@Bo1233 The no mods file is currently 1864 parts, however this can be reduced to approximately 1600 with the removal of details, and further reduced to approximately 200 (currently, not including cockpit) with the complete removal of all parts aside from physics-affecting parts.
When I first looked at this I thought this was a random user asking other users for difficult FT code, but you're the one doing it! This sounds interesting.
@Deandash I believe there is a confusion. The engine sound is centered around not the player camera, but one of the three movable unity cameras placed at Xinshan. Video of issue.
@Deandash I've done some testing, and what I found is the sound appears to be centered around the unity camera on the apron. If I start next to the camera and move away, engine sound decreases until there is no sound left. Regardless of the starting location, engine sound appears to be related to how far the aircraft is from the unity camera.
Please let me know if you find this confusing.
@Deandash I just tested this, and the bug only happens when the mod island is not loaded. If I'm at Wright Airport, the engines do not have sound, but if I go to Xinshan Airport, there is sound.
@G2 Maybe, we will see... I'm planning to release several versions to cater to mobile users, VR users (curatable flying cockpit) etc.
I never thought about this until now, but I guess tags would apply to all versions (3 public).
I found a bug, this mod causes some sounds (like engines) to stop working. This was likely introduced in the latest update as I remember sound working when I first explored the map in version 1.0.
@JesusChrist yes gpu impact and not much cpu. In-game performance cost doesn't work on mod parts. I will say though, it frees up a lot of CPU impact (this video explains why).
@Bo1233 The no mods file is currently 1864 parts, however this can be reduced to approximately 1600 with the removal of details, and further reduced to approximately 200 (currently, not including cockpit) with the complete removal of all parts aside from physics-affecting parts.
+2@BuyOxicleanDetergent Thanks! I sure will!
+1@TRD Read some information in the forum post and also part 1 of the video updates. I'm making a cargo no mods version.
+1@TRD I do, but even that has its limits lol.
@TRD They aren't (or I haven't reached the limit lol)
+1@TRD Thanks!
@TRD It uses the same seats as this mod, I just assembled lots of those into one part
+1@Blueshift Thanks!
@Bo1233 I'm not sure what you mean.
@TRD just 1600 so far (modding is fun, 1 part fuselage go brrr)
Part 2
Forum Post
Part 1
Forum Post
There are literally wind settings in the game.
@IceCraftGaming @Bellcat @Tordboi88 This link works
+1@Tordboi88 @IceCraftGaming wait I never checked my own link lol... one sec
+1Modtools
+1Sorry, I literally have no idea. My struts are not actually angled, I just added some fuselages to make it look like they are.
@MrShenanigansSP Yes there is. The SWL-120 uses it. It's complicated. But it works.
+4um wat
Even though it doesn't work, the detail on this thing is crazy! Well done!
When I first looked at this I thought this was a random user asking other users for difficult FT code, but you're the one doing it! This sounds interesting.
+3@Jbear625
clamp(Yaw - Brake, -1, 1)
@Jbear625 For yaw and brake you would want
+1clamp(Yaw + Brake, -1, 1)
.Yes, just use a bit of funky trees.
@Deandash I believe there is a confusion. The engine sound is centered around not the player camera, but one of the three movable unity cameras placed at Xinshan.
Video of issue.
@FeatherWing Exactly, a relatively high end one, almost at full use with a simple plane. This mod is intensive.
+1Just keeping tweaking the struts until they work. That's how I did my landing gear.
I just stumbled upon this when searching "PlaneFlightX" in the search function.
+1Well done!
@FeatherWing I found my RTX 3060 was at 80% usage when flying around with just a simple 50 part plane.
+2@Deandash I've done some testing, and what I found is the sound appears to be centered around the unity camera on the apron. If I start next to the camera and move away, engine sound decreases until there is no sound left. Regardless of the starting location, engine sound appears to be related to how far the aircraft is from the unity camera.
Please let me know if you find this confusing.
@Deandash I just tested this, and the bug only happens when the mod island is not loaded. If I'm at Wright Airport, the engines do not have sound, but if I go to Xinshan Airport, there is sound.
+1@G2 Maybe, we will see... I'm planning to release several versions to cater to mobile users, VR users (curatable flying cockpit) etc.
I never thought about this until now, but I guess tags would apply to all versions (3 public).
Why does my airplane have fuel in the fuel tanks? I'm thirsty I should keep water in there.
+3Idk where the post is but it's definitely possible through xml.
I found a bug, this mod causes some sounds (like engines) to stop working. This was likely introduced in the latest update as I remember sound working when I first explored the map in version 1.0.
And finally, he has returned!
+4@SARACONIKaviationIndustry Sounds good. If you do get a chance to fix it please tag me.
Ears? What are these "ears"?
+5This is incredible, however it seems to glitch out until I take off. The blue and red parts sometimes are the only things showing.
Daily, huh?
+1@CR929thenewSPplayer I'm estimating less than 2000 parts (mods go brrr)
@KyonIndustries No idea, it's an ancient mod.
@TheFlightGuySP There, uh, is a mod which can do this.
@BeastHunter Ah, I see. That's a good decision.
+1@Spacepickle3214 hmmm... I guess not every question can get a full answer.
+1What is your full address?
+1@BeastHunter I think the auto tag bot might be broken.
+1At least your weather's pretty good.
@asteroidbook345 At least I'm using my GPU now. All of the GPU.
@JesusChrist yes gpu impact and not much cpu. In-game performance cost doesn't work on mod parts. I will say though, it frees up a lot of CPU impact (this video explains why).