@HazerzIsBack ... and the SWL-120 is still in development lol
@Maver1ck This goes in the input section of the engine. It goes in the throttle.
@SPAircraftOfficial @Maver1ck To further improve this code, use:
+1clamp01(Throttle > 0.8 & IAS > 857.5)
Is 1 when the conditions specified in the post are true, otherwise it is 0.
+2clamp01(TAS > 343)
This is 1 whenever you are above Mach 1.
Yesn't
Hi again, I'm working on modifying your ILS to suit my systems, and I have a question.
How did you calculate the latitude and longitude values for each runway threshold? I've noticed there are two latitude and two longitude values per runway, and I'm not sure how they were calculated. I'm asking this because I want to add two more airports into the system. I managed to reverse engineer the math and got pretty close, but my glideslope is off a bit.
Turn off air traffic in settings
+1You can give the engine more HP and using some FT to make the input change based on the angle
+1(Pitch * X) * (PitchAngle / Y)
Replace X with something like 0.75, and Y with something like 20. Increasing Y will add less power, and decreasing it will add more power.
Can you send me the plane so I can have a look at it?
+1I guess this video I made a while ago is somewhat relevant.
@windshifter1 It's a bot
@BeastHunter I still have 16 tags of you in my SWL-120 tags list, are you still interested?
@XAircraftManufacturer I'd say tagging players who are featured in posts like this is a grey area. Normally I wouldn't want to be tagged, but since I was featured here I'm personally alright with it.
+1The cowling on WW2 prop engines is based on ground speed, not airspeed. If I have a headwind of 200 knots such that my airspeed is 200 knots and my groundspeed is 0 knots, (and throttle is full), the cowlings will be fully open.
You could use some code I wrote a while ago:
Main Gear Doors Code
A code which is simple to modify the timing of, and is 1 whenever landing gear is retracted or extended, otherwise it is 0.
clamp01(pingpong(smooth(clamp01(GearDown) * 2, 0.5), 1) > 0)
Change "0.5" to a smaller number for a longer timing, or a larger number for a shorter timing.
@ZubenGaming Hi, thanks for the feedback!
I have a few video tutorials I've made over the years, such as my fuselage tutorial, wing tutorial, and my variables tutorial series (part 1, part 2, part 3).
If you're interested, I'm also working on an even better plane than this one, called the SWL-120. You can read more about it here.
@G2 I opened SP to see what you were talking about and remembered I optimized mine to have no unused shaders, so I can't recreate your problem. I'd recommend contacting the author of the guide or asking someone else, sorry.
@G2 I set mine up a while ago, I remember having issues myself.
You know you didn't do something right. What did you notice which told you this?
@G2 It's pretty simple, just follow the guide.
@G2 You may be able to run it. I can run the no cockpit version (full interior and details) at 90FPS on a 3060 and an overclocked i9-11900k, at max settings with shaders.
FT inputs for brakes is the feature I'd like the most. Anything else is just "nice to have" or can be done with mods.
+4A fuselage with a scale of 1,1,1 and a length of 2 is equal to 1 meter in real life.
+2Probably my SWL-10.
+2I'm also working on the SWL-120, which will be ultra-realistic, however it requires use of a NASA PC to run well. It does work in VR though.
I guess I could have a look. It should be a simple case of adding multipliers to the input wherever it shows up in the label code.
+11 year later and I have VR now...
Add an engine with a low max throttle (in xml) and a suitable power multiplier, and maybe write some code to make it a function of airspeed
+1I'd also recommend deleting your other three new forums, they are kind of spammy (in my opinion).
+1@Pilotgoose Yep, often the sites they are advertising are somewhat safe but I'd still avoid using any.
Yep, they're bots. Report their comments.
Fixed
Also improved the code on all hydraulic systems.
@NorwegianHelsinki Are you talking about the control surfaces or the canard itself?
Fixed
Both control surfaces were connected to a fuselage on the nose. I believe there is also a connection editor on mobile built into the game.
2023 f1 car
Set calculateDrag to false.
If you have just one part set to a ridiculously large size with drag enabled it will cause lag.
Drag can be left enabled on smaller parts.
@ArrayDenalov I'm aware of this, I already reported it
+2Edit: wait.... I reported this a day ago. He did it AGAIN????
@UltraLight Yes, a lot of those techniques are outdated. I now use just 2 variable setters for button-incremented values with as many buttons as I need.
@UltraLight Possibly. I can't make actual cargo loading becuase of the performance and other reasons, but I will make all sorts of vehicles.
Food catering trucks would be able to raise the box.
My SWL-10 has an autopilot.
Some mods have a really weird experience in VR where they only render in the left eye, in particular these mods. Do you have any recommendations on Unity settings to change for the mod authors?
+1@Deandash Other map plugin mods don't have this issue, it's exclusive to your mods. It's weird. I'll submit a bug report to let the devs know.
Get some physical pedals and assign them to pitch and brake.
Some cars have pitch and brake embedded in the steering wheel.
@DatRoadTrainGuy19 Depends. I'd say a year so far for the entire cockpit.
+1Use the @ symbol or click reply on other comments.
Eg @Frocet
Forum Here
@TimsonAviation Hi
Great mod, but there is this weird issue in VR where only the left eye can see the airport. All your other mods have this weird issue.
+1@Sense2 Your phone will explode
Hi, there is this issue in VR where the mod only shows up on the left eye. My right eye only sees ocean. I have the same issue with your Wright Airport lights.