In terms of "detail-per-square-inch" (if you get what I mean), this is still the most detailed and complex car on the platform, even with its issues (e.g. VR incompatibility)
Just came back to this forum, and with the kind of building I do, I would really like an input field like the fuselage width/height/length options, as I edit the fill down to like 4 decimal places and Overload has this weird bug where the more you use it, the longer it takes to switch tabs from "Part" to "Fuselage", leading to you having to reload the designer.
Found this again, this is why I pretty much exclusively nudge stuff around and connect it with the part connections tool. I only place stuff the "normal" way when I want to get the perfect position connecting a few fuselages. When I do that, I nudge the two fuselages far away (and actually just clone them too, so I don't even touch the main build).
@windshifter1 Ah okay. I strongly recommend making a version that is a plugin though, as the SWL-120's navigation systems are only set up for the base game with mod plugin support.
@thatsjustmidofficial I maintain a no mods cargo version. Additionally, this engine is no longer used on the SWL-120, being replaced by one with no mods.
@StinkyRice Mobile mods have been unsupported for years, my mod archive is primarily PC mods (I collect android mods but do not know if they work or how to use them), and the original folder is long-gone as far as I know,
@crazyplaness Unfortunately no, as I don't know where to even begin with VR stuff in Unity. It is possible to place one on a control base and add some cylinder grips though.
Just took this plane for a flight, and here are my recommendations:
1. There should be some sort of indication that each switch is working (e.g. a beacon light, as used in the SWL-10).
2. Just to make it easier to tell what switches are turned on, I recommend rotating some of the ones on the overhead panel so "off" is the same direction for all switches. As this flips the built-in label, I recommend using a separate label for these. One label can be used for all switches if you get clever with the text.
3. Hydraulics should work with just one engine/APU running, and not require both engines to be on.
4. Engine bleed air irl is something you enable after the engine has started. Bleed air is used for the pressurized air system, which is used for air conditioning, some de-icing systems in certain planes, and starting other engines.
5. Turning the APU off after engine start should not cause all engines and hydraulics to stop working. I should note this only causes the left engine to turn off for some reason.
Those are the coding recommendations I have after a test flight; overall you show a good understanding of the basics of using the variables system following my tutorial. There are no errors in the console (I've seen errors a lot with other planes I've tested), and the general layout of the cockpit is pretty good. If you are looking for some improvements to further your cockpit building skill, I would recommend adding some (flat) panels to the overhead panel instead of just placing switches wherever, and also aligning switches in some sort of a grid using the nudge tool. (The way I build my overhead panels is by having a flat, unrotated panel of some sort, adding all the controls to that, and then rotating the entire panel to fit with the roof). Additionally, setting calculateDrag to false on nonessential parts such as switches, gauges, and most fuselage parts will drastically improve performance with more complex builds. If after this you find you don't have enough drag, increase dragScale on some parts which still have it enabled.
I hope you find my feedback and recommendations helpful.
I have one important recommendation for variables, which is to have the variable of the switch and the variable it controls be separate. What I mean by this, for example, is to call a switch Eng1Input, and then for the Eng1 variable, write Bat1 * Eng1Input. This makes it so any switch can always be clicked, which is how it is irl.
@MOPCKOEDNISHE Thank you so much! This should be very helpful in making my mod. I've saved the code as requested so you can delete it.
Update: I implemented the code and everything works perfectly.
@RobertsAeronautics It's pretty much finished (I haven't asked in a while), but they haven't released it yet. I will ask them a little later when I get a chance.
If you still need help, the first steps in the tutorial in this video might be helpful. I think there's also a certain version of Unity itself and the mod tools which I have just used today to create a new mod, which are explained in the video.
Hi, I'm creating a mod which uses multiple input controllers, and I was wondering if you'd be able to tell me how you got the values from them with scripts. Currently I can only use the value of one, but this mod has multiple on one part and they all work. (I'm happy to just look through the source code of this mod too).
@GGundaMMM For more information read the FAQ of this post, but there is a version with mods and a version without (as of now the cockpit is vanilla), and I don't know the release date.
Funky trees in label {} cannot be stacked. If the code above is everything in the label, I would use <size={Activate8 ? "100" : "0"}%> at the beginning.
