I've only worked on one project in the last three years (the SWL-120), and I use the following main control system (ignoring the hundreds to thousands of additional controls in the cockpit):
- Throttle: Throttle (overrides individual throttle levers when moved)
- VTOL: Flaps (overrides flaps lever when moved, and both VTOL and the flaps lever have code to step them from setting 0 to 4)
- Trim: Trim (overrides trim lever in the cockpit when moved
- Pitch: Pitch (due to autopilot integration stuff is separate, but outside the cockpit Pitch is Pitch
- Roll: Same as Pitch.
- Brake: Just wheel brakes, nothing else. Due to the lack of brake inputs on wheels it always works.
- FireGuns: Reverse thrust (requires throttle to be idle; moving throttle forward cuts out reverse thrust; levers in cockpit can be moved to any % instead of a bool)
- LaunchCountermeasures: Spoilers (lever in cockpit can be moved to any % instead of a bool)
- Yaw: I have a split tiller and rudder system, but outside the cockpit it defaults to Yaw for everything and Yaw in the cockpit will be the rudder, both, or tiller depending on the tiller mode
I guess my system can be described as using the default inputs to the best of my ability, separating systems like reverse thrust and spoilers where possible. In the cockpit everything is like a real airliner and can be moved as such though.
@Prokuplanes Actually, looking back, mine is a bit much. I forgot that | (OR operator) will output 1 if either of the Booleans is true, so the output of Bool | Bool will be -1 or 1. Having "off" being -1 tends to mess up stuff, especially more complicated codes, so I like to put clamp01s to make it 0 or 1. So my final recommendation would be to just clamp01 everything: clamp01(Activate4 | TargetSelected), although if whatever your use case is disregards the -1, then the simpler one is also fine.
@Rb2h I have already tried the SWL-120 No Mods (the no mods "cargo" fuselage with the current cockpit), and I get over 60 FPS, so that's good (15FPS before). However, since the interior uses mods (at least the one I can run), I cannot try it.
@MobileBuilder21 not that crazy.
Just a new SWL-120 with overhauled everything and ultra realism to real life (with a lot of fixes to core stuff I couldn't easily change in SP1). I'm talking complete redesign and rebuild from the ground up, only reusing stuff like the seats and cockpit screens.
@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).
I saw your tag yesterday but didn't get time to test it until today, great work! I went for a simple flight from Wright to Yeager (not in VR).
One major recommendation I have is to add labelled diagrams of everything. I'm not sure how actual training manuals look for real planes (something I'll need to figure out when I get to making documentation for my plane), but I would assume they detail every single control and what it does. The user manual (which I only noticed after taking off, what a great preflight lookaround I did lol) is a good start to this.
Another recommendation, which would be a great addition to the user manual (or maybe in some sort of EFB where everything can be found) is tables of all important information, such as what the airport codes (WLA, KAX, etc) mean, minimum/maximum airspeeds, and anything else. I was able to guess what Yeager was by the 01L/R runways.
I also noticed the fuel transfer systems seems to have an error when I activate more than one transfer button, as all buttons say error (and some have "On" and "Error" overlapping). Do you know why this happens?
The overall design of everything is very good, and I especially like the engine instruments and "System Data Display". You also made the text have proper backlighting which works with a switch, something I don't remember seeing before. It would be cool if every single system with emissive paint also had this effect (note, this is why I avoided any dials in my plane, as they are hard to turn on and off).
There are a few other recommendations I have if you're interested, about construction methods, coding errors, and improvements to some code.
Overall, I am very impressed with this cockpit! Well done!
@SilverStar Forgot to make a description, will do.
Yeah I think the pull ups are a little loud; they are two different sounds mashed together by me to make "Pull Up.mp3".
@Mrcooldude @Aerovations I contacted SupremeDorian, it's a known issue with the server cache (happens at random intervals) and I think he's working on fixing it.
Great job! I'm going to stick with my own heavily modified version for my plane (plus I'm focusing more on modded screens now), but this is very cool and I can see a lot of work went into it.
Would you be interested in testing my SWL-120 Parts mod? I get some warnings about PC-only stuff when I build it so I would be interested to see if it works on OSX.
@Sense2 The flight model is just... realistic. There is the right amount of thrust to weight, and a realistic drag. It's not realistic by real life terms since there's one hidden inlet with drag and the entire plane is just 30k pounds, but it feels realistic and I'll take it.
Cool. I just used trigonometry to calculate the angle of depression for my VNAV system.
I also recently made a full autoland system for my SWL-120. This thing is insane.
I could probably make this functional, at least with the ability to type in a username and password, display a fake desktop environment, and open a notepad window where you can type stuff. I would do it too, if I wasn't working on my plane.
Try the city mods here. The mods are made by Toscio56, although his google drive links are no longer working. You can also try looking through my entire archive
There are likely already more than one million planes if you consider deleted posts.
In fact, this forum has the ID of 2109164, meaning 2109164 posts (biographies, crafts, forums, videos, blogs) have been made since the site was created.
