@TheMouse I have no experience with hover engines/systems, but I would recommend either a PID or what I used for my autopilot which is a carefully tuned autotrim with a difference modifier.
For the autotrim, carefully record the required throttle to PERFECTLY maintain various altitudes (I'd recommend 500 or 100 feet increments, and again make sure the plane is perfectly maintaining that altitude), then use a regression equation from something like Excel to get the formula. Then put that formula into FT. For the difference modifier, simply subtract the current altitude from the target (with a clamp and multiplier), and add this number to the autotrim.
@windshifter1 Ah okay. I strongly recommend making a version that is a plugin though, as the SWL-120's navigation systems are only set up for the base game with mod plugin support.
@thatsjustmidofficial I maintain a no mods cargo version. Additionally, this engine is no longer used on the SWL-120, being replaced by one with no mods.
@StinkyRice Mobile mods have been unsupported for years, my mod archive is primarily PC mods (I collect android mods but do not know if they work or how to use them), and the original folder is long-gone as far as I know,
@crazyplaness Unfortunately no, as I don't know where to even begin with VR stuff in Unity. It is possible to place one on a control base and add some cylinder grips though.
Just took this plane for a flight, and here are my recommendations:
1. There should be some sort of indication that each switch is working (e.g. a beacon light, as used in the SWL-10).
2. Just to make it easier to tell what switches are turned on, I recommend rotating some of the ones on the overhead panel so "off" is the same direction for all switches. As this flips the built-in label, I recommend using a separate label for these. One label can be used for all switches if you get clever with the text.
3. Hydraulics should work with just one engine/APU running, and not require both engines to be on.
4. Engine bleed air irl is something you enable after the engine has started. Bleed air is used for the pressurized air system, which is used for air conditioning, some de-icing systems in certain planes, and starting other engines.
5. Turning the APU off after engine start should not cause all engines and hydraulics to stop working. I should note this only causes the left engine to turn off for some reason.
Those are the coding recommendations I have after a test flight; overall you show a good understanding of the basics of using the variables system following my tutorial. There are no errors in the console (I've seen errors a lot with other planes I've tested), and the general layout of the cockpit is pretty good. If you are looking for some improvements to further your cockpit building skill, I would recommend adding some (flat) panels to the overhead panel instead of just placing switches wherever, and also aligning switches in some sort of a grid using the nudge tool. (The way I build my overhead panels is by having a flat, unrotated panel of some sort, adding all the controls to that, and then rotating the entire panel to fit with the roof). Additionally, setting calculateDrag to false on nonessential parts such as switches, gauges, and most fuselage parts will drastically improve performance with more complex builds. If after this you find you don't have enough drag, increase dragScale on some parts which still have it enabled.
I hope you find my feedback and recommendations helpful.
I have one important recommendation for variables, which is to have the variable of the switch and the variable it controls be separate. What I mean by this, for example, is to call a switch Eng1Input, and then for the Eng1 variable, write Bat1 * Eng1Input. This makes it so any switch can always be clicked, which is how it is irl.
@SilverStar Yes, any rim can be mixed with any tire. Installation is as simple as making the rim have the same position as the tire, and adjusting the rim's settings so they match the tire (full instructions will be on the mod post).
I really like the cockpit on this, although some labelled diagrams of all the controls would be helpful as it took me some time to find everything listed on the startup sequence.
@MOPCKOEDNISHE Thank you so much! This should be very helpful in making my mod. I've saved the code as requested so you can delete it.
Update: I implemented the code and everything works perfectly.
@RobertsAeronautics It's pretty much finished (I haven't asked in a while), but they haven't released it yet. I will ask them a little later when I get a chance.
If you still need help, the first steps in the tutorial in this video might be helpful. I think there's also a certain version of Unity itself and the mod tools which I have just used today to create a new mod, which are explained in the video.
Link formatting is disabled for users with no points for spam prevention, and also Imgur links don't work for some reason. I would recommend imgbb or postimages (you also need more points).
Hi, I'm creating a mod which uses multiple input controllers, and I was wondering if you'd be able to tell me how you got the values from them with scripts. Currently I can only use the value of one, but this mod has multiple on one part and they all work. (I'm happy to just look through the source code of this mod too).
This is still useful 2 years later as I am making the SWL-120's navigation map.
It should work; did you test the carrier yourself before spawning it as AI?
+1@YarisSedan Here
+1@Noname918181818181818181 Just search for this page on archive.org. I archived it twice.
+1It's only been 6 days, and their comment history has larger gaps.
+1Well there's this, found from the press kit link at the bottom.
@crazyplaness also set
+2wingPhysicsEnabled
tofalse
in the Wing category in Overload.The upvote cooldown is likely there to prevent abuse, just like the aircraft upload limit.
+15Just so you know, there's already forums for FT and markdown, which are linked in the pinned forum.
@TeodoroG try imgbb.com or postimages.com
+1
Snake Wonder Land (SWL)
+1Use the SWL logo in my profile pic.
@TheMouse I have no experience with hover engines/systems, but I would recommend either a PID or what I used for my autopilot which is a carefully tuned autotrim with a difference modifier.
+1For the autotrim, carefully record the required throttle to PERFECTLY maintain various altitudes (I'd recommend 500 or 100 feet increments, and again make sure the plane is perfectly maintaining that altitude), then use a regression equation from something like Excel to get the formula. Then put that formula into FT. For the difference modifier, simply subtract the current altitude from the target (with a clamp and multiplier), and add this number to the autotrim.
