@cyon With the old seats (built in SP and added back as 1 part for all seats), the full plane and full interior would be 30,000 vanilla SP parts, not including various mod parts. Without the cockpit, the full plane was 900 parts, which shouldn't change much as the updates I am doing will all end up as a few mod parts.
@Rb2h It's actually just 2. Tone gen because hpgbproductions said I couldn't add the source code to my mod, and my SWL-120 Parts mod with all the parts. Although, my parts mod has over 100 mod parts at this point and some are really complex with lots of scripting and input controllers.
For a sense of time, I've spent more time building the SWL-120 than many users have had their account. Users have gone on break and came back multiple times. I've worked on specific sections longer than some users go on break. And also, I've taken one or two breaks of several months on the SWL-120, and didn't mention it at all.
@SWL120NEED Well in SP, part count is CPU bound, so for a normal plane, it's not so much about the GPU but actually single threaded performance. What I've done to kind of get around this (the cockpit is still very laggy) is export all my static parts (for example the 1800 part wings), do some processing with Unity and blender, and then add each static body (e.g. one flap segment) back as one part. Now, the CPU processes one part, and the GPU renders the complex mesh. This effectively transfers the load from CPU to GPU, such that I have been able to run what would be hundreds of thousands of parts (now just 50 for that test) with no issues, although my GPU usage was high.
You can view more information here and here. Although the content and status of the plane is older, the concept is still the same, although I now use scripting to get a more than one static body in one mod part.
@SWL120NEED I guess I am. I do have real life as well which slows stuff down, but I spend at least several hours every day working on the plane. I've spent the last week working on just the rear crew rest, to give you an idea of time. The rear crew rest currently has 1000 parts, a good chunk of that being curtains.
@SWL120NEED It may look finished to you, but there's still so much I need to add. For example in the cockpit:
- Make modded screens that reduce lag a bit compared to the labels and also have a lot more information, especially the map screen (a month at least, maybe more)
- Update FMC to have more than one page on the setup screen, and add support for more mod plugins (a week)
- Finish making my waypoint map (a week)
- Add all the new waypoints and information for mod airports into the FMC (a week)
- Make full autoflight system (a month for the whole thing, and requires the above steps to be done first)
- Make SnakePad (a few weeks, and requires the documentation to be fully complete first)
I guess it doesn't really make sense until you actually work on it, but timeframes for stuff on this plane are stretched out compared most planes in SP due to the sheer level of detail of everything.
@SWL120NEED Oh I see, welcome to the SP site in that case.
Without going into the sub-sub-projects, the main tasks for the plane that I can think of are:
- Finish remaking interior (current project) (a few months (??), The new interior has crew and pilot rest areas, an even more detailed cabin, and an electronics bay.
Make modded cockpit screens (a few months, this involves stuff like modelling the terrain of every island for a map, including various layers)
- Update various mod parts with my new scripting knowledge (a week I'd say, also mixed in with exporting the (what will be, without seats and overhead panels) 3000 part interior, processing it, and adding it back as a few parts)
- Make the SnakePad (this is an iPad but SWL edition, and is similar to the SWL-10's checklist) (a month??), this will have cool stuff like displaying full PDF documents thanks to modding
- Finish the general cockpit controls and details (not including any advanced systems or controls) (a few weeks)
- Finish and test all the advanced systems like the FMC, new mod options, and autoflight system (a few months)
- Fix random bugs and issues that will appear (a week in total over time)
That's to get the base plane finished by itself, with no instructions. Moving on:
- Supporting documentation, manuals, checklists, and videos (a month or two) (the SnakePad also needs this done as a clone of these will be included)
- Liveries (a few weeks of 3D modelling)
- Airport vehicles (pushback tug, catering truck, fuel truck, air stairs) (a few months)
- Keep the no mods cargo version updated with the main version, with various adaptions for vanilla parts, as well as making a cockpit only version (a month)
That's just a rough estimate based on my current progress and factoring in school and work, but I am making progress day by day and slowly the parts I work on are becoming complete, never to be redesigned again. Slowly.
As a bonus, here's a picture of the new work in progress interior. There are new ultra high detail economy and business class seats designed by MVC.
