I've only worked on one project in the last three years (the SWL-120), and I use the following main control system (ignoring the hundreds to thousands of additional controls in the cockpit):
- Throttle: Throttle (overrides individual throttle levers when moved)
- VTOL: Flaps (overrides flaps lever when moved, and both VTOL and the flaps lever have code to step them from setting 0 to 4)
- Trim: Trim (overrides trim lever in the cockpit when moved
- Pitch: Pitch (due to autopilot integration stuff is separate, but outside the cockpit Pitch is Pitch
- Roll: Same as Pitch.
- Brake: Just wheel brakes, nothing else. Due to the lack of brake inputs on wheels it always works.
- FireGuns: Reverse thrust (requires throttle to be idle; moving throttle forward cuts out reverse thrust; levers in cockpit can be moved to any % instead of a bool)
- LaunchCountermeasures: Spoilers (lever in cockpit can be moved to any % instead of a bool)
- Yaw: I have a split tiller and rudder system, but outside the cockpit it defaults to Yaw for everything and Yaw in the cockpit will be the rudder, both, or tiller depending on the tiller mode
I guess my system can be described as using the default inputs to the best of my ability, separating systems like reverse thrust and spoilers where possible. In the cockpit everything is like a real airliner and can be moved as such though.
@windshifter1 Yeah, that could work. I already have something pretty close which is the walker (technically that has more abilities like floating through stuff and going outside and up), but an actual person model would be cool. When modding support is available for the full game I will try that. As mentioned in the progress update I can port the SWL-120 to SP2 but it will have several issues, but I can indeed check out the interior and see what the performance improvement will be with the modded version.
@windshifter1 I haven't, but we (me and some random people) did try some shenanigans with the stock private jet, which worked okay until we tried to take off.
From my own testing with other stuff, it seems like Chad works better on your own craft since MP lag isn't an issue. I personally am interested in seeing how Chad works with VR support. I'd imagine you play as Chad and interact with various aspects of your craft.
@Prokuplanes Actually, looking back, mine is a bit much. I forgot that | (OR operator) will output 1 if either of the Booleans is true, so the output of Bool | Bool will be -1 or 1. Having "off" being -1 tends to mess up stuff, especially more complicated codes, so I like to put clamp01s to make it 0 or 1. So my final recommendation would be to just clamp01 everything: clamp01(Activate4 | TargetSelected), although if whatever your use case is disregards the -1, then the simpler one is also fine.
Activate4 is a Boolean, meaning it is True or False. Number-wise, this gets converted to -1 (off/False) or 1 (on/True). I recommend clamp01clamp01(Activate4) + clamp01(TargetSelected)). The clamp01s on the two inputs ensure the numbers are either 0 or 1, and the clamp01 around the entire expression ensures the input is either 0 or 1.
@Suckee No, sorry. This is a very old design with many other problems, and a passenger version would have too high a part count (additionally, there are no good seat parts in vanilla, so I would either use (tens of) thousands of parts or mods).
@Rb2h I have already tried the SWL-120 No Mods (the no mods "cargo" fuselage with the current cockpit), and I get over 60 FPS, so that's good (15FPS before). However, since the interior uses mods (at least the one I can run), I cannot try it.
@winterro I only keep my active saves loaded (currently it's just 6, all SWL-120 stuff). Not so much for steam cloud reasons, but to keep my saves list clean. The other 780 files of version history are organized in a folder (with subfolders) elsewhere. The most I would lose is a day of progress, since I backup anything I do to the other folder.
@MobileBuilder21 not that crazy.
Just a new SWL-120 with overhauled everything and ultra realism to real life (with a lot of fixes to core stuff I couldn't easily change in SP1). I'm talking complete redesign and rebuild from the ground up, only reusing stuff like the seats and cockpit screens.
@32 Overclocked i9-11900k, 32GB ram (DDR4 @ 3600MHz, 16GBx2), RTX 4070ti
PC is a custom build by me, old list here (new changes are some storage, the swap to 4070ti, and two case fans).
By overclock I mean turning on some random boost settings in the bios and setting temp limit to "max power until 90°C, then throttle". Usually stays at 5.1GHz.
@Bigolfishboy First of all, if you want to activate the inputs above a certain altitude, you would do clamp01Altitude > x) * (existingcode), where x is the altitude in meters. To not extend above a certain altitude, just do clamp01(Altitude < x), where x is again the altitude in meters.
@Boeing727200F @BARREND120 For what's left, I have to finish the cockpit screens (mods and no mods), the documentation and SnakePad (the SnakePad needs the documentation complete so I can add it as a bunch of images), the 4th engine remake (some stuff will be the same, but I want to fix some visual issues and improve the detail in some areas), and liveries. I may be able to get it done in two months for Christmas, but if not I'll for sure release it before SP2. I can go into a lot of detail, but I'll save that for the progress update.
@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
Since the SWL-120's interior is 99.99% complete, I thought I'd make a video showing the entire thing. I also do a quick preflight inspection of the landing gear. If you're wondering, I'm moving around using a "walker" I made using a control base with three position axes, using Pitch, Roll, and Yaw as inputs.
Could be something related to the joystick base. I had the same issue happen when I added my landing gear to the cockpit, but not when I added the cockpit to the landing gear.
