@Almost Right, I'll try to explain this in a comment.
Assuming you mean the engine goes to "idle" and then the player can throttle up, this is relatively easy, using variables.
Create three variables, called "Engine1On", "Engine1Throttle", and "Engine1Input".
In Engine1On, put the following code: clamp01(Activate1)
In Engine1Throttle, put the following code: clamp01(smooth(Engine1On, 0.5) > 0.9) * Throttle
In Engine1Input, put the following code: 0.25 * smooth(Engine1On, 0.5) + smooth(Throttle, 1)
This is a little different to my engine, which has a custom fan blade and more inputs, however this should work for your purposes. The key bit you wanted to know is how to get the throttle to "wait" for the engine to spool up. This is done using the comparison in Engine1Throttle. Note I recommend setting the attribute "throttleResponse" to something like 3. This attribute goes in the Engine category in OverLoad.
For the second engine, create the same variables, but replace Engine1 with Engine2. Also change Activate1 to Activate2.
If you have any questions let me know.
In response to your comment about the engine video being hard to understand, I would say I agree. A lot of my videos about code turn into 30 minute lectures on functions and code. What part is hard to understand? My voice, or the content?
@Korzalerke One thing to note is variables do not output booleans, however you can put booleans inside variable code, or get a boolean in the part where the input is.
@jamesPLANESii So for a boost pump, just put whatever you want in the inputId, and then use that in the input of the other part.
For the purposes of a custom cockpit, this time in this video is about a sequence, not just extra AGs.
@jamesPLANESii It's inputId. Picture
Something to note is the interactionType is not set for default AGs, whereas a custom input needs the interactionType to be set.
I am the god of the variables system.
My SWL-10 and upcoming SWL-120 both have/will have flight simulator realism.
I have made several variables tutorial videos. To use switches and buttons to effectively be extra AGs, this video explains that. You said the input didn't turn off. I have seen this issue a lot, and it is because you forgot to set the interactionType, which I mention in this video. For your purposes it should be set to Toggle.
Another note, about booleans. If you want to get a boolean out of a "custom AG", you can use this code in the input of the part in question: customInput = 1
Replace customInput with the name of the custom input of the button/switch you have.
I have also made a lot of other tutorials. Just look at my page from the videos perspective to see them all.
@FRIGGLES Honestly the engine is just some random thing I threw together. It does look quite nice and smooth. It's not based off anything in real life. I guess it kinda resembles the 787's engine.
@CarrotSlicingCompanyCat How on earth did that get 9,700 downloads?
My SWL-10 got twice the upvotes, but just 4000 downloads.
In other news, this car was a waste of effort. It even had a video teaser.
@Lahoski107 The islands are a little close together for realistic airliner flights. You just finish climbing out to 10000, and then it's time to start descending for the ILS to Yeager.
Unit is in metric, so 1 meter in-game is one meter irl.
For example, the latitude and longitude display numbers. These numbers are the number of meters you are from 0,0.
The same idea applies to any other measurements, such as altitude, speed, etc. (Altitude and speed are in imperial, I think).
Yes, the distance in-game is to scale in real life.
@Almost Variable setters button. It's not overload. It's the new (X) button next to it.
There was never a navigation system.
@Almost Right, I'll try to explain this in a comment.
Assuming you mean the engine goes to "idle" and then the player can throttle up, this is relatively easy, using variables.
Create three variables, called "Engine1On", "Engine1Throttle", and "Engine1Input".
In Engine1On, put the following code:
clamp01(Activate1)In Engine1Throttle, put the following code:
clamp01(smooth(Engine1On, 0.5) > 0.9) * ThrottleIn Engine1Input, put the following code:
0.25 * smooth(Engine1On, 0.5) + smooth(Throttle, 1)This is a little different to my engine, which has a custom fan blade and more inputs, however this should work for your purposes. The key bit you wanted to know is how to get the throttle to "wait" for the engine to spool up. This is done using the comparison in Engine1Throttle. Note I recommend setting the attribute "throttleResponse" to something like 3. This attribute goes in the Engine category in OverLoad.
For the second engine, create the same variables, but replace Engine1 with Engine2. Also change Activate1 to Activate2.
If you have any questions let me know.
@Korzalerke Idea: Delete the comments relating to editing locked posts, so noone knows.
+2@Korzalerke Got it! Changed the title of my bio finally, Kweed10 is from when I used [another username] because I didn't understand SP.
