@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%?
I'm not sure about mac versus Windows, but for me the simpleplanes toolbar (next to component, window, and others) appears as soon as I click import and the importing finishes. I don't know much about working on a mac, but I do know installing and running mods works, but I don't know about creating mods.
From what I know (I'm exclusively PC with no VR), the Quest runs on Android, so if mods worked it would be android mods, which have been kinda discontinued (although I think working files exist, you have to ask around). I can't tell you yes or no, but if you want to try it would be android. Again, I don't really know.
@TRD6932 huh. Send it and I'll look at it. I haven't tested this past a block with four wheels and a joystick, but this theoretically should work for all things.
Okay, so what we do is first get the entire code of the HUD label.
For the purposes of this, I'm going to assume you have a switch writing to the variable HUDSwitch with the interactionType of Toggle
Replace HUDCode with the large mess of text that is the HUD.
<size={HUDSwitch = 1 ? 100 : 0}%>HUDCode
Try that. I'm not sure if it will work, but I'm pretty sure it will.
I have no idea why I was tagged, and also only the first 3 people in a comment get tagged. Please do not tag me on any future posts, unless I request a tag on a teaser (of which there are none for this post).
@SemedianIndustries "Hold the output forever" huh. Try looking at the code for the SWL-10. Its autopilot controls (and other adjustable values) use once.
On the topic of wingflex, what I'd do is output the liftForce from the physics wing on each side and then scale that number down and use it in the rotators. It allows for real wing flex taken directly from the lift force of the actual physics wing without a huge line of code.
Amazing plane! I just tried it out, and every switch does in fact work. I have some recommendations to make it even better:
- Make the buttons for the autopilot once instead of toggle
- The wings excessively wiggle when I roll hard
Other than that, there aren't any issues.
Keep up the good work!
hmm I found some seats to put in a full interior for the SWL-120. Might even make them functional. Just gotta visit Nasa for unrelated reasons one sec.
@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.
I'm not sure about mac versus Windows, but for me the simpleplanes toolbar (next to component, window, and others) appears as soon as I click import and the importing finishes. I don't know much about working on a mac, but I do know installing and running mods works, but I don't know about creating mods.
@BruhMomenthmgfbvbukjgv I just tested it (the one on the public post) myself and it works.
@BruhMomenthmgfbvbukjgv Try the easy mode version and that should work.
@BruhMomenthmgfbvbukjgv As in the startup sequence is difficult? I did make an easy mode version (which hasn't been updated but should still work).
@BruhMomenthmgfbvbukjgv I thought I linked a no mods version. That can be found here.
@HuskyDynamics01 lol
@HuskyDynamics01 It's a bot lol look at the bio. It didn't even format a good link.
It looks pretty good. For those artificial horizon screens, just putting the 1 part HUD on a 3 parts artificial horizon works pretty well.
From what I know (I'm exclusively PC with no VR), the Quest runs on Android, so if mods worked it would be android mods, which have been kinda discontinued (although I think working files exist, you have to ask around). I can't tell you yes or no, but if you want to try it would be android. Again, I don't really know.
Obey or be brrrrrrted out of existence.
@realSavageMan huh?
@TRD6932 huh. Send it and I'll look at it. I haven't tested this past a block with four wheels and a joystick, but this theoretically should work for all things.
@MrCOPTY Read this forum, more specifically, the paragraph about different versions.
hmmm. I tried everything, size, other stuff, and nothing works. Sorry.
Okay, so what we do is first get the entire code of the HUD label.
For the purposes of this, I'm going to assume you have a switch writing to the variable
HUDSwitch
with theinteractionType
ofToggle
Replace
HUDCode
with the large mess of text that is the HUD.<size={HUDSwitch = 1 ? 100 : 0}%>HUDCode
Try that. I'm not sure if it will work, but I'm pretty sure it will.
Do you want the HUD to be invisible when off and visible when on?
I have no idea why I was tagged, and also only the first 3 people in a comment get tagged. Please do not tag me on any future posts, unless I request a tag on a teaser (of which there are none for this post).
@SemedianIndustries "Hold the output forever" huh. Try looking at the code for the SWL-10. Its autopilot controls (and other adjustable values) use once.
On the topic of wingflex, what I'd do is output the liftForce from the physics wing on each side and then scale that number down and use it in the rotators. It allows for real wing flex taken directly from the lift force of the actual physics wing without a huge line of code.
Amazing plane! I just tried it out, and every switch does in fact work. I have some recommendations to make it even better:
- Make the buttons for the autopilot once instead of toggle
- The wings excessively wiggle when I roll hard
Other than that, there aren't any issues.
Keep up the good work!
hmm I found some seats to put in a full interior for the SWL-120. Might even make them functional. Just gotta visit Nasa for unrelated reasons one sec.
Finally you posted something!
@BaconAircraft Thanks for the kind words, I appreciate it.
Forum Here
@Titaninfernal1 Right, I was about to say I'd make a tutorial video.
About the wings, I can tag you, but I won't explain much.
There is a script called MassEdit (found here), but it has stopped working for me for some reason.
@ReturnOfJeffChandler The 717 is based off the MD80, they share the same fuselage and similar wings, tail etc. The MD80 is in turn based off the DC-9.
It looks so good!
T