@126 There was the whole verifpro thing a while ago where actual users got hacked, likely from reused passwords where other sites had data breaches and the user used the same password.
I should also note that when I personally choose to visit a site (sometimes I get curious as to what exactly the scam even is), I use a new private window with my adblocker and many other privacy settings (also a new browser session too)). I should also note that aside from rare zero-day vulnerabilities (exploits in browsers themselves which websites can take advantage of), you generally won't get instantly hacked as long as you don't install/download anything (also always have a private/incognito window instead of a normal session).
@126 It depends on what the link is. Some of them are scams or malicious (and if you don't know what you're doing then it's best to not visit those sites), but many are just dodgy articles on a website that while not necessarily is malware itself, but is not a trustworthy source of information. Additionally some of the links are directly to sites to buy scam products.
@126 And on that note, who is behind the bots? It could be just some AI, but why make a "bot comment" / "bot forum" about something like Google or some other reputable brand? I saw one recently here which is just various ways of formatting a Google link.
@FlyingPotato_131 Your ILS is the only one I've seen so far which supports any heading, and has a simple latitude and longitude input making it easy to add lots of mod airports (another one I've seen uses two latitudes and two longitudes for some reason).
In terms of "detail-per-square-inch" (if you get what I mean), this is still the most detailed and complex car on the platform, even with its issues (e.g. VR incompatibility)
Hello again, only been like 3 years, how's the B-36 going? I saw your forum post 8 months ago but there's been nothing since.
@TheMouse I think he's inactive now, rip
Just came back to this forum, and with the kind of building I do, I would really like an input field like the fuselage width/height/length options, as I edit the fill down to like 4 decimal places and Overload has this weird bug where the more you use it, the longer it takes to switch tabs from "Part" to "Fuselage", leading to you having to reload the designer.
You can also write a comment, and then delete everything when editing it.
Found this again, this is why I pretty much exclusively nudge stuff around and connect it with the part connections tool. I only place stuff the "normal" way when I want to get the perfect position connecting a few fuselages. When I do that, I nudge the two fuselages far away (and actually just clone them too, so I don't even touch the main build).
@hotcakes What do you mean by unlock?
@hotcakes What do you mean? I just dragged it out of the propulsion menu.
Here
Well there's this, found from the press kit link at the bottom.
Just so you know, there's already forums for FT and markdown, which are linked in the pinned forum.
@TeodoroG try imgbb.com or postimages.com
@windshifter1 I actually have a lot more than that, being Kaper, Xinshan, one of the Maywar airports, The Items, Southside Area, Cape Coral, Sarajevo Airport, and Turtle Isle Airport. So really, most major plugin mods are supported in the waypoint and ILS systems. And not only that, but you can enable or disable support for each mod in the settings page in the FMC.
@windshifter1 Ah okay. I strongly recommend making a version that is a plugin though, as the SWL-120's navigation systems are only set up for the base game with mod plugin support.
@thatsjustmidofficial I maintain a no mods cargo version. Additionally, this engine is no longer used on the SWL-120, being replaced by one with no mods.
What video was this?
@StinkyRice Mobile mods have been unsupported for years, my mod archive is primarily PC mods (I collect android mods but do not know if they work or how to use them), and the original folder is long-gone as far as I know,
@crazyplaness Unfortunately no, as I don't know where to even begin with VR stuff in Unity. It is possible to place one on a control base and add some cylinder grips though.
@RGaming00 No problem!
Just took this plane for a flight, and here are my recommendations:
1. There should be some sort of indication that each switch is working (e.g. a beacon light, as used in the SWL-10).
2. Just to make it easier to tell what switches are turned on, I recommend rotating some of the ones on the overhead panel so "off" is the same direction for all switches. As this flips the built-in label, I recommend using a separate label for these. One label can be used for all switches if you get clever with the text.
3. Hydraulics should work with just one engine/APU running, and not require both engines to be on.
4. Engine bleed air irl is something you enable after the engine has started. Bleed air is used for the pressurized air system, which is used for air conditioning, some de-icing systems in certain planes, and starting other engines.
5. Turning the APU off after engine start should not cause all engines and hydraulics to stop working. I should note this only causes the left engine to turn off for some reason.
