I just tested it, and the wobble you speak of is an intentional design by the original creator. There is some funky trees code used to stabilize the aircraft that results in the canard not behaving as you would expect.
I always use grammar when commenting or posting on this website, sometimes omitting full stops for short, one sentence comments. In Discord grammar's mostly a lost cause, however.
Never ever
Mods are only "technically" supported + scripts are not supported + idk how to make android mods + no
Comments asking for android or any mobile version will be removed because clearly no-one can read
@HazerzIsBack Just going to let you know, behind the scenes I've been working on the cockpit screens, among MANY other details. I'll even share this sneak peek of some new stuff. EICAS Closeup. It's fully vanilla btw, no mods except for the 3D models (none of which are in the cockpit).
Expect an official progress update in the next few weeks.
@MobileBuilder21 In my opinion, the best practice for variables is to leave the switch alone. By putting a switch on, say, BatteryInput, and the actual battery on Battery * BatteryInput, if the battery is 0 the switch does not turn off. This makes it more realistic.
@MobileBuilder21 I checked out you file, the main issue is the lack of having separate switch variables. The switches should always be their own variable (e.g. BatteryInput), and the Battery variable simply references that switch. Try doing this and let me know how you go.
Also another bug I just remembered, if there is no camera set as the "cockpit view" camera (after fly-by view), then using the input to cycle through previous cameras doesn't work. If I try and go back, I can't go further than chase view. This is likely because the game is trying to find the cockpit view camera but can't because it doesn't exist.
This video should help with the startup sequence. About the RPM, you can make the gauge linked to thrust but change the multiplier so the gauge needle shows a different value than the thrust gauge.
Hi again, I'm working on modifying your ILS to suit my systems, and I have a question.
How did you calculate the latitude and longitude values for each runway threshold? I've noticed there are two latitude and two longitude values per runway, and I'm not sure how they were calculated. I'm asking this because I want to add two more airports into the system. I managed to reverse engineer the math and got pretty close, but my glideslope is off a bit.
The cowling on WW2 prop engines is based on ground speed, not airspeed. If I have a headwind of 200 knots such that my airspeed is 200 knots and my groundspeed is 0 knots, (and throttle is full), the cowlings will be fully open.
@ZubenGaming Hi, thanks for the feedback!
I have a few video tutorials I've made over the years, such as my fuselage tutorial, wing tutorial, and my variables tutorial series (part 1, part 2, part 3).
If you're interested, I'm also working on an even better plane than this one, called the SWL-120. You can read more about it here.
@G2 I opened SP to see what you were talking about and remembered I optimized mine to have no unused shaders, so I can't recreate your problem. I'd recommend contacting the author of the guide or asking someone else, sorry.
@G2 You may be able to run it. I can run the no cockpit version (full interior and details) at 90FPS on a 3060 and an overclocked i9-11900k, at max settings with shaders.
Set calculateDrag to false.
If you have just one part set to a ridiculously large size with drag enabled it will cause lag.
Drag can be left enabled on smaller parts.
I just tested it, and the wobble you speak of is an intentional design by the original creator. There is some funky trees code used to stabilize the aircraft that results in the canard not behaving as you would expect.
@HazerzIsBack 2 years*
@Sense2 Hopefully Christmas
@jamesPLANESii @XtarsAgency You didn't copy the direct link. It needs to end in .jpg.
@1link598 Thanks! I'm really hoping for Christmas this year, but we'll see when I get closer.
Loaf of bread
@Wolf211 Your only posts are over a year old, I'm not sure what post you are referring to.
@Wolf211 The content on the homepage is only stuff that is a less than a week old, maybe that's why?
@Wolf211 Strange, what problems do you encounter?
@jamesPLANESii What he said
@32 SP is heavily CPU bound, not GPU at all. Unless you install mods that add 3D models, the GPU has literally no impact.
Here
I always use grammar when commenting or posting on this website, sometimes omitting full stops for short, one sentence comments. In Discord grammar's mostly a lost cause, however.
Set one cannon's delay to 0 (using xml)
NO ANDROID
Never ever
Mods are only "technically" supported + scripts are not supported + idk how to make android mods + no
Comments asking for android or any mobile version will be removed because clearly no-one can read
This needs more recognition, have a spotlight.
@Mustang51 Not sure what you mean. My code is 1 whenever you go above mach 1. I'm not sure what you mean by "specific speed".
