Try increasing the mass of the landing gear assembly (in particular the springs and wheels), and fiddling with the wheel traction settings if mass does not fix it.
@TinyMaus I think it actually does lol. Not only is the part count greater than 20,000 parts (I'll do some proper calculations at some point), but many parts are highly complex with many pages of funky trees in a single label.
Dragging parts? Never heard of it.
I thought everyone carefully added a part away from the build and used the nudge and part connections tools to add it to the plane.
@RepublicOfCursedPlanes Oh, if you mean the plane in the images, it's actually a different plane entirely. I just use the same general fuselage construction for all my planes.
@SPAircraftOfficial @Maver1ck To further improve this code, use:
clamp01(Throttle > 0.8 & IAS > 857.5)
Is 1 when the conditions specified in the post are true, otherwise it is 0.
You can give the engine more HP and using some FT to make the input change based on the angle (Pitch * X) * (PitchAngle / Y)
Replace X with something like 0.75, and Y with something like 20. Increasing Y will add less power, and decreasing it will add more power.
@XAircraftManufacturer I'd say tagging players who are featured in posts like this is a grey area. Normally I wouldn't want to be tagged, but since I was featured here I'm personally alright with it.
Some mods have a really weird experience in VR where they only render in the left eye, in particular these mods. Do you have any recommendations on Unity settings to change for the mod authors?
My SWL-120 has some of these, and I've separated them for your inspection. Note the variable setters and buttons used to control them (APU E-Stop is irrelevant to the dials).
The SimplePlanes map is perfectly fine. If it were any more complex I wouldn't be able to run my planes. SimplePlanes is about building planes, not so much exploring.
@Korzalerke2147483647 I'm hoping for the end of this year, I've been working on school stuff but I have a 2 week break coming up soon, I should get a lot done then
@Korzalerke2147483647 I haven't done much work on the plane, but it's getting there. It's missing the autopilot, ILS, autoland, backend FMC stuff, and a bunch of random cockpit switches.
Before I publish the plane I also need to make a tutorial video, pdf manual, pdf checklist, charts, and airport vehicles (player controlled AI, it's going to be epic)
@Korzalerke2147483647 I have over 50 of these stacked statements in a lot of my variables. I use a text editor and a lot of notes to make sense of them
There are two ways to do this.
1. Use the voffset and pos tags to move the arrow around the label as you rotate it
2. Use a control base (or rotator), and a fuselage or two
I'd recommend option 2, sometimes mechanical displays are better than 2 pages of text code for a single arrow.
@TinyMaus
[copied from SWL-10, better suited here]
Thanks! My goal for the SWL-120 is to make it like a real flight sim - separate throttle control, pushback tug, refueling tanker (you can spawn and control these yourself), full interior, everything.
I have an overclocked 11900K and barely get 60fps with the full assembly right now. The plane is fairly GPU heavy due to a modding trick I'm using, I have a 3060 but plan to upgrade eventually. I do have a no mods version which should be less of an impact than the full version. It's going to be cargo, that way I can have a "full interior" which is just empty. I'm also going to try and make a cockpit only version, for VR.
I use a rotator, a magnet, and two buttons. The magnet just serves as a detailed knob (not a magnet). The rotator and magnet are just for show. The two buttons increase and decrease the value of the "knob".
@xiebaiBX What do you mean?
+1Try increasing the mass of the landing gear assembly (in particular the springs and wheels), and fiddling with the wheel traction settings if mass does not fix it.
+1@TinyMaus I think it actually does lol. Not only is the part count greater than 20,000 parts (I'll do some proper calculations at some point), but many parts are highly complex with many pages of funky trees in a single label.
+1@RepublicOfCursedPlanes Also "subscribe" to every single post you visit by clicking the wifi icon at the top right of the header
+1Fun fact: It'll just display "1 NEW", and that singular notification will tell you how many new comments are on this post.
+1@MrCOPTY Probably lol
+1@Jakeharharhar Read the end of the linked forum post.
+1Dragging parts? Never heard of it.
+1I thought everyone carefully added a part away from the build and used the nudge and part connections tools to add it to the plane.
@ToeTips I guess...
+1bruh this forum's been taken over by bots
+1This, but if you count in development, this.
+1@RepublicOfCursedPlanes Oh, if you mean the plane in the images, it's actually a different plane entirely. I just use the same general fuselage construction for all my planes.
+1@RepublicOfCursedPlanes What do you mean?