Those are the coding recommendations I have after a test flight; overall you show a good understanding of the basics of using the variables system following my tutorial. There are no errors in the console (I've seen errors a lot with other planes I've tested), and the general layout of the cockpit is pretty good. If you are looking for some improvements to further your cockpit building skill, I would recommend adding some (flat) panels to the overhead panel instead of just placing switches wherever, and also aligning switches in some sort of a grid using the nudge tool. (The way I build my overhead panels is by having a flat, unrotated panel of some sort, adding all the controls to that, and then rotating the entire panel to fit with the roof). Additionally, setting
calculateDrag
tofalse
on nonessential parts such as switches, gauges, and most fuselage parts will drastically improve performance with more complex builds. If after this you find you don't have enough drag, increasedragScale
on some parts which still have it enabled.I hope you find my feedback and recommendations helpful.
@RGaming00 I'll take a look when I get a chance.
I have one important recommendation for variables, which is to have the variable of the switch and the variable it controls be separate. What I mean by this, for example, is to call a switch Eng1Input, and then for the Eng1 variable, write Bat1 * Eng1Input. This makes it so any switch can always be clicked, which is how it is irl.
@Type2volkswagen I think the wire rims are already included, although we can look into adding wooden rims.
sum(Roll)
I've been working on the same plane for years, and have many more years of project ideas. There's even more to do past those ideas as well.
@LucasTheConcorde They are actually quite simple tbh
@YarisSedan I never use fine tuner; I use the built-in nudge tool. I've also never had this issue happen to me.
@MOPCKOEDNISHE Thank you so much! This should be very helpful in making my mod. I've saved the code as requested so you can delete it.
Update: I implemented the code and everything works perfectly.
@P0timon My upcoming SWL-120.
@RobertsAeronautics Honestly another year, although I don't really know.
@RobertsAeronautics It's pretty much finished (I haven't asked in a while), but they haven't released it yet. I will ask them a little later when I get a chance.
If you still need help, the first steps in the tutorial in this video might be helpful. I think there's also a certain version of Unity itself and the mod tools which I have just used today to create a new mod, which are explained in the video.
Hi, I'm creating a mod which uses multiple input controllers, and I was wondering if you'd be able to tell me how you got the values from them with scripts. Currently I can only use the value of one, but this mod has multiple on one part and they all work. (I'm happy to just look through the source code of this mod too).
The third item in this list may be helpful for you.
The code looks fine to me, but did you set the interactionType of your switches to Toggle?
@GGundaMMM The modded version has a full interior and extra details, while the no mods version is a cargo version.
@Yoinkus What part didn't work?
@GGundaMMM For more information read the FAQ of this post, but there is a version with mods and a version without (as of now the cockpit is vanilla), and I don't know the release date.
Funky trees in label {} cannot be stacked. If the code above is everything in the label, I would use <size={Activate8 ? "100" : "0"}%> at the beginning.
@126 Link to forum on what Verifpro is
@126 There was the whole verifpro thing a while ago where actual users got hacked, likely from reused passwords where other sites had data breaches and the user used the same password.
I should also note that when I personally choose to visit a site (sometimes I get curious as to what exactly the scam even is), I use a new private window with my adblocker and many other privacy settings (also a new browser session too)). I should also note that aside from rare zero-day vulnerabilities (exploits in browsers themselves which websites can take advantage of), you generally won't get instantly hacked as long as you don't install/download anything (also always have a private/incognito window instead of a normal session).
@126 It depends on what the link is. Some of them are scams or malicious (and if you don't know what you're doing then it's best to not visit those sites), but many are just dodgy articles on a website that while not necessarily is malware itself, but is not a trustworthy source of information. Additionally some of the links are directly to sites to buy scam products.
Something else I noticed is markdown hyperlinks no longer work for 0 point users, which was likely added to make bot links more obvious.
@126 And on that note, who is behind the bots? It could be just some AI, but why make a "bot comment" / "bot forum" about something like Google or some other reputable brand? I saw one recently here which is just various ways of formatting a Google link.
@FlyingPotato_131 Your ILS is the only one I've seen so far which supports any heading, and has a simple latitude and longitude input making it easy to add lots of mod airports (another one I've seen uses two latitudes and two longitudes for some reason).
@basedpilot69 Hello, here is the mod.
This is legit a pretty fun plane to fly (I've been testing the ILS a lot)
SWL-10 and my upcoming SWL-120