Also just thinking... Most players celebrate their point specials, not really time after joining specials. I personally have no problems with making one-year specials... Just something to think about.
To enhance realism in the SWL-120's cockpit, I have added cockpit sounds. To do this, I made my own mod part, with many sounds and effects all included in one part. The following groups of sounds are included:
- GPWS Approach Callouts
- GPWS Gear/Flaps Warnings
- Speed Warnings
- Bank Angle
- GPWS Descending Warnings
- Autopilot Disconnect
- Brown Noise (at high airspeed or engine power)
- Pax Signs (not shown here, just normal fasten seatbelt chimes)
Each sound has realistic activation parameters based on similar real-life airplanes.
@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".
I just had a quick look, and there are many improvements. First of all, there is no need to just put the variable as its expression. For example, you have a variable called BB, and then you put BB as the expression. All this does is set BB it itself, so you can delete these variables. Next, I suggest using descriptive (for example FMCLKeypadInput for the keypad on my left flight management computer) variable names, so you and others (mainly others) can better understand how the code works. For the keypad itself, I suggest changing the InteractionType to Once, using the same variable name, with a different outputValue for each button. This is how all my button groups work. Since you have ABC and DEF for example instead of one button for each letter, it will be more complicated (I can help with that if you want), but for mine, I have a variable setter that first checks if the input is not 0, and then does a different action based on the value. I store letters as numbers, so pressing the A key would be 13, B would be 14, and so on. My FMC has a lot more complicated code, but the basic idea is to have a value for each possible character. Since you have three characters per button, I would recommend having a system to loop through each value, with something like a 2 second timeout for looping (example, have a variable called LoopTime that is Time + 2), and then check if Time > LoopTime to end the loop and type the next character.
I understand a lot of what I've said is just brushing the surface of what code to actually write, but if you're interested I can provide more information.
I'm sure you're inactive now, but AltitudeAgl doesn't work with this map; it reads as if I am hovering above the ocean even though I'm landed on the airport. Are you able to fix this?
Update: The airport seems to be fine, but the terrain still doesn't work with Agl.
@Aerovations It could use some refining, but it actually isn't too far off. I do think the SP2 tutorial plane (if there is one) would use SP2 parts and have more details than this one though.
@X99STRIKER I used my browser's built-in translate and it's, as expected, 2 pages of AI essay about a "valuable and supportive community to spark inspiration"
My files are different since I have other stuff like FT codes, diagrams, reference pictures, scripts, and other stuff still related to SimplePlanes. My entire "SimplePlanes" folder (not the AppData one; one in my own storage) is just under 10GB, the SWL-120 Unity project is abut 25GB, and I have about 1200 total xml files archived. I only have like 7 files in my actual AircraftDesigns folder, all of them being SWL-120 related.
This advanced autopilot has autonavigation through a series of waypoints, VNAV (reach a target altitude at a target waypoint), and full autoland with automatically deploying spoilers. This video demonstrates a simple flight from Wright to Yeager, although up to 25 waypoints may be entered into the flight plan, with almost every mod plugin supported in the ILS, ND, and FMC.
@XM803ENJOYER46 Sorry, forgot about your message.
On this plane, there is no electrical system past the electrics being "on". I can't remember exactly what I did, but I think the starters are actually always on here. On my SWL-120, which does have simulated everything, the APU dial is only in the start position when the APU is starting, so I use that as my electrical load detector. The engines use pressurized air to start, and have a similar method, with the engine dial adding load when it is in the start position. I have a variable setter that sets it to 1 (run) after engine start is complete; same for the APU.
I am making the most detailed and realistic airliner in the history of the site, a project that has been in progress for 4 years (I mean 4 years of actual work too)
@EdwardAviation Just because I haven't posted any main progress updates doesn't mean I haven't done anything; I've made numerous posts since then about new stuff.
You can find the 10th one (still work in progress) here.
@Firgreen Thanks! I don't have any plans to make more mods like this one, although I am working on the mod for my SWL-120, which should be out sometime this year.
@EdwardAviation The aircraft in the screenshots is the basic cockpit shell from my SWL-120, and you can access it with the first two links in the description.
@Graingy Open the relevant xml file in a text editor, search for the part (can be hard if it's a random part), and change the coordinates. Then, save it and reload in SP.
@Feanor Okay. Why does it blow up though?
+1There's a 'Main Heli Rotor' that keeps overspeeding and blows up. Can't find it to delete it.
+1Now I have 3 cessnas in my jetstream taunting me to download them but I can't.
+1Pretty good, for a beginner.
+1Just thinking... a great way to get upvotes on this plane is to make a video demonstrating the features.
+1@what1do2you3think I could do some instrumentation. (Also some improvements).
+1@Jkbrown0116 Wow... It actually does fly. (A lot faster)
+1@what1do2you3think K.
+1Was this inspired off my latest upload?
+1Pistons might be a good idea. If you search the site there are several good piston engines.@what1do2you3think @randomusername
+1@what1do2you3think Thanks. I've bookmarked it for future uses.
+1Also just thinking... Most players celebrate their point specials, not really time after joining specials. I personally have no problems with making one-year specials... Just something to think about.
+1@what1do2you3think Maybe make a passenger version.
+1Just a question (not about this plane), what is your opinion of X-Plane 11? I have the free demo but would like another person's opinion.
