@UltraLight Sure, just make sure you use the finished one. I've updated the description to link to it. This one only works at wright, and the finished one works at more airports.
This is better than those planes where the player just adds cylinders and asks for help. This is very good, and the quality of the rest of the plane almost matches the cockpit. Well done.
Fuel mass is simulated, I think. The best way to test this would be to make a contraption which can drive onto another contraption (the second contraption being a platform with springs), with the first contraption being mainly fuel with a engine to comsume it. You could then test how much the springs were compressed based on the level of fuel.
@Bucket I don't personally have SPVR, but I've heard as long as you own both SPVR and SP, if you use a PC VR headset and use the base game, any mod should work. That would include the multiplayer mod.
@FISHSOFT Ah, this is not actually an issue. What happens is that message is a noncritical "info" message, informing the pilot the Engine 1 alternator is not functioning. Thanks for letting me know.
@JamesDean Ah, I actually didn't. I got a black fuselage piece, and used it to black out the gauge text. I then grabbed a standard label and wrote my own text. Also, what was your original comment? I have two notifications for different comments.
Another video which mentions outputValue is this one. The first part of the video (until a few minutes in) is all about interaction type and output value.
@JamesDean You only need one variable. You don't even need to define it in the global variable setters. Just have a few different buttons outputting the same variable at different outputValues (1-5).
@JamesDean Right... I guess I thought you knew a little more about FT. It's fine either way. I've actually made a few tutorials on using the variables system, and this video should explain a little more about actually using variables. Feel free to skip a bit, the key parts are what interaction types are, and how to add a custom input to a button/switch.
All of this can fit into a single label with a few buttons. First, make the display code for each screen. For the activation, make each button's variable output displayNumber (this can be changed, just make sure to change it in all areas it is used), and set their outputValue to a number, say 1-5 (a different number for each button). Make the interactionType for the buttons Once. I recommend a size changing system, which makes all the unused screens a size of 0, basically hiding them. Use <size={displayNumber = 1 ? "100" : "0"}%>, changing the display number value based on what display it is. I think that code should work, I didn't test it.
Let me know if you have any problems.
@V Yeah, in fact if I drag out like 20 of the base parts (the seat bases for the whole interior), my GPU maxes out and the CPU is barely doing anything.
@V I think it's because these seats are intense. I spent a total of twenty hours modelling a set of three seats (with every nook and cranny having details...), and then I have 447 of them. There are millions of vertices. Most edges are rounded off with another 15 sided corners. That's a lot of 3D stuff to render. Literally all the parts in SP are simple meshes compared to even one of these seats.
You can do this with some FT which isn't even that complicated. If I had a basic jet plane with a cockpit I could code it in about a day (don't ask me to).
Where is the link?
Also, by any chance, did you use fuselage slicing for the flaps in question? What does it look like if you set all the slicing values to 100%?
@rexzion 4 parts for just the static models, I didn't mention the airflow guides for reverse thrust.
@TDevil36 What are you referring to? The SWL-120?
This is explained in this video.
@asteroidbook345 Yes, I'll explain it all in tomorrow's video.
Copy it and then delete it (saving a copy just in case). If something goes wrong, restore the copy.
This is the video, based on my original concept.
@UltraLight Sure, just make sure you use the finished one. I've updated the description to link to it. This one only works at wright, and the finished one works at more airports.
This is part 1 and part 2 put together, with the intro and outro removed.
The *1 after throttle isn't necessary.
@klm747klm747 Now we can paint lol. I guess they kept the feature, kind of.
You can do this by creating an account at gravatar and using the same email you used for your SP account.
Part 1 Here
Full Video Here
Part 2 Here
Full Video Here
I personally use imgbb.
This is better than those planes where the player just adds cylinders and asks for help. This is very good, and the quality of the rest of the plane almost matches the cockpit. Well done.
Fuel mass is simulated, I think. The best way to test this would be to make a contraption which can drive onto another contraption (the second contraption being a platform with springs), with the first contraption being mainly fuel with a engine to comsume it. You could then test how much the springs were compressed based on the level of fuel.