@GrandmasterPotato @aMosquito I play the game pretty much every single day, often for many hours at a time. It's not that I don't play anymore, it's that I focus on working on my plane instead of posting lots of low effort planes and forums. I'm still highly active on the website, even if I don't comment that often (ping me at any time and I'll respond in a few hours unless I'm asleep). I'm probably an exception though; I know a few platinum players on Discord who just stopped playing the game.
@windshifter1 yeah that doesn't explain the meme amount of gigawatts though. I spent half an hour combining a full stream deck of macros and my G502's unlockable scroll wheel and I could only do 8 kilowatts per session.
@GoldenAviation It's hard to explain, as I didn't set out to make a cockpit screens mod to release to the public. The screens were originally developed for the SWL-120, and (as explained in the description) aren't even proper standalone parts, requiring some labels to assist with some numbers.
I don't really know how I made it into a mod; it's just a bunch of moving textures using repetitive (with changes) C# code. You can view the code yourself by downloading the source code.
@ShinyGemsBro @StockPlanesRemastered They could also be upgraded slightly with some of the new environment creation skills of the devs, which would be cool.
I've only worked on one project in the last three years (the SWL-120), and I use the following main control system (ignoring the hundreds to thousands of additional controls in the cockpit):
+1- Throttle: Throttle (overrides individual throttle levers when moved)
- VTOL: Flaps (overrides flaps lever when moved, and both VTOL and the flaps lever have code to step them from setting 0 to 4)
- Trim: Trim (overrides trim lever in the cockpit when moved
- Pitch: Pitch (due to autopilot integration stuff is separate, but outside the cockpit Pitch is Pitch
- Roll: Same as Pitch.
- Brake: Just wheel brakes, nothing else. Due to the lack of brake inputs on wheels it always works.
- FireGuns: Reverse thrust (requires throttle to be idle; moving throttle forward cuts out reverse thrust; levers in cockpit can be moved to any % instead of a bool)
- LaunchCountermeasures: Spoilers (lever in cockpit can be moved to any % instead of a bool)
- Yaw: I have a split tiller and rudder system, but outside the cockpit it defaults to Yaw for everything and Yaw in the cockpit will be the rudder, both, or tiller depending on the tiller mode
I guess my system can be described as using the default inputs to the best of my ability, separating systems like reverse thrust and spoilers where possible. In the cockpit everything is like a real airliner and can be moved as such though.
@CloverAerospaceDivision SimplePlanes Forum Post❎
+15000-6000 Word School Essay✅
@Prokuplanes Actually, looking back, mine is a bit much. I forgot that | (OR operator) will output 1 if either of the Booleans is true, so the output of
+1Bool | Boolwill be -1 or 1. Having "off" being -1 tends to mess up stuff, especially more complicated codes, so I like to put clamp01s to make it 0 or 1. So my final recommendation would be to just clamp01 everything:clamp01(Activate4 | TargetSelected), although if whatever your use case is disregards the -1, then the simpler one is also fine.@Rb2h I have already tried the SWL-120 No Mods (the no mods "cargo" fuselage with the current cockpit), and I get over 60 FPS, so that's good (15FPS before). However, since the interior uses mods (at least the one I can run), I cannot try it.
+1@MobileBuilder21 not that crazy.
+1Just a new SWL-120 with overhauled everything and ultra realism to real life (with a lot of fixes to core stuff I couldn't easily change in SP1). I'm talking complete redesign and rebuild from the ground up, only reusing stuff like the seats and cockpit screens.
@ThomasRoderick The ladder goes up to the floor in the ultimate class-cockpit hallway. There's a modelled access hatch you can't open.
+1@Thad23 Of course (source: co-author of SCII)
+1@RGaming00 I never actually thought about adding those, but maybe for my next project.
+1@frogbot4000 Thanks!
+1@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
+1If you're interested, I made a waypoint map with many more locations.
+1Will everything function exactly like the real thing? (barring classified military documents lol)
+1@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
+1There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).
I saw your tag yesterday but didn't get time to test it until today, great work! I went for a simple flight from Wright to Yeager (not in VR).
+1One major recommendation I have is to add labelled diagrams of everything. I'm not sure how actual training manuals look for real planes (something I'll need to figure out when I get to making documentation for my plane), but I would assume they detail every single control and what it does. The user manual (which I only noticed after taking off, what a great preflight lookaround I did lol) is a good start to this.
Another recommendation, which would be a great addition to the user manual (or maybe in some sort of EFB where everything can be found) is tables of all important information, such as what the airport codes (WLA, KAX, etc) mean, minimum/maximum airspeeds, and anything else. I was able to guess what Yeager was by the 01L/R runways.
I also noticed the fuel transfer systems seems to have an error when I activate more than one transfer button, as all buttons say error (and some have "On" and "Error" overlapping). Do you know why this happens?