@TinyMaus Yes, but heavily modified. Some of the things I've added are autopilot target markers, ILS markers, some text modifications, and much more.
@HazerzIsBack Just going to let you know, behind the scenes I've been working on the cockpit screens, among MANY other details. I'll even share this sneak peek of some new stuff. EICAS Closeup. It's fully vanilla btw, no mods except for the 3D models (none of which are in the cockpit).
Expect an official progress update in the next few weeks.
@MoDeRAzToRZ bAn this guy nOWWWW!!!
@MobileBuilder21 In my opinion, the best practice for variables is to leave the switch alone. By putting a switch on, say, BatteryInput, and the actual battery on Battery * BatteryInput, if the battery is 0 the switch does not turn off. This makes it more realistic.
@MobileBuilder21 I'm sorry, but I have my own projects to work on.
@MobileBuilder21 I checked out you file, the main issue is the lack of having separate switch variables. The switches should always be their own variable (e.g. BatteryInput), and the Battery variable simply references that switch. Try doing this and let me know how you go.
Also another bug I just remembered, if there is no camera set as the "cockpit view" camera (after fly-by view), then using the input to cycle through previous cameras doesn't work. If I try and go back, I can't go further than chase view. This is likely because the game is trying to find the cockpit view camera but can't because it doesn't exist.
@WNP78 I've tagged you on a plane with simple recreation steps.
you can teleport
When any part outputting to a variable is destroyed it causes a null reference exception and all variables stop evaluating.
This video should help with the startup sequence. About the RPM, you can make the gauge linked to thrust but change the multiplier so the gauge needle shows a different value than the thrust gauge.
@HazerzIsBack ... and the SWL-120 is still in development lol
@Maver1ck This goes in the input section of the engine. It goes in the throttle.
Yesn't
Hi again, I'm working on modifying your ILS to suit my systems, and I have a question.
How did you calculate the latitude and longitude values for each runway threshold? I've noticed there are two latitude and two longitude values per runway, and I'm not sure how they were calculated. I'm asking this because I want to add two more airports into the system. I managed to reverse engineer the math and got pretty close, but my glideslope is off a bit.
I guess this video I made a while ago is somewhat relevant.
@windshifter1 It's a bot
@BeastHunter I still have 16 tags of you in my SWL-120 tags list, are you still interested?
The cowling on WW2 prop engines is based on ground speed, not airspeed. If I have a headwind of 200 knots such that my airspeed is 200 knots and my groundspeed is 0 knots, (and throttle is full), the cowlings will be fully open.
You could use some code I wrote a while ago:
Main Gear Doors Code
A code which is simple to modify the timing of, and is 1 whenever landing gear is retracted or extended, otherwise it is 0.
clamp01(pingpong(smooth(clamp01(GearDown) * 2, 0.5), 1) > 0)
Change "0.5" to a smaller number for a longer timing, or a larger number for a shorter timing.
@ZubenGaming Hi, thanks for the feedback!
I have a few video tutorials I've made over the years, such as my fuselage tutorial, wing tutorial, and my variables tutorial series (part 1, part 2, part 3).
If you're interested, I'm also working on an even better plane than this one, called the SWL-120. You can read more about it here.
@G2 I opened SP to see what you were talking about and remembered I optimized mine to have no unused shaders, so I can't recreate your problem. I'd recommend contacting the author of the guide or asking someone else, sorry.
@G2 I set mine up a while ago, I remember having issues myself.
You know you didn't do something right. What did you notice which told you this?
@G2 It's pretty simple, just follow the guide.
@G2 You may be able to run it. I can run the no cockpit version (full interior and details) at 90FPS on a 3060 and an overclocked i9-11900k, at max settings with shaders.
1 year later and I have VR now...
@Pilotgoose Yep, often the sites they are advertising are somewhat safe but I'd still avoid using any.
Yep, they're bots. Report their comments.
Fixed
Also improved the code on all hydraulic systems.
@NorwegianHelsinki Are you talking about the control surfaces or the canard itself?
Fixed
Both control surfaces were connected to a fuselage on the nose. I believe there is also a connection editor on mobile built into the game.
2023 f1 car
Set calculateDrag to false.
If you have just one part set to a ridiculously large size with drag enabled it will cause lag.
Drag can be left enabled on smaller parts.