@IFVuser yeah if I were to assemble every pre-export into one file, it would easily be in the tens of thousands. I can run everything no problem at 60FPS though right now with mods. Total part count is 2000, most of that being buttons and stuff in the cockpit.
I have a question about the code for this, there is a variable error in the console saying "Unary operator not supported: And". Do you get this warning too?
@Solent I found the issue to be a feedback loop with the smooth() I used on the trim component of the altitude autopilot... not sure why I didn't catch this earlier. I have fixed this and updated the xml. Is the issue fixed for you now?
I didn't make a video, but I did test it again and this is my feedback:
Movement: overall 5/10, but if scored relative to the type of craft 8/10 (obviously a large bomber/cruiser will be more sluggish than a fighter). The autotrim is a little jerky sometimes which detracts the score.
Weapons: I haven't tested the advanced targeting systems, but selecting a target aims the cannons and a launched bomb will fly to the target. The autoaim on the cannons and autoflight on the bombs is good. 9/10 (sometimes bombs loop around targets)
Playability: ignoring the actual framerate and game performance, the actual craft is fun to control and startup once I'm familiar with it. One thing I should note is the lack of any labelled diagrams, as when I first flew it a while ago I was struggling to find the controls mentioned in the checklists. Once I did know where everything was, the engine startup sequence was pretty fun. I'd give playability an 8/10, the detractors being a lack of diagrams and some quirks with how it flies sometimes.
I would also like to note how it leans back when first spawned in. Maybe consider moving the CoG forward or the main landing gear backward?
@jamesPLANESii On the SWL-120, the primary wings, the slat rotators, and some exposed aileron rotators are 0,0,0 scale. If I need to change something I can either make my way to them via connections (my part connections are very organized) or looking directly in the xml.
@GoodPattRail It is misleading, as the thumbnail does not show the build itself. As stated in the rules, "posts with misleading thumbnails will be removed."
@Graingy A phone is far worse because everything is so tiny, even just doing normal phone things (I really prefer my computer setup lol).
On an iPad I just have more space to interact with and see stuff.
Forum got removed but I saw your question.
All posts (forums, airplanes, blogs, videos, mods, bios) have a unique ID. They can all be edited (and the edit page can be viewed by everyone) with https://www.simpleplanes.com/Forums/Edit/PostID. Example 1 Example 2
It also seems you have already changed the title to your bio post, and have used this trick in the past.
Wright, although mostly I'm either spawning in and checking something on the plane itself (for example checking the dimensions of something in VR for the interior), or just taking off and doing something in the air. When I eventually get this monstrosity finished, I will fly between various vanilla and mod airports.
@Graingy I plan to remake this in SP2 with ultra details similar to the SWL-10.
Should be a quick and fun project, only a few thousand parts and just under a year.
@Graingy
{TargetSelected ? "TargetDistance" : "N/A"}
will display TargetDistance (as a string) or N/A.
To display the actual value, you will want two separate expressions that show and hide themselves.
<size={TargetSelected ? "100" : "0"}%>{TargetDistance}<size={TargetSelected ? "0" : "100"}%>N/A</size>
Try that
@Graingy The label code in your comment will just display two pieces of text. About the other thing you tried, a tertiary selector in a label must have either two strings, or two numbers.
@Graingy Yeah the pingpong by itself is instantaneous. It's the other time-based function inside it (sum) which makes it alternate at an observable rate. About speed, I believe sum(1) will have a value of 1 after 1 second, so the value in sum is simply the amount of change in one second. The clamp01 in my earlier code is actually after the boolean, and is to give us a "clean" value (not required but I have OCD lol) of 0 or 1 for the beacon light input.
@Graingy Alright, so with pingpong it doesn't have a speed; it simply pingpongs whatever you put into it. So let's say you just have pingpong(Throttle * 3, 1). There is no speed or anything. If you jam throttle to full, the function will output 1 because you went to 1, then back to 0, and back to 1 again, instantly.
I'll explain other stuff as we go on, but for now, put {pingpong(Throttle * 3, 1)} into a label and try it out in-game (you can also use the debug console if you wish, just take off the curly brackets).
@griges Sorry, didn't see your reply (please remember to press the reply button).
I write almost all my variable and label code in notepad++ (label code is then copied to in-game while I write variables directly into the xml), and even then I frequently have multiple windows up for reference or transfer.
I am actually still in high school, and almost all of my coding, Unity, and blender knowledge has come from this game, which I play as a hobby.
@Noname918181818181818181 And I also do that as well. @Graingy I guess I use a lot of build techniques, but I forget they aren't common knowledge and so don't think of them as build techniques.
@blt My main desktop has an i9 and 4070ti, with matching high-end components, although you will not need that to run the final plane (without the cockpit). This is due to my method of modding parts, which you can read about here.
@griges the SWL-10's code is very basic. The SWL-120's code is a lot better and fixes most of the problems with the SWL-10's autopilot, although it's a little more complex.
@griges now I see where I went wrong lol. I don't use that specific code, my modified heading code is embedded in my autopilot heading code so it's more complicated.