The overall design of everything is very good, and I especially like the engine instruments and "System Data Display". You also made the text have proper backlighting which works with a switch, something I don't remember seeing before. It would be cool if every single system with emissive paint also had this effect (note, this is why I avoided any dials in my plane, as they are hard to turn on and off).
There are a few other recommendations I have if you're interested, about construction methods, coding errors, and improvements to some code.
Overall, I am very impressed with this cockpit! Well done!
@Graingy Trying to submit a comment on the Corsair spits the entire page HTML in a browser alert window. Also weird.
+1@MTindustries I guess this is my response now; Christmas 2025, earlier if I can finish all the stuff I have to work on
+1boy do I have news for you
+1@SilverStar Forgot to make a description, will do.
+1Yeah I think the pull ups are a little loud; they are two different sounds mashed together by me to make "Pull Up.mp3".
I have every single mod in the game, over 400 files.
+1@Yish42 Add a variable setter with the same name as the button and put 0 as the expression.
+1When you need a train but can only use roads
+1@Aerovations Same issue.
+1@Mrcooldude @Aerovations I contacted SupremeDorian, it's a known issue with the server cache (happens at random intervals) and I think he's working on fixing it.
+1@Wingsoffirefanatic @SemedianIndustries this may actually be similar to (if not better than) the SWL-10, but then there's the SWL-120.
+1Great job! I'm going to stick with my own heavily modified version for my plane (plus I'm focusing more on modded screens now), but this is very cool and I can see a lot of work went into it.
+1Would you be interested in testing my SWL-120 Parts mod? I get some warnings about PC-only stuff when I build it so I would be interested to see if it works on OSX.
+1@MetallicBeef6572 If you mean your own posts than I would say it's fine.
+1If those people clearly requested to be tagged then it is generally okay, but just tagging a bunch of random people is not okay.
+1@Sense2 The flight model is just... realistic. There is the right amount of thrust to weight, and a realistic drag. It's not realistic by real life terms since there's one hidden inlet with drag and the entire plane is just 30k pounds, but it feels realistic and I'll take it.
+1@Sense2 It already does.
+1@HazerzIsBack yep. Still going. I think I'll finish it this year, and I'm actually making good progress. I only have 4 months left though
+1Cool. I just used trigonometry to calculate the angle of depression for my VNAV system.
+1I also recently made a full autoland system for my SWL-120. This thing is insane.
I make SimplePlanes content but I only upload a few times a year and it's a lot of SWL-120 stuff.
+1@Kikikokikomarumaru15000 Thanks, it has been added.
+1I've always been here. While I may seem somewhat inactive, I check the website many times a day.
+1I could probably make this functional, at least with the ability to type in a username and password, display a fake desktop environment, and open a notepad window where you can type stuff. I would do it too, if I wasn't working on my plane.
+1@Raider883 they mean a PID controller
+1My autopilot tutorial may be useful; just hardcode the target altitude to be 40 after tuning the autopilot and you should be good to go.
+1Try the city mods here. The mods are made by Toscio56, although his google drive links are no longer working. You can also try looking through my entire archive
+1It's fuselage slicing all over again
+1There are likely already more than one million planes if you consider deleted posts.
+1In fact, this forum has the ID of 2109164, meaning 2109164 posts (biographies, crafts, forums, videos, blogs) have been made since the site was created.
@GrandmasterPotato @aMosquito I play the game pretty much every single day, often for many hours at a time. It's not that I don't play anymore, it's that I focus on working on my plane instead of posting lots of low effort planes and forums. I'm still highly active on the website, even if I don't comment that often (ping me at any time and I'll respond in a few hours unless I'm asleep). I'm probably an exception though; I know a few platinum players on Discord who just stopped playing the game.
+1@marcox43 That was MVC not me, although eventually the SWL-120's cockpit will have sounds so I will learn that then.
+1@windshifter1 yeah that doesn't explain the meme amount of gigawatts though. I spent half an hour combining a full stream deck of macros and my G502's unlockable scroll wheel and I could only do 8 kilowatts per session.
+1@32 I can confirm, although a select few mods only render to one eye.
+1(again you need to be on a computer, and have both the base game and VR)
@GoldenAviation It's hard to explain, as I didn't set out to make a cockpit screens mod to release to the public. The screens were originally developed for the SWL-120, and (as explained in the description) aren't even proper standalone parts, requiring some labels to assist with some numbers.
+1I don't really know how I made it into a mod; it's just a bunch of moving textures using repetitive (with changes) C# code. You can view the code yourself by downloading the source code.
Is this PCVR or a standalone VR headset? I've heard the new lever types aren't in VR for some reason.
+1@Solent Waypoints would be cool too, especially proper built-in ones instead of my cool-but-absurdly-complex waypoint system on the -120
+1@ShinyGemsBro @StockPlanesRemastered They could also be upgraded slightly with some of the new environment creation skills of the devs, which would be cool.
+1Pressing it will install RTX 6090ti and a free copy of SimplePlanes2 with VR (you get shipped a free VR headset)
+1(jk)