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Welcome back to the seventh main progress update for the SWL-120. The three main focus points of this update are the cockpit as a whole, the supporting documentation of the aircraft, and airport vehicles. This week's video offers the content of this post in a video format.
Cockpit
While I haven't done four months of work on the SWL-120, I've still done some work. I've mainly focused on the cockpit, in particular the overhead panel. In the last update, I showed off what could be considered a fairly complete panel, however I have added even more features and rearranged most of the modules to have more resemblance to the 787.
I used a module-based layout when making the overhead panel, including connections. This means I can move around entire modules by simply nudging any one of the white boxes, with "move connected parts" enabled.
Old
New
Updates
Some modules have been updated, and are listed below.
- Engines & APU
- Fuel
When rearranging the modules, the old engines module wasn't the same size as all the others, so I stretched it and filled in the space with some APU information. I had plans to add another module just for APU information, but I felt it wouldn't look nice, so I just added the information below the dials. The white bars are just a placeholder but you can see what will be displayed eventually. Similar to an engine fire handle, I added an APU emergency stop button on the same module. All it does in SP is act as another on/off switch.
The fuel system on this aircraft is very interesting. I made a video on making a simulated fuel system with six different tanks, but this kind of fell apart. I have a second video in the works, but it's on hold for a while and currently I have a very basic three tank system. I placed a fuel information screen in the empty space below the six pump buttons.
New Stuff
The new modules in this update are listed below.
- Generator Disconnect
- Panel Brightness
- Seat Heat
- Miscellaneous 1
- Miscellaneous 2
- Cabin
As of writing this update, three modules are not complete and only have placeholder buttons, but I do have an idea of what will go there. I made this image a while ago before I did the final rearrangement.
Now, let's talk about the three modules that are finished. The panel brightness module is 100% nonfunctional, as it's currently impossible to get 100 different brightness settings in a single label (unless I have 100 copies of the same label, per label, which is not happening). The seat heat module is another functional panel which is actually useless, similar to the anti ice module. The switches do turn on a beacon light and draw power from the electrical system, but they don't control the system they supposedly should. Finally, we have the generator disconnect panel. It's quite self-explanatory: it disconnects generators. If a generator is running, and the appropriate generator disconnect button is clicked, that generator will no longer function. Unlike real life, the generator can be reconnected by simply clicking the generator disconnect button again.
I'd also like to highlight the differential thrust capabilities of the throttle quadrant. In addition to using throttle to control the throttle, you can click and drag the physical throttle levers to adjust individual engine power.
In VR, as players will be primarily using the physical throttle levers to control the engines, I will replace the two separate levers with a single cylinder grip, linked to the actual throttle input (it will look the same). In my VR playtesting, I noticed it was a little annoying to grab both throttles with both hands and move them forward.
Supporting Documentation
In addition to the overhead panel, I've finally started work on the supporting documentation! As briefly mentioned in past progress updates, this aircraft will have a manual explaining how to fly it, and this has finally manifested into something I can show off here.
It's not too much right now, but over the next few months this should expand into a massive document with every single feature of the SWL-120 explained in mind-numbing detail, with labelled diagrams. At some point I will also make a checklist and QRH (Quick Reference Handbook) with lists of procedures.
Airport Vehicles
A while ago I made a forum post and a video showcasing how I discovered you can use interactable parts such as buttons, switches, and levers on vehicles spawned as AI. While I haven't actually pushed that concept further, I have started working on the vehicles I will use as AI. They will be built as normal vehicles in SimplePlanes, around 500-100 parts (I think), and then modded to be more like 30 parts. The modded "built for AI" versions will only contain essential parts like wheels, engines, and controls, to be as lag-free as possible. I'll also publicly post a version of each vehicle with minor code tweaks, intended to be the player craft (not AI), with no mods.
To control these vehicles, I have a hidden camera bay in the SWL-120 which will house several moveable cameras, so players can use the AI vehicles as if they are the main craft. In VR you should be unable to tell the difference between these vehicles and the main craft.
Planned Vehicles:
- Pushback Tug (Towbarless)
- Fuel Truck
- Cargo Tractor (with trailers)
- Pickup Truck
Different Versions
As I've explained in the past, the SWL-120 will feature several different versions. The current planned versions as of writing this post are below. There will be three public versions and a few unlisted versions.
