64.3k PlaneFlightX Comments

  • Cockpit Screens 2 months ago

    @FaLLin1 I hope so to; although I doubt they will have the same level of functionality as these do (especially the version I use in my SWL-120, which also has a very complicated and integrated waypoint display system with purple waypoint paths)

  • Bug thread for v1.12.128 (current version) 2 months ago

    Hiding parts does not hide them from the connect part menu. For example, if I hide a fuselage that would normally obscure a part, then select a part, click add connection, and attempt to click on the obscured part, I actually select the hidden part despite it not being visible.

  • Airliner Sound Blocks 2 months ago

    @YarisSedan here you go

  • Airliner Sound Blocks 2 months ago

    @Graingy bruh I don't need that much realism lol

  • Airliner Sound Blocks 2 months ago

    No Mobile


    Mobile mods with scripts have been unsupported for 6 years now.

  • Cockpit Sounds 2 months ago

    @Sense2 Thanks, I have updated that. I'll add you to the credits list for providing recommendations on the cockpit sounds.

  • Cockpit Sounds 2 months ago

    @Sense2 Alright, and does it loop or just play once/twice like low airspeed?

  • how to make plen! tutorial 2 months ago

    @Sense2 "And now that we've finished our interior, let's add a simple cockpit to finish off the build. I think 99% realism should be okay for this build since I'm just showing you the basics."

  • Cockpit Sounds 2 months ago

    @Sense2 Thanks for your advice! I will actually consider some of your suggestions since I don't really know how some of them work, especially how the non-normal sounds interact with each other and when they play.

    1. If you mean the overspeed, I agree. Even the brown noise, which goes for 10 minutes (looped), has a slight cut when it loops. I might just go into Audacity and extend the overspeed alarm to be 1 minute or longer.

    2. I could update the low airspeed mp3 to have two calls, and then not loop it. Easy change.

    3. I technically could fix this, but it would make the whole system even more complicated. I do have warnings in specific groups, and certain sounds take priority (for example, the speed warnings go from stall, to low speed, to overspeed). It's not perfect, but again it's a game about simple planes.

    4. So you mean that in addition to the sound, there should be a text warning? Where specifically should it go on the EICAS? In the (not built yet) messages section, or a larger warning at the top?

    5. I actually was aware of that sound existing, but never added it. I will now look into adding it. I know it means the glideslope is not in the center, but when exactly does the warning activate?

  • Boeing 767-400ER Progress 2 months ago

    @Planemaster88 at least the SWL-120 is still in development, to be released hopefully this year.

  • SWL-120 Landing Gear 2 months ago

    @Prytton I don't really know, sorry.

  • SWL-120 Flight Management Computer 3 months ago

    @GorillaGuerrilla If you can figure out how to add it sure

  • Cockpit Sounds 3 months ago

    @AuroraBrooke It is for my own plane and has integration with its systems, but similar to my Cockpit Screens mod, I might make a public version with most of the sounds.

  • T-9 keyboard 3 months ago

    @XM803ENJOYER46 all good then, no problem

  • How powerful is your device you play Simpleplanes on? 3 months ago

    Overclocked i9-11900k, 32GB ram, and RTX 4070ti

  • Cockpit Sounds 3 months ago

    @SilverStar I've heard them and... umm... just go listen to them when he posts them

  • Cockpit Sounds 3 months ago

    @CaptainNoble I have a description now

  • Cockpit Sounds 3 months ago

    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.

    Update 3/09/2025, I have tweaked some sounds (see Sense2's comments below), and added a new glideslope warning sound.

  • T-9 keyboard 3 months ago

    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.

  • Autopilot sucks 3 months ago

    I just code my own autopilot, which allows for deeper integration with advanced navigation systems.

  • Sarajevo Airport 3 months ago

    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.

  • Trinity Nuclear Test - Implosion Fisson Bomb (Plutonium 239) --- White Sands Missile Range, New Mexico... 3 months ago

    @AWESOMENESS360 I think you were confusing whereby and Bobbygomes21 6.3 years ago.

  • SWL-120 Lite 3 months 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.

  • [website bug?] not being able to see unlisted post that's been saved to favorites/not showing up on the favorites list 3 months ago

    @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.

  • Detailed Landing Gear - SWL-120 Progress Update 9 3 months ago

    @Sense2 clamp01(clamp01(IAS < 40 & OnGround = 1) = 0) * abs(clamp01(smooth(GearInput * 10, GearHydraulics) - 9))

  • ?????????????????? fiwfan 3 months ago

    @Randomplayer The translation being thai checks out then.
    So we have a NSFW bot. Great. I've seen worse somehow.

  • ?????????????????? fiwfan 3 months ago

    @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"

  • ?????????????????? fiwfan 3 months ago

    @X99STRIKER I tried translating it and translate had a stroke lol.

  • How big is your SimplePlanes Aircraft (and blueprints) Backup/Archive? 3 months ago

    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.

  • ?????????????????? fiwfan 3 months ago

    @X99STRIKER fiwfan is probably whatever scam service the bot is promoting.

  • I B Gone for a While 3 months ago

    @TheMouse He's back!

  • [Solved] i genuinely dont know that this island existed 3 months ago

    This is Sultan Island from The Items

  • Mass tagging rule? 3 months ago

    @MetallicBeef6572 What do you mean by comments?

  • Advanced Autopilot 3 months ago

    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.

  • Basic approach chart for Wright. 3 months ago

    Interesting, although my waypoint/ILS system is too far completed to add this. Maybe for my next plane though (SP2)

  • Car Parts 4 months ago

    @Kenzo316actual Please read the FAQ on one of my recent progress updates

  • SWL-10 4 months ago

    @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.

  • Ok I don't know who half you people are in the forums. WHO ARE YOU AND WHAT KIND OF STUFF DO YOU BUILD??? 4 months ago

    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)

  • Car Parts 4 months ago

    @YokaiBear unfortunately no; mobile mods have been unsupported for many years

  • Detailed Landing Gear - SWL-120 Progress Update 9 4 months ago

    @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.

  • Car Parts 4 months ago

    @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.

  • Car Parts 4 months ago

    @EdwardAviation Yes

  • Detailed Landing Gear - SWL-120 Progress Update 9 4 months ago

    @EdwardAviation @NGC543 I'm still working on it; averaging a few hours every day.

  • Cockpit Screens 4 months ago

    @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.

  • Extremely important: Game needs way to retrieve parts beyond builder render distance 5 months ago

    @Graingy I don't know why it doesn't exist then, because it does for me. Oh well...

  • Extremely important: Game needs way to retrieve parts beyond builder render distance 5 months ago

    @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

  • Extremely important: Game needs way to retrieve parts beyond builder render distance 5 months ago

    @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.

  • Extremely important: Game needs way to retrieve parts beyond builder render distance 5 months ago

    Just go into the xml and delete the problematic part (or set its position to something similar to the rest)