What are you trying to do with this code, anyway?
@Graingy He means editing the fuselage slicing using Overload, something I do all the time to put in something like 46.47435% right fill as calculated by my scripts.
@blt I've never played stormworks, nor have I heard of it outside of people telling me they think I play it lol.
Also a mobile friendly version is impossible, as there is just too much detail. The window dimmers alone are 1314 parts unmodded (added in to the fuselage mod now).
About my actual computer, it's a custom build with an i9-11900k and RTX 4070ti, with suitable components to match. I built it four years ago with a 3060 and have since upgraded the GPU. I also have my even older gaming laptop, an Acer Nitro 5 with a i7-8750H and 1050, which I use to test performance sometimes (or when I'm away from home). I can run the full plane without the cockpit (still all the 30,000 parts modded to 900) at 30FPS, and 6FPS with the cockpit added (there is a lot of code there).
Just realized I typed a whole essay lol, but it should explain how my building works and how I can achieve this level of detail and have it still be playable.
(Comment got cut off, so I split it and also moved it so it reads in order)
I read the last paragraph about variables, and there is a solution: use a text editor.
My plane has over 1000 variables, some being absurdly complex, and I just do all the coding in notepad++.
With labels, most tags have closing tags (the ones with the slash in them). Here's a document explaining all the tags.
About the trigonometry, I have no idea. I modified the HUD to suit my own plane (2 years ago), and I just left some stuff as-is, including this.
I joined in my very early childhood when the game first released on iOS and plan to be around for many more years.
+1@IFVuser yeah if I were to assemble every pre-export into one file, it would easily be in the tens of thousands. I can run everything no problem at 60FPS though right now with mods. Total part count is 2000, most of that being buttons and stuff in the cockpit.
+1I listen to literally anything, from podcasts to several genres of music.
+1@IzzyIA Ah I see. Still very cool regardless!
+1@IFVuser @TacticalCrusader There are several android mods in my mod archive. The folder with the most android mods is Kakhikotchauri1.
+1I have a question about the code for this, there is a variable error in the console saying "Unary operator not supported: And". Do you get this warning too?
+1Sometimes all I have to show for 2 hours of "work" is a few new parts on my 3000 part interior
+1@Graingy I released the SWL-120 early if you want to check it out
+1@Solent I found the issue to be a feedback loop with the smooth() I used on the trim component of the altitude autopilot... not sure why I didn't catch this earlier. I have fixed this and updated the xml. Is the issue fixed for you now?
+1I didn't make a video, but I did test it again and this is my feedback:
+1Movement: overall 5/10, but if scored relative to the type of craft 8/10 (obviously a large bomber/cruiser will be more sluggish than a fighter). The autotrim is a little jerky sometimes which detracts the score.
Weapons: I haven't tested the advanced targeting systems, but selecting a target aims the cannons and a launched bomb will fly to the target. The autoaim on the cannons and autoflight on the bombs is good. 9/10 (sometimes bombs loop around targets)
Playability: ignoring the actual framerate and game performance, the actual craft is fun to control and startup once I'm familiar with it. One thing I should note is the lack of any labelled diagrams, as when I first flew it a while ago I was struggling to find the controls mentioned in the checklists. Once I did know where everything was, the engine startup sequence was pretty fun. I'd give playability an 8/10, the detractors being a lack of diagrams and some quirks with how it flies sometimes.
I would also like to note how it leans back when first spawned in. Maybe consider moving the CoG forward or the main landing gear backward?
@rimiha It's fixed now, excellent.
+1@griges I can have a look, yes
+1hmm, I don't really know then
+1Is the height of the label part big enough?
@Graingy It's in the guide in the "Number Input Variables" section close to the top.
+1game was not responding for 5 minutes and I gave up lol
+1I get a few frames per second in the designer, currently waiting for 1 minute to load the level
+1@jamesPLANESii On the SWL-120, the primary wings, the slat rotators, and some exposed aileron rotators are 0,0,0 scale. If I need to change something I can either make my way to them via connections (my part connections are very organized) or looking directly in the xml.
+1
+1[PaintBrushSP](https://www.simpleplanes.com/u/PaintBrushSP)
PaintBrushSP
@GoodPattRail It is misleading, as the thumbnail does not show the build itself. As stated in the rules, "posts with misleading thumbnails will be removed."
+1You used a screenshot of the characteristics instead of a picture of the actual build in the thumbnail.
+1My SSD decided to start working again and I got all my stuff back (which now has automatic backups in place); hopefully your laptop does the same.
+1@Graingy A phone is far worse because everything is so tiny, even just doing normal phone things (I really prefer my computer setup lol).
+1On an iPad I just have more space to interact with and see stuff.
@Graingy This one
+1Forum got removed but I saw your question.
+1All posts (forums, airplanes, blogs, videos, mods, bios) have a unique ID. They can all be edited (and the edit page can be viewed by everyone) with
https://www.simpleplanes.com/Forums/Edit/PostID
.Example 1
Example 2
It also seems you have already changed the title to your bio post, and have used this trick in the past.