@SWL120NEED I was planning to release it for Christmas 2023 (not a typo), although I think it'll likely be 2025 due to the developments over the last few years. It's not just the plane I need to finish, but all the supporting documentation, instructions, and other related items.
On another note, who's alt is this lol
@Potatoincanada201official A simple value that gets adjusted by the buttons and is clamped between certain numbers. Each rotator has code to flip at a certain value. You can check the variables with Checklist in the name and the button and rotator codes for more information.
@TinyMaus I technically could finish just the cockpit, but I already have too many subprojects lol. Currently I want to finish the interior remake, which will take a month or two based on my current estimate. After that I'll spend another month or two on cockpit screens, and then I'll do, idk, other stuff that I need to do.
@jamesPLANESii The SWL-120 is perpetually 1 year away from being done, but that's because I think of even more details to add and then delay working on the stuff I meant to do. I'm getting there though, slowly (more and more stuff is the final version).
@dosethiswork I don't know how, and with this game, the website is where most mods are posted. Installation is as simple as downloading a mod and opening it (SP will install it automatically). Also, the Tone Generator mod is not my mod, so I have no control over its download options.
I wonder which will come first, Regional Jet or SWL-120?
SWL-120 is delayed due to me adding ludicrous detail (currently adding freaking curtains to my crew rest area), and Regional Jet is delayed because moderators are legally obligated to never upload a public build.
@Graingy That does not actually appear to be a bot. It lacks the normal bot username style, and is not writing like an AI due to slight grammatical errors. Additionally, the provided link is simply to the FT guide and a mystery google docs site.
My original username was my literal school-provided username (that's what happens when a 7 year old creates their first online account), then I choose PlaneFlightX from a list of names I came up with when username changes were added. I think PlaneFlightX was just a combination of planes, flying planes, and X because cool letters.
If you're interested, my other username ideas were:
LMKXYZ
LMK11
LMKX PlaneFlightX
AircraftsX
SWLLLASA
PlaneCreator
MaxPlanes
@dosethiswork Yes, you need to download the mods as well as the plane. The plane currently uses just two mods, my own SWL-120 Parts mod, and the Tone Generator mod.
@jamesPLANESii The way I build, I exclusively nudge stuff, and add connections manually using the tool. The only time I let the game connect stuff is when I want to align fuselages to each other.
In terms of "detail-per-square-inch" (if you get what I mean), this is still the most detailed and complex car on the platform, even with its issues (e.g. VR incompatibility)
@V that connection stuff is absolute nonsense and makes no sense. With the stuff I do in SP, I would spend most of my time connecting stuff to other stuff
Just came back to this forum, and with the kind of building I do, I would really like an input field like the fuselage width/height/length options, as I edit the fill down to like 4 decimal places and Overload has this weird bug where the more you use it, the longer it takes to switch tabs from "Part" to "Fuselage", leading to you having to reload the designer.
Found this again, this is why I pretty much exclusively nudge stuff around and connect it with the part connections tool. I only place stuff the "normal" way when I want to get the perfect position connecting a few fuselages. When I do that, I nudge the two fuselages far away (and actually just clone them too, so I don't even touch the main build).
@Thbigmanscoop109 What do you mean by "not turning"? Are you referring to the nose gear steering, aileron control, or propellers?
@cyon yeah that's what modding can do.
@cyon With the old seats (built in SP and added back as 1 part for all seats), the full plane and full interior would be 30,000 vanilla SP parts, not including various mod parts. Without the cockpit, the full plane was 900 parts, which shouldn't change much as the updates I am doing will all end up as a few mod parts.
+1@alexJgameYTukraine000000 We aren't really updating this mod anymore, and car seats will be available in a mod MVC and I are developing.
@Rb2h It's actually just 2. Tone gen because hpgbproductions said I couldn't add the source code to my mod, and my SWL-120 Parts mod with all the parts. Although, my parts mod has over 100 mod parts at this point and some are really complex with lots of scripting and input controllers.