Please note all versions will feature an "autostart" similar to the SWL-10's easy mode.
- Main Version | Full thing. It uses mods to reduce the technical part count of 9000 to under 2000 (approx).
- No Mods | Full plane, but no mods. It's a cargo version, with no windows or doors, and the engines are slightly simpler, with the N2 and N1 components (aside from the front fan) being removed. Most minor details like rivets and possibly the livery will likely also be removed.
- VR Edition (Flying Cockpit) | Just the cockpit and essential "physics parts". Meant to be used in VR where you spend the entire flight in the cockpit. I had plans for this to be curated, however the center panel is 6000 performance cost alone so I think this will simply be a version for potatoes.
Release Dates
Not sure yet. I said February in the last update and it's now July, so I really don't know. Christmas maybe?
FAQ
Q: How many parts does this have?
A: The parts are spread out across several files, but I'd say just 2000! (that does use mods though, so estimate 3000 for the no mods cargo version)
Q: gib releas date when
A: Not sure yet, as I've said above I only want to provide the highest quality parts, so I'm taking my time. I'm really hoping for Christmas this year.
Q: Mods? What about no mods?
A: I'm making two versions. One uses a custom mod to reduce the part count from over 24000 to about 2000, and the other has no interior and is a cargo version. You can read more about this in the fifth progress update.
Q: How do I fly this?
A: I am making a technical manual and a checklist. The manual explains every single control with labelled diagrams, and the checklist essentially tells you what to do with those controls.
@L3FT2R1GHT Honestly you may actually be right.
"Q: gib releas date when
A: Not sure yet, as I've said above I only want to provide the highest quality parts, so I'm taking my time. I'm really hoping for Christmas this year."
You said this last year, so I'm gonna guess for around January 2025.
@PlaneFlightX Alright, thanks for the help anyways.
@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.
@PlaneFlightX Since the version of reshade shown in the tutorial is 4.7.0, and the current version is 5.9.0, some things are changed and some things in-game are not accurate to what the tutorial says. I've got it set up, but I'm having trouble applying the depthmap. I'm mid-way through step 2.
@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?
@PlaneFlightX I'm in the reshade setup in SP right now, and I can't seem to get the depth map set up. I don't know if I'm doing something wrong, but I'm pretty stuck.
@G2 It's pretty simple, just follow the guide.
@PlaneFlightX Ah. Quick technical question while you're here - is there any specific method for getting shaders/reshade on SP? I can't seem to find a specific mod or forum post that can explain it properly.
@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.
Luckily for me I might be able to run this; im using an NVIDIA RTX 2070 Super GPU with a Ryzen 3700X CPU. Although PFX's rig is probably worlds above mine, at least I might have a chance on full potato settings.
At this point I think just the cockpit itself would make my device crash.
When this comes out this should be one of the best aircraft in SimplePlanes that ever existed! Nice work, thank you for making quality aircraft.
Im going to have roast marks on my face from putting my Oculus on and flying this 😭
@UltraLight Yes, a lot of those techniques are outdated. I now use just 2 variable setters for button-incremented values with as many buttons as I need.
@PlaneFlightX makes sense, I was stretching for that one haha. Btw i'm getting into some advanced cockpit design and I checked out some of ur older tutorials on variables, switches, etc. Your system you had on SWL-10 for button-incremented values is slightly flawed, I found a way to use 3 varible sets instead of 5 -- lmk if youre interested. I also figured out how to hide the label text by setting font size to zero instead of using piston to pull the label back -- saves part count and performance cost significantly.
@UltraLight Possibly. I can't make actual cargo loading becuase of the performance and other reasons, but I will make all sorts of vehicles.
Food catering trucks would be able to raise the box.
What about catering vehicles? Also, are you planning full functionality with the cargo tractor(load suitcases etc into the lower cargo area, onto those little conveyor belt trucks, etc).
Hi, sorry if i did not comment in past posts.
I was occupied on summer stuff.
In the last part of July i will travel in another country so i wont be commenting in ALL posts.
Jist leep the work going well! Byee
@RepublicOfCursedPlanes fax
@32 we’ve reached the point where 2000 parts is “low”
This is gonna be extremely resource intensive, even with the modding technique
@RepublicOfCursedPlanes For real 💀💀💀 Bro boutta turn my phone into the Playstation Airlines ™
Bro is about to turn SimplePlanes into Microsoft Flight Simulator