+1I would use
+1clamp01(!Activate5) * Input
Replace
Input
with Pitch, Roll, or Yaw based on what control surface you are replacing.I just checked the reference list, and unfortuantly there isn't a way to tell if you are targeted. I hope this helps.
+1@TheTomatoLover I'm not though...
+1I'm just interested in aviation.
@SPAircraftOfficial @Maver1ck To further improve this code, use:
+1clamp01(Throttle > 0.8 & IAS > 857.5)
Is 1 when the conditions specified in the post are true, otherwise it is 0.
Turn off air traffic in settings
+1You can give the engine more HP and using some FT to make the input change based on the angle
+1(Pitch * X) * (PitchAngle / Y)
Replace X with something like 0.75, and Y with something like 20. Increasing Y will add less power, and decreasing it will add more power.
Can you send me the plane so I can have a look at it?
+1@XAircraftManufacturer I'd say tagging players who are featured in posts like this is a grey area. Normally I wouldn't want to be tagged, but since I was featured here I'm personally alright with it.
+1I guess I could have a look. It should be a simple case of adding multipliers to the input wherever it shows up in the label code.
+1Add an engine with a low max throttle (in xml) and a suitable power multiplier, and maybe write some code to make it a function of airspeed
+1I'd also recommend deleting your other three new forums, they are kind of spammy (in my opinion).
+1Some mods have a really weird experience in VR where they only render in the left eye, in particular these mods. Do you have any recommendations on Unity settings to change for the mod authors?
+1@DatRoadTrainGuy19 Depends. I'd say a year so far for the entire cockpit.
+1Great mod, but there is this weird issue in VR where only the left eye can see the airport. All your other mods have this weird issue.
+1Use a control base instead of a piston.
+1My SWL-120 has some of these, and I've separated them for your inspection. Note the variable setters and buttons used to control them (APU E-Stop is irrelevant to the dials).
+1Google drive link is unaccessable. I'd recommend checking the file permissions are set to "anyone with the link can view".
+1Wrong SP folder.
+1Correct folder path is C:\Users\yourname\AppData\LocalLow\SimplePlanes\Mods
@MrCOPTY This is an older plane, I have better methods now.
+1Sure, I'll do it
+1The SimplePlanes map is perfectly fine. If it were any more complex I wouldn't be able to run my planes. SimplePlanes is about building planes, not so much exploring.
+1! [] (imagelink)
+1Remove the spaces between the !, [], and () above.
Right click on the image and click on copy image link.
@Korzalerke2147483647 I'm hoping for the end of this year, I've been working on school stuff but I have a 2 week break coming up soon, I should get a lot done then
+1@Korzalerke2147483647 I haven't done much work on the plane, but it's getting there. It's missing the autopilot, ILS, autoland, backend FMC stuff, and a bunch of random cockpit switches.
+1Before I publish the plane I also need to make a tutorial video, pdf manual, pdf checklist, charts, and airport vehicles (player controlled AI, it's going to be epic)
@Korzalerke2147483647 I have over 50 of these stacked statements in a lot of my variables. I use a text editor and a lot of notes to make sense of them
+1I've been working on the same build for the past two years, and am not bored at all.
+1Sure, I'll do it.
+1@Skykid028 That's alright. To simplify that code, you could do
+1clamp(Pitch + Roll, -1, 1) * clamp(1 - (IAS / 500), 0.1, 1)
.There are two ways to do this.
+11. Use the voffset and pos tags to move the arrow around the label as you rotate it
2. Use a control base (or rotator), and a fuselage or two
I'd recommend option 2, sometimes mechanical displays are better than 2 pages of text code for a single arrow.
@TinyMaus
+1[copied from SWL-10, better suited here]
Thanks! My goal for the SWL-120 is to make it like a real flight sim - separate throttle control, pushback tug, refueling tanker (you can spawn and control these yourself), full interior, everything.
I have an overclocked 11900K and barely get 60fps with the full assembly right now. The plane is fairly GPU heavy due to a modding trick I'm using, I have a 3060 but plan to upgrade eventually. I do have a no mods version which should be less of an impact than the full version. It's going to be cargo, that way I can have a "full interior" which is just empty. I'm also going to try and make a cockpit only version, for VR.
@SlowSeline82 because there has been no android mod support for several years.
+1@windshifter1 I installed the minimap and other screens
+1Interesting, it's nice to see tutorials in other languages.
+1I use a rotator, a magnet, and two buttons. The magnet just serves as a detailed knob (not a magnet). The rotator and magnet are just for show. The two buttons increase and decrease the value of the "knob".
+1clamp01(Activate1 & Activate2)
+1You know you can just change your bio
+1