+2It's on the back of the checklist
+2For a sense of time, I've spent more time building the SWL-120 than many users have had their account. Users have gone on break and came back multiple times. I've worked on specific sections longer than some users go on break. And also, I've taken one or two breaks of several months on the SWL-120, and didn't mention it at all.
+1What do you mean by "exhausted" in this context?
+11 and 2: Read this
3. sum(input code)
Very nice 4K UHD 60FPS video!
+5@SWL120NEED Well in SP, part count is CPU bound, so for a normal plane, it's not so much about the GPU but actually single threaded performance. What I've done to kind of get around this (the cockpit is still very laggy) is export all my static parts (for example the 1800 part wings), do some processing with Unity and blender, and then add each static body (e.g. one flap segment) back as one part. Now, the CPU processes one part, and the GPU renders the complex mesh. This effectively transfers the load from CPU to GPU, such that I have been able to run what would be hundreds of thousands of parts (now just 50 for that test) with no issues, although my GPU usage was high.
You can view more information here and here. Although the content and status of the plane is older, the concept is still the same, although I now use scripting to get a more than one static body in one mod part.
@SWL120NEED I guess I am. I do have real life as well which slows stuff down, but I spend at least several hours every day working on the plane. I've spent the last week working on just the rear crew rest, to give you an idea of time. The rear crew rest currently has 1000 parts, a good chunk of that being curtains.
@SWL120NEED It may look finished to you, but there's still so much I need to add. For example in the cockpit:
- Make modded screens that reduce lag a bit compared to the labels and also have a lot more information, especially the map screen (a month at least, maybe more)
- Update FMC to have more than one page on the setup screen, and add support for more mod plugins (a week)
- Finish making my waypoint map (a week)
- Add all the new waypoints and information for mod airports into the FMC (a week)
- Make full autoflight system (a month for the whole thing, and requires the above steps to be done first)
- Make SnakePad (a few weeks, and requires the documentation to be fully complete first)
I guess it doesn't really make sense until you actually work on it, but timeframes for stuff on this plane are stretched out compared most planes in SP due to the sheer level of detail of everything.
@SWL120NEED Just wait for the cockpit
@SWL120NEED Oh I see, welcome to the SP site in that case.
Without going into the sub-sub-projects, the main tasks for the plane that I can think of are:
- Finish remaking interior (current project) (a few months (??), The new interior has crew and pilot rest areas, an even more detailed cabin, and an electronics bay.
Make modded cockpit screens (a few months, this involves stuff like modelling the terrain of every island for a map, including various layers)
- Update various mod parts with my new scripting knowledge (a week I'd say, also mixed in with exporting the (what will be, without seats and overhead panels) 3000 part interior, processing it, and adding it back as a few parts)
- Make the SnakePad (this is an iPad but SWL edition, and is similar to the SWL-10's checklist) (a month??), this will have cool stuff like displaying full PDF documents thanks to modding
- Finish the general cockpit controls and details (not including any advanced systems or controls) (a few weeks)
- Finish and test all the advanced systems like the FMC, new mod options, and autoflight system (a few months)
- Fix random bugs and issues that will appear (a week in total over time)
That's to get the base plane finished by itself, with no instructions. Moving on:
- Supporting documentation, manuals, checklists, and videos (a month or two) (the SnakePad also needs this done as a clone of these will be included)
- Liveries (a few weeks of 3D modelling)
- Airport vehicles (pushback tug, catering truck, fuel truck, air stairs) (a few months)
- Keep the no mods cargo version updated with the main version, with various adaptions for vanilla parts, as well as making a cockpit only version (a month)
That's just a rough estimate based on my current progress and factoring in school and work, but I am making progress day by day and slowly the parts I work on are becoming complete, never to be redesigned again. Slowly.
As a bonus, here's a picture of the new work in progress interior. There are new ultra high detail economy and business class seats designed by MVC.
@SWL120NEED I was planning to release it for Christmas 2023 (not a typo), although I think it'll likely be 2025 due to the developments over the last few years. It's not just the plane I need to finish, but all the supporting documentation, instructions, and other related items.
On another note, who's alt is this lol
@Potatoincanada201official A simple value that gets adjusted by the buttons and is clamped between certain numbers. Each rotator has code to flip at a certain value. You can check the variables with Checklist in the name and the button and rotator codes for more information.
