Just wanted to give you some images of the SWL-120's new interior.
The main features are:
- New seats by MVC, modelled in blender (still work in progress)
- Highly detailed overhead bins, which you can open individually using 106 buttons (and a mod part with 106 input controllers)
- Window dimmer controls (nonfunctional)
- Exit signs (I only have the basic shape in these images, more details to come)
- Insanely detailed crew rest areas (only the rear one is done as of now, I still need to make the pilot rest area and forward avionics bay)
There are many more changes from the old interior, which will be shared in future updates.
Overall the project is going very well, and I may actually be able to meet my planned date of this Christmas! (no promises though)
faints and fucking dies
你用的是550w吗,流浪地球的moss
If you wanna get this plane on realese custom build a pc that has rtx 5090! just to run this plane
@blt My main desktop has an i9 and 4070ti, with matching high-end components, although you will not need that to run the final plane (without the cockpit). This is due to my method of modding parts, which you can read about here.
@RobertsAeronautics Thanks!
T. Your commitment and attention to detail to this project should be recognised far and wide. Keep up the good work!
Also, @MrSilverWolf I reckon when this is released, it should most definitely be featured.
@PlaneFlightX 1314
What are you on? A supercomputer?
@PlaneFlightX Holy sh— that’s a lot of words
@blt I've never played stormworks, nor have I heard of it outside of people telling me they think I play it lol.
Also a mobile friendly version is impossible, as there is just too much detail. The window dimmers alone are 1314 parts unmodded (added in to the fuselage mod now).
@PlaneFlightX mobile friendly version pls? 🥺👉👈
also bro you’ve gotta be a stormworks player
@MrSilverWolf Thanks!
Looks great so far my guy!
The PCs trying to run it:
🫨🤯🔥
@PlaneFlightX I see
@LunarEclipseSP I also have plans to make a full (well, aside from externally modelled parts) no mods version of the entire plane. It will be unplayable and I may not even be able to do it, but when mobile users beg for a no mods version, I can link them the 30,000 part Yamato killer lol.
(I also have a cargo no mods version with some adaptations for vanilla, and it should be 5000-6000 parts in total)
@PlaneFlightX interesting... Maybe I will look forward to it. I wonder what would be the final parts count soon
@LunarEclipseSP Even in this stage of the interior remake, I'm already starting to use mod parts. The fuselage shell and all the window dimmer controls are easily over 3000 parts alone, now just one part by exporting everything and joining meshes in blender, then adding the mesh back as a mod part (in fact I've been doing this for a while; the old interior as well as most of the plane used this trick)
The seats are one part per row as of now since they were modelled in blender to begin with, although once MVC finishes the model I will further join meshes and make all seats one part (business class might be separate if there are different materials in business and economy).
The overhead panels are currently one part per panel as I set them up, and when I export the entire interior I'll add them all to the same mod part as most of the other SP parts, just like I did in the old interior.
The seatbelt and no smoking signs were modelled in SketchUp along with all the galleys and bathrooms, and as such are one part. I use two input controllers along with some code to swap the lit and unlit (two copies, one with emissive materials) meshes. The unused mesh is stored just forward of the visible one, and you can see this if you look inside the overhead panels.
So all up, the interior is currently at 2000 vanilla parts (combining crew rest with the main interior), along with many more parts already modded and the externally modelled parts. If I were to build something similar to the modelled parts and add all the vanilla versions of the SP-built mod parts, there are easily tens of thousands of parts here.
One analogy of my modding method is like gears in a car, where the true vanilla part count (e.g. 30,000) is the speed, and the actual in-game part count is the RPM of the engine. As I build more details, I "gear down" by exporting and modding what I've done, or branching off into new files to continue to work on the parts (like what I've done with the 1000 part crew rest area and 1300 part interior). My computer can easily handle many more parts, but building with lag is annoying after a while, especially when doing connections (which is the only way I connect parts now lol).
About my actual computer, it's a custom build with an i9-11900k and RTX 4070ti, with suitable components to match. I built it four years ago with a 3060 and have since upgraded the GPU. I also have my even older gaming laptop, an Acer Nitro 5 with a i7-8750H and 1050, which I use to test performance sometimes (or when I'm away from home). I can run the full plane without the cockpit (still all the 30,000 parts modded to 900) at 30FPS, and 6FPS with the cockpit added (there is a lot of code there).
Just realized I typed a whole essay lol, but it should explain how my building works and how I can achieve this level of detail and have it still be playable.
(Comment got cut off, so I split it and also moved it so it reads in order)
Dang... That would be a heckuva lotta parts. And r u serious mate!? U're playin' on NASA Supercomputer!? A god darn Allied Mastercomputer!?!?
@OverlordPrime NASA computer, although any mid range computer with a decent GPU can run the entire fuselage and interior with playable FPS.
The cockpit is another story, as I get 30FPS with my main rig and 6FPS with my mid range gaming laptop.
What are you even playing on
btw, you can just make game on your own 😂
a couple years ago, i downloaded swl before this and my phone freeze after reading checklist and try turning on engine
i got new, but not much better phone, i think this wont capable either