@Bife Thanks.
I've found AIs do not share variables. In my testing in this video, my car braking does not affect the AI car.
@Bucket As long as you have both it should work. I've also heard there is a "play in VR" button in the base SP as well.
@Bucket I don't personally have SPVR, but I've heard as long as you own both SPVR and SP, if you use a PC VR headset and use the base game, any mod should work. That would include the multiplayer mod.
Go to C://Users/username/AppData/LocalLow/Jundroo/SimplePlanes/Mods/
Your mod files should be in there if you are on Windows.
@FISHSOFT Ah, this is not actually an issue. What happens is that message is a noncritical "info" message, informing the pilot the Engine 1 alternator is not functioning. Thanks for letting me know.
@Amirabadi That will be one of the versions (flying cockpit)
@Amirabadi Something I'm doing is making lots of versions, with different levels of detail in different areas.
@GildedCroissant Oh I use the keyboard shortcuts.
But we have this. Twice. In fine tuner and the new in game version.
@ChamDel7 I might upload it. I don't know.
I believe I was the first
@JamesDean Make sure the interactiontype is set to Once or Continuous for outputvalue to correctly work.
@JamesDean Ah, I actually didn't. I got a black fuselage piece, and used it to black out the gauge text. I then grabbed a standard label and wrote my own text. Also, what was your original comment? I have two notifications for different comments.
Another video which mentions outputValue is this one. The first part of the video (until a few minutes in) is all about interaction type and output value.
@JamesDean You only need one variable. You don't even need to define it in the global variable setters. Just have a few different buttons outputting the same variable at different outputValues (1-5).
@JamesDean Right... I guess I thought you knew a little more about FT. It's fine either way. I've actually made a few tutorials on using the variables system, and this video should explain a little more about actually using variables. Feel free to skip a bit, the key parts are what interaction types are, and how to add a custom input to a button/switch.
@JamesDean Yesterday, I wrote about a method on your forum which should work, all using one label and some buttons outputting the same variable.
I uhh... am now worried about the SWL-120 (literally a flight sim in SP) when I need to do xml updates.
All of this can fit into a single label with a few buttons. First, make the display code for each screen. For the activation, make each button's variable output
displayNumber
(this can be changed, just make sure to change it in all areas it is used), and set theiroutputValue
to a number, say 1-5 (a different number for each button). Make theinteractionType
for the buttonsOnce
. I recommend a size changing system, which makes all the unused screens a size of 0, basically hiding them. Use <size={displayNumber = 1 ? "100" : "0"}%>, changing the display number value based on what display it is. I think that code should work, I didn't test it.Let me know if you have any problems.
@V Yeah, in fact if I drag out like 20 of the base parts (the seat bases for the whole interior), my GPU maxes out and the CPU is barely doing anything.
@ThereIsNoahScape What I'd do is look at the rotators controlling the mixture levers, and steal the code from them. Please give credit if you do this.
@V I think it's because these seats are intense. I spent a total of twenty hours modelling a set of three seats (with every nook and cranny having details...), and then I have 447 of them. There are millions of vertices. Most edges are rounded off with another 15 sided corners. That's a lot of 3D stuff to render. Literally all the parts in SP are simple meshes compared to even one of these seats.
@ThereIsNoahScape I didn't put mixture in, they just move based on altitude to pretend there is mixture.
uh.. this isn't yours. Please give credit.
@X99STRIKER no. Even back when android was available (for my first ever mods), I couldn't figure out how.
@228228 Read the pinned forum. I talk about part count and versions there.
@Cereal I think maybe a year. I honestly don't know.
You can do this with some FT which isn't even that complicated. If I had a basic jet plane with a cockpit I could code it in about a day (don't ask me to).
Where is the link?
Also, by any chance, did you use fuselage slicing for the flaps in question? What does it look like if you set all the slicing values to 100%?
@BruhMomenthmgfbvbukjgv No.
@BruhMomenthmgfbvbukjgv There are literally pictures in the post.
no
It just occurred to me you are using 2018 not 2020. 2018 does not work.