+1@SilverStar I've heard them and... umm... just go listen to them when he posts them
@CaptainNoble I have a description now
To enhance realism in the SWL-120's cockpit, I have added cockpit sounds. To do this, I made my own mod part, with many sounds and effects all included in one part. The following groups of sounds are included:
- GPWS Approach Callouts
- GPWS Gear/Flaps Warnings
- Speed Warnings
- Bank Angle
- GPWS Descending Warnings
- Autopilot Disconnect
- Brown Noise (at high airspeed or engine power)
- Pax Signs (not shown here, just normal fasten seatbelt chimes)
Each sound has realistic activation parameters based on similar real-life airplanes.
@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".
I just had a quick look, and there are many improvements. First of all, there is no need to just put the variable as its expression. For example, you have a variable called BB, and then you put BB as the expression. All this does is set BB it itself, so you can delete these variables. Next, I suggest using descriptive (for example FMCLKeypadInput for the keypad on my left flight management computer) variable names, so you and others (mainly others) can better understand how the code works. For the keypad itself, I suggest changing the InteractionType to Once, using the same variable name, with a different outputValue for each button. This is how all my button groups work. Since you have ABC and DEF for example instead of one button for each letter, it will be more complicated (I can help with that if you want), but for mine, I have a variable setter that first checks if the input is not 0, and then does a different action based on the value. I store letters as numbers, so pressing the A key would be 13, B would be 14, and so on. My FMC has a lot more complicated code, but the basic idea is to have a value for each possible character. Since you have three characters per button, I would recommend having a system to loop through each value, with something like a 2 second timeout for looping (example, have a variable called LoopTime that is Time + 2), and then check if Time > LoopTime to end the loop and type the next character.
I understand a lot of what I've said is just brushing the surface of what code to actually write, but if you're interested I can provide more information.
I just code my own autopilot, which allows for deeper integration with advanced navigation systems.
I'm sure you're inactive now, but AltitudeAgl doesn't work with this map; it reads as if I am hovering above the ocean even though I'm landed on the airport. Are you able to fix this?
Update: The airport seems to be fine, but the terrain still doesn't work with Agl.
@TheMouse yes
@AWESOMENESS360 I think you were confusing whereby and Bobbygomes21 6.3 years ago.
@Aerovations It could use some refining, but it actually isn't too far off. I do think the SP2 tutorial plane (if there is one) would use SP2 parts and have more details than this one though.
@AndrewGarrison fair enough, thanks for the explanation
@AndrewGarrison Did you update something about the users all time page too? I just noticed a limit at Page 25. Going past doesn't work at all.
@Sense2
clamp01(clamp01(IAS < 40 & OnGround = 1) = 0) * abs(clamp01(smooth(GearInput * 10, GearHydraulics) - 9))
@Randomplayer The translation being thai checks out then.
So we have a NSFW bot. Great. I've seen worse somehow.
@X99STRIKER I used my browser's built-in translate and it's, as expected, 2 pages of AI essay about a "valuable and supportive community to spark inspiration"
@X99STRIKER I tried translating it and translate had a stroke lol.
My files are different since I have other stuff like FT codes, diagrams, reference pictures, scripts, and other stuff still related to SimplePlanes. My entire "SimplePlanes" folder (not the AppData one; one in my own storage) is just under 10GB, the SWL-120 Unity project is abut 25GB, and I have about 1200 total xml files archived. I only have like 7 files in my actual AircraftDesigns folder, all of them being SWL-120 related.
@X99STRIKER fiwfan is probably whatever scam service the bot is promoting.
@TheMouse He's back!
This is Sultan Island from The Items
@MetallicBeef6572 What do you mean by comments?
This advanced autopilot has autonavigation through a series of waypoints, VNAV (reach a target altitude at a target waypoint), and full autoland with automatically deploying spoilers. This video demonstrates a simple flight from Wright to Yeager, although up to 25 waypoints may be entered into the flight plan, with almost every mod plugin supported in the ILS, ND, and FMC.
Interesting, although my waypoint/ILS system is too far completed to add this. Maybe for my next plane though (SP2)
@Kenzo316actual Please read the FAQ on one of my recent progress updates
@XM803ENJOYER46 Sorry, forgot about your message.
On this plane, there is no electrical system past the electrics being "on". I can't remember exactly what I did, but I think the starters are actually always on here. On my SWL-120, which does have simulated everything, the APU dial is only in the start position when the APU is starting, so I use that as my electrical load detector. The engines use pressurized air to start, and have a similar method, with the engine dial adding load when it is in the start position. I have a variable setter that sets it to 1 (run) after engine start is complete; same for the APU.
I am making the most detailed and realistic airliner in the history of the site, a project that has been in progress for 4 years (I mean 4 years of actual work too)
@YokaiBear unfortunately no; mobile mods have been unsupported for many years
@EdwardAviation Just because I haven't posted any main progress updates doesn't mean I haven't done anything; I've made numerous posts since then about new stuff.
You can find the 10th one (still work in progress) here.
@Firgreen Thanks! I don't have any plans to make more mods like this one, although I am working on the mod for my SWL-120, which should be out sometime this year.
@EdwardAviation Yes
@EdwardAviation @NGC543 I'm still working on it; averaging a few hours every day.
@EdwardAviation The aircraft in the screenshots is the basic cockpit shell from my SWL-120, and you can access it with the first two links in the description.
@Graingy I don't know why it doesn't exist then, because it does for me. Oh well...
@Graingy
C:\Users\user\AppData\LocalLow\Jundroo\SimplePlanes\AircraftDesigns
If you want, you can just upload the plane normally and I'll have a look
@Graingy Open the relevant xml file in a text editor, search for the part (can be hard if it's a random part), and change the coordinates. Then, save it and reload in SP.
Just go into the xml and delete the problematic part (or set its position to something similar to the rest)