Wright, although mostly I'm either spawning in and checking something on the plane itself (for example checking the dimensions of something in VR for the interior), or just taking off and doing something in the air. When I eventually get this monstrosity finished, I will fly between various vanilla and mod airports.
+1Are you going to add every dial and switch? That would be pretty cool.
+1My anti-stealing strategy is make builds no-one can run lol (see: SWL-120)
+1@Graingy I plan to remake this in SP2 with ultra details similar to the SWL-10.
+1Should be a quick and fun project, only a few thousand parts and just under a year.
@Graingy @Monarchii fun fact: This is one label. And I know how to modify it.
+1@Graingy Yes
+1@Graingy
+1{TargetSelected ? "TargetDistance" : "N/A"}
will display TargetDistance (as a string) or N/A.
To display the actual value, you will want two separate expressions that show and hide themselves.
<size={TargetSelected ? "100" : "0"}%>{TargetDistance}<size={TargetSelected ? "0" : "100"}%>N/A</size>
Try that
@Graingy The label code in your comment will just display two pieces of text. About the other thing you tried, a tertiary selector in a label must have either two strings, or two numbers.
+1@Graingy Yeah the pingpong by itself is instantaneous. It's the other time-based function inside it (sum) which makes it alternate at an observable rate. About speed, I believe sum(1) will have a value of 1 after 1 second, so the value in sum is simply the amount of change in one second. The clamp01 in my earlier code is actually after the boolean, and is to give us a "clean" value (not required but I have OCD lol) of 0 or 1 for the beacon light input.
+1@Graingy Alright, so with pingpong it doesn't have a speed; it simply pingpongs whatever you put into it. So let's say you just have
+1pingpong(Throttle * 3, 1)
. There is no speed or anything. If you jam throttle to full, the function will output 1 because you went to 1, then back to 0, and back to 1 again, instantly.I'll explain other stuff as we go on, but for now, put
{pingpong(Throttle * 3, 1)}
into a label and try it out in-game (you can also use the debug console if you wish, just take off the curly brackets).@ThomasRoderick fixed
+1@griges Sorry, didn't see your reply (please remember to press the reply button).
+1I write almost all my variable and label code in notepad++ (label code is then copied to in-game while I write variables directly into the xml), and even then I frequently have multiple windows up for reference or transfer.
I am actually still in high school, and almost all of my coding, Unity, and blender knowledge has come from this game, which I play as a hobby.
@Noname918181818181818181 And I also do that as well. @Graingy I guess I use a lot of build techniques, but I forget they aren't common knowledge and so don't think of them as build techniques.
+1@blt My main desktop has an i9 and 4070ti, with matching high-end components, although you will not need that to run the final plane (without the cockpit). This is due to my method of modding parts, which you can read about here.
+1@griges the SWL-10's code is very basic. The SWL-120's code is a lot better and fixes most of the problems with the SWL-10's autopilot, although it's a little more complex.
+1@griges Were you looking at the SWL-10? I don't believe I made the SWL-120's heading code available.
+1@griges now I see where I went wrong lol. I don't use that specific code, my modified heading code is embedded in my autopilot heading code so it's more complicated.
+1What are you trying to do with this code, anyway?
@Graingy He means editing the fuselage slicing using Overload, something I do all the time to put in something like 46.47435% right fill as calculated by my scripts.
+1@blt I've never played stormworks, nor have I heard of it outside of people telling me they think I play it lol.
+1Also a mobile friendly version is impossible, as there is just too much detail. The window dimmers alone are 1314 parts unmodded (added in to the fuselage mod now).
@Graingy yes and no
+1read this essay about part count
Could also be
+1Heading + 180
I'm not sure which one has the desired behaviour you want, but try rimiha's and mine and see which one works for you.
About my actual computer, it's a custom build with an i9-11900k and RTX 4070ti, with suitable components to match. I built it four years ago with a 3060 and have since upgraded the GPU. I also have my even older gaming laptop, an Acer Nitro 5 with a i7-8750H and 1050, which I use to test performance sometimes (or when I'm away from home). I can run the full plane without the cockpit (still all the 30,000 parts modded to 900) at 30FPS, and 6FPS with the cockpit added (there is a lot of code there).
+1Just realized I typed a whole essay lol, but it should explain how my building works and how I can achieve this level of detail and have it still be playable.
(Comment got cut off, so I split it and also moved it so it reads in order)
@griges I'm making a tutorial video on it, which will be released in checks schedule 3-4 business years
+1rate(Altitude) gives vertical speed in m/s
+1simple math can be used to convert it to whatever units you need
I read the last paragraph about variables, and there is a solution: use a text editor.
+1My plane has over 1000 variables, some being absurdly complex, and I just do all the coding in notepad++.
With labels, most tags have closing tags (the ones with the slash in them). Here's a document explaining all the tags.
+1About the trigonometry, I have no idea. I modified the HUD to suit my own plane (2 years ago), and I just left some stuff as-is, including this.