@Potatoincanada201official Thanks! I made the checklist using a few fuselages with rotators on them and a set of buttons.
@TinyMaus I technically could finish just the cockpit, but I already have too many subprojects lol. Currently I want to finish the interior remake, which will take a month or two based on my current estimate. After that I'll spend another month or two on cockpit screens, and then I'll do, idk, other stuff that I need to do.
@jamesPLANESii The SWL-120 is perpetually 1 year away from being done, but that's because I think of even more details to add and then delay working on the stuff I meant to do. I'm getting there though, slowly (more and more stuff is the final version).
+3You can still do this.
@dosethiswork I don't know how, and with this game, the website is where most mods are posted. Installation is as simple as downloading a mod and opening it (SP will install it automatically). Also, the Tone Generator mod is not my mod, so I have no control over its download options.
@overlord5453 it's a joke lol
I wonder which will come first, Regional Jet or SWL-120?
SWL-120 is delayed due to me adding ludicrous detail (currently adding freaking curtains to my crew rest area), and Regional Jet is delayed because moderators are legally obligated to never upload a public build.
@KingHandspider Interesting, I will explore that.
@Graingy That does not actually appear to be a bot. It lacks the normal bot username style, and is not writing like an AI due to slight grammatical errors. Additionally, the provided link is simply to the FT guide and a mystery google docs site.
My original username was my literal school-provided username (that's what happens when a 7 year old creates their first online account), then I choose PlaneFlightX from a list of names I came up with when username changes were added. I think PlaneFlightX was just a combination of planes, flying planes, and X because cool letters.
+2If you're interested, my other username ideas were:
LMKXYZ
LMK11
LMKX
PlaneFlightX
AircraftsX
SWLLLASA
PlaneCreator
MaxPlanes
@dosethiswork Yes, you need to download the mods as well as the plane. The plane currently uses just two mods, my own SWL-120 Parts mod, and the Tone Generator mod.
@jamesPLANESii The way I build, I exclusively nudge stuff, and add connections manually using the tool. The only time I let the game connect stuff is when I want to align fuselages to each other.
In terms of "detail-per-square-inch" (if you get what I mean), this is still the most detailed and complex car on the platform, even with its issues (e.g. VR incompatibility)
@AndrewHK62 imgbb.com (my personal choice, I have a free account and no issues after many years), or postimages.org
+1@Rb2h I agree with you
+2I start building some random small part for the SWL-120, then I blink and it has like 20 variables and 100 parts.
@V that connection stuff is absolute nonsense and makes no sense. With the stuff I do in SP, I would spend most of my time connecting stuff to other stuff
+2Meanwhile me turning it into ComplexPlanes after spending 3 years on 1 plane
+2Hello again, only been like 3 years, how's the B-36 going? I saw your forum post 8 months ago but there's been nothing since.
@TheMouse I think he's inactive now, rip
Just came back to this forum, and with the kind of building I do, I would really like an input field like the fuselage width/height/length options, as I edit the fill down to like 4 decimal places and Overload has this weird bug where the more you use it, the longer it takes to switch tabs from "Part" to "Fuselage", leading to you having to reload the designer.
You can also write a comment, and then delete everything when editing it.
Found this again, this is why I pretty much exclusively nudge stuff around and connect it with the part connections tool. I only place stuff the "normal" way when I want to get the perfect position connecting a few fuselages. When I do that, I nudge the two fuselages far away (and actually just clone them too, so I don't even touch the main build).
Increase primary wing area or decrease airplane mass.
+1Mod download link
@hotcakes What do you mean by unlock?
@hotcakes What do you mean? I just dragged it out of the propulsion menu.
@Christiant2 I get label code in the output box using the direct link.
+1@Christiant2 You need to use the direct link.
+1https://i.ibb.co/xmLvsMx/552-airborne-early-warning-and-control-wing-shield.jpg
@Christiant2 Put your image link in the relevant text box and get the label code from the last box.
+1Here
@Solent19 I was talking about JamesPlanes and me
+1@jamesPLANESii Except us
+1