@windshifter1 I actually have a lot more than that, being Kaper, Xinshan, one of the Maywar airports, The Items, Southside Area, Cape Coral, Sarajevo Airport, and Turtle Isle Airport. So really, most major plugin mods are supported in the waypoint and ILS systems. And not only that, but you can enable or disable support for each mod in the settings page in the FMC.
@windshifter1 Ah okay. I strongly recommend making a version that is a plugin though, as the SWL-120's navigation systems are only set up for the base game with mod plugin support.
I have a question about your upcoming International Airport mod, will it be a map plugin or a standalone map?
+1Very nice so far!
+1Yes. Anyone with the link can access it.
+1@thatsjustmidofficial I maintain a no mods cargo version. Additionally, this engine is no longer used on the SWL-120, being replaced by one with no mods.
@Hiiamhere But what specific video?
+2Edit: noticed the edit, nvmd
What video was this?
@MVC @crazyplaness I have VR, although the point still stands I do not know how to make it grippable in VR. It does all show up in VR though.
+1@StinkyRice Mobile mods have been unsupported for years, my mod archive is primarily PC mods (I collect android mods but do not know if they work or how to use them), and the original folder is long-gone as far as I know,
Look for the android mods here.
+2@crazyplaness Unfortunately no, as I don't know where to even begin with VR stuff in Unity. It is possible to place one on a control base and add some cylinder grips though.
@RGaming00 No problem!
Just took this plane for a flight, and here are my recommendations:
1. There should be some sort of indication that each switch is working (e.g. a beacon light, as used in the SWL-10).
2. Just to make it easier to tell what switches are turned on, I recommend rotating some of the ones on the overhead panel so "off" is the same direction for all switches. As this flips the built-in label, I recommend using a separate label for these. One label can be used for all switches if you get clever with the text.
3. Hydraulics should work with just one engine/APU running, and not require both engines to be on.
4. Engine bleed air irl is something you enable after the engine has started. Bleed air is used for the pressurized air system, which is used for air conditioning, some de-icing systems in certain planes, and starting other engines.
5. Turning the APU off after engine start should not cause all engines and hydraulics to stop working. I should note this only causes the left engine to turn off for some reason.
Those are the coding recommendations I have after a test flight; overall you show a good understanding of the basics of using the variables system following my tutorial. There are no errors in the console (I've seen errors a lot with other planes I've tested), and the general layout of the cockpit is pretty good. If you are looking for some improvements to further your cockpit building skill, I would recommend adding some (flat) panels to the overhead panel instead of just placing switches wherever, and also aligning switches in some sort of a grid using the nudge tool. (The way I build my overhead panels is by having a flat, unrotated panel of some sort, adding all the controls to that, and then rotating the entire panel to fit with the roof). Additionally, setting
calculateDrag
tofalse
on nonessential parts such as switches, gauges, and most fuselage parts will drastically improve performance with more complex builds. If after this you find you don't have enough drag, increasedragScale
on some parts which still have it enabled.I hope you find my feedback and recommendations helpful.
@RGaming00 I'll take a look when I get a chance.
I have one important recommendation for variables, which is to have the variable of the switch and the variable it controls be separate. What I mean by this, for example, is to call a switch Eng1Input, and then for the Eng1 variable, write Bat1 * Eng1Input. This makes it so any switch can always be clicked, which is how it is irl.
@Type2volkswagen I think the wire rims are already included, although we can look into adding wooden rims.
@SilverStar Yes, any rim can be mixed with any tire. Installation is as simple as making the rim have the same position as the tire, and adjusting the rim's settings so they match the tire (full instructions will be on the mod post).
+1sum(Roll)
I've been working on the same plane for years, and have many more years of project ideas. There's even more to do past those ideas as well.
@LucasTheConcorde They are actually quite simple tbh
@YarisSedan I never use fine tuner; I use the built-in nudge tool. I've also never had this issue happen to me.
I really like the cockpit on this, although some labelled diagrams of all the controls would be helpful as it took me some time to find everything listed on the startup sequence.
+1It's happened before, drama ensues, and the mods wipe it. Probably not a good idea to do it again.
+1[I am a link](https://www.simpleplanes.com/u/TeodoroG)
I am a link
+1@MOPCKOEDNISHE Thank you so much! This should be very helpful in making my mod. I've saved the code as requested so you can delete it.
Update: I implemented the code and everything works perfectly.
@P0timon My upcoming SWL-120.
@RobertsAeronautics Honestly another year, although I don't really know.
@RobertsAeronautics It's pretty much finished (I haven't asked in a while), but they haven't released it yet. I will ask them a little later when I get a chance.
They are still active in a small Discord server I'm in, but like me they are busy with education and irl stuff.
+2If you still need help, the first steps in the tutorial in this video might be helpful. I think there's also a certain version of Unity itself and the mod tools which I have just used today to create a new mod, which are explained in the video.
Link formatting is disabled for users with no points for spam prevention, and also Imgur links don't work for some reason. I would recommend imgbb or postimages (you also need more points).
+2Hi, I'm creating a mod which uses multiple input controllers, and I was wondering if you'd be able to tell me how you got the values from them with scripts. Currently I can only use the value of one, but this mod has multiple on one part and they all work. (I'm happy to just look through the source code of this mod too).
The third item in this list may be helpful for you.
The code looks fine to me, but did you set the interactionType of your switches to Toggle?
@GGundaMMM The modded version has a full interior and extra details, while the no mods version is a cargo version.
@Yoinkus What part didn't work?