@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)
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.
@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."
@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?
@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.
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.
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.
@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)
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.
@YarisSedan here you go
@Graingy bruh I don't need that much realism lol
No Mobile
Mobile mods with scripts have been unsupported for 6 years now.
@Sense2 Thanks, I have updated that. I'll add you to the credits list for providing recommendations on the cockpit sounds.
@Sense2 Alright, and does it loop or just play once/twice like low airspeed?
@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."
@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?
@Planemaster88 at least the SWL-120 is still in development, to be released hopefully this year.
@Prytton I don't really know, sorry.
@GorillaGuerrilla If you can figure out how to add it sure
@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.
@XM803ENJOYER46 all good then, no problem
Overclocked i9-11900k, 32GB ram, and RTX 4070ti
@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.
Update 3/09/2025, I have tweaked some sounds (see Sense2's comments below), and added a new glideslope warning sound.
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\AircraftDesignsIf 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)