+1@Korzalerke A little stuck not sure how to do it. What link do I copy?
+1@Korzalerke Curated aircraft descriptions?
+1promptly updates SWL-10 updates
@Korzalerke How did you do that?
+2In response to your comment about the engine video being hard to understand, I would say I agree. A lot of my videos about code turn into 30 minute lectures on functions and code. What part is hard to understand? My voice, or the content?
@Almost Prop engines are weird. It works the same, they just don't shut off in the expected way. Jet engines have a predictable pattern of thrust.
+2Question 1 - This video
+2Question 2 - Use the name LandingGear in codes.
@Korzalerke One thing to note is variables do not output booleans, however you can put booleans inside variable code, or get a boolean in the part where the input is.
+1@jamesPLANESii So for a boost pump, just put whatever you want in the inputId, and then use that in the input of the other part.
+2For the purposes of a custom cockpit, this time in this video is about a sequence, not just extra AGs.
@jamesPLANESii Not sure, but you don't really need booleans. I'm not sure how to explain it here.
+1@jamesPLANESii It's inputId. Picture
+1Something to note is the interactionType is not set for default AGs, whereas a custom input needs the interactionType to be set.
I am the god of the variables system.
+3My SWL-10 and upcoming SWL-120 both have/will have flight simulator realism.
I have made several variables tutorial videos. To use switches and buttons to effectively be extra AGs, this video explains that. You said the input didn't turn off. I have seen this issue a lot, and it is because you forgot to set the interactionType, which I mention in this video. For your purposes it should be set to Toggle.
Another note, about booleans. If you want to get a boolean out of a "custom AG", you can use this code in the input of the part in question:
customInput = 1Replace customInput with the name of the custom input of the button/switch you have.
I have also made a lot of other tutorials. Just look at my page from the videos perspective to see them all.
When is this coming out?
+1@MTindustries 4000, but several versions with different levels of detail will be made.
@MTindustries Yes, flying cockpit, probably should mention this in the forum posts.
+2If you are wondering how to use the variables system to make a startup sequence (as well as other things), I have made several tutorials on this.
+1@FRIGGLES It's already > 2000. I estimate the full version to be around 4000.
+2@FRIGGLES Honestly the engine is just some random thing I threw together. It does look quite nice and smooth. It's not based off anything in real life. I guess it kinda resembles the 787's engine.
+1@FRIGGLES Fictional, however it takes inspiration from the 787 and 737. Mainly so I include all the correct systems.
+2If the B17 crashes, (which has happened a few times), my computer genuinely explodes. And it has one of the most powerful CPUs in the world.
First
+1I heard Friday afternoon in America is the best time.
+2T
@CarrotSlicingCompanyCat It's impossible.
+1@CarrotSlicingCompanyCat You can. It's literally shown right in your stats. You can't view your followers, but you can view how many you have.
+1Wait.... this had NO upvotes or downloads?
+2@Thorne Yes. The kicker is the details for the steps can be done with labels, which would have made the part count just 600.
+2@Thorne It took around three months.
+2@Korzalerke I forget the post, but they said it was extended.
@BeastHunter maybe
+2In other news, you seem to be racing me to platinum.
+2This is a pretty interesting design.
+2@CarrotSlicingCompanyCat How on earth did that get 9,700 downloads?
+3My SWL-10 got twice the upvotes, but just 4000 downloads.
In other news, this car was a waste of effort. It even had a video teaser.
For now, curation doubles the points gain.
+1@Juno Yes.
+2Forum Post On Updates
Sure
@Lahoski107 The islands are a little close together for realistic airliner flights. You just finish climbing out to 10000, and then it's time to start descending for the ILS to Yeager.
+1Unit is in metric, so 1 meter in-game is one meter irl.
+1For example, the latitude and longitude display numbers. These numbers are the number of meters you are from 0,0.
The same idea applies to any other measurements, such as altitude, speed, etc. (Altitude and speed are in imperial, I think).
Yes, the distance in-game is to scale in real life.
Ah crap I decided to open the settings of the label.
This is actually insane dude.
@JA8119 Yes, you can't change it. Maybe for your next plane you could do it.
Wow man!
+1You should have put the cockpit as the first pic, that way more people would see it.
69 Upvotes
@Almost nooooooooooooooooooooo
+1Please be an early April fools joke.
Wait this is a thing now.