Good luck. I had plans to do this a while ago but stopped because many parts were not up to my standards (and parts of it are outdated). I'm focusing on the SWL-120, but if you really do want to finish it you'll want one year of free time, and I'd start by assembling all the separate parts into one file and making any improvements necessary. The fuselage can also be redone, maybe keeping some aspects like the landing gear.
To be perfectly honest, I'd recommend the 717 instead which is newer and has some cool stuff klm never posted publicly.
@Randomplayer I made a first person camera with a control base where I use pitch, roll, and yaw (on my controller joysticks) to move around with sum(). The control base has three position axes and no rotation axes.
Context: I made a crash axe for my plane you can pick up and move around, and I realized I can use the axe to hit a ball around. So of course I did (as well as accidentally and intentionally hitting the ground to blow myself up).
Maybe after the SWL-120 is released and before SP2 releases I can make a high quality game of golf for VR users.
The SWL-10 actually seems like a good entry for this due to the engine/wing/gear configuration (although it's disqualified due to being finished over 3 years ago)
@vSoldierT ah I see. My own label screens were absurdly laggy, enough that I spent a few months making modded screens to replace them (and I'm very pleased with the outcome). If you want I can take a look and offer some improvements.
@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).
I've only worked on one project in the last three years (the SWL-120), and I use the following main control system (ignoring the hundreds to thousands of additional controls in the cockpit):
+1- Throttle: Throttle (overrides individual throttle levers when moved)
- VTOL: Flaps (overrides flaps lever when moved, and both VTOL and the flaps lever have code to step them from setting 0 to 4)
- Trim: Trim (overrides trim lever in the cockpit when moved
- Pitch: Pitch (due to autopilot integration stuff is separate, but outside the cockpit Pitch is Pitch
- Roll: Same as Pitch.
- Brake: Just wheel brakes, nothing else. Due to the lack of brake inputs on wheels it always works.
- FireGuns: Reverse thrust (requires throttle to be idle; moving throttle forward cuts out reverse thrust; levers in cockpit can be moved to any % instead of a bool)
- LaunchCountermeasures: Spoilers (lever in cockpit can be moved to any % instead of a bool)
- Yaw: I have a split tiller and rudder system, but outside the cockpit it defaults to Yaw for everything and Yaw in the cockpit will be the rudder, both, or tiller depending on the tiller mode
I guess my system can be described as using the default inputs to the best of my ability, separating systems like reverse thrust and spoilers where possible. In the cockpit everything is like a real airliner and can be moved as such though.
@windshifter1 Yeah, that could work. I already have something pretty close which is the walker (technically that has more abilities like floating through stuff and going outside and up), but an actual person model would be cool. When modding support is available for the full game I will try that. As mentioned in the progress update I can port the SWL-120 to SP2 but it will have several issues, but I can indeed check out the interior and see what the performance improvement will be with the modded version.
@windshifter1 I haven't, but we (me and some random people) did try some shenanigans with the stock private jet, which worked okay until we tried to take off.
From my own testing with other stuff, it seems like Chad works better on your own craft since MP lag isn't an issue. I personally am interested in seeing how Chad works with VR support. I'd imagine you play as Chad and interact with various aspects of your craft.
@CloverAerospaceDivision SimplePlanes Forum Post❎
+15000-6000 Word School Essay✅
@Prokuplanes Actually, looking back, mine is a bit much. I forgot that | (OR operator) will output 1 if either of the Booleans is true, so the output of
+1Bool | Boolwill be -1 or 1. Having "off" being -1 tends to mess up stuff, especially more complicated codes, so I like to put clamp01s to make it 0 or 1. So my final recommendation would be to just clamp01 everything:clamp01(Activate4 | TargetSelected), although if whatever your use case is disregards the -1, then the simpler one is also fine.Activate4 is a Boolean, meaning it is True or False. Number-wise, this gets converted to -1 (off/False) or 1 (on/True). I recommend
+2clamp01clamp01(Activate4) + clamp01(TargetSelected)). The clamp01s on the two inputs ensure the numbers are either 0 or 1, and the clamp01 around the entire expression ensures the input is either 0 or 1.I think I remember you. I'm still working on my megaproject lol.
@Suckee No, sorry. This is a very old design with many other problems, and a passenger version would have too high a part count (additionally, there are no good seat parts in vanilla, so I would either use (tens of) thousands of parts or mods).
@PZLAgencies there's an FAQ in the linked forum.
@Boeing727200F there sure are!
@Rb2h I have already tried the SWL-120 No Mods (the no mods "cargo" fuselage with the current cockpit), and I get over 60 FPS, so that's good (15FPS before). However, since the interior uses mods (at least the one I can run), I cannot try it.
+1Forum Here
@SupremeDorian well now you are
@X99STRIKER I have plans for SP2.
If you know what I do, you may be able to imagine what these plans relate to.
@winterro I only keep my active saves loaded (currently it's just 6, all SWL-120 stuff). Not so much for steam cloud reasons, but to keep my saves list clean. The other 780 files of version history are organized in a folder (with subfolders) elsewhere. The most I would lose is a day of progress, since I backup anything I do to the other folder.
@MobileBuilder21 not that crazy.
+1Just a new SWL-120 with overhauled everything and ultra realism to real life (with a lot of fixes to core stuff I couldn't easily change in SP1). I'm talking complete redesign and rebuild from the ground up, only reusing stuff like the seats and cockpit screens.
@MobileBuilder21 You have no idea what I plan to do in SP2.
@32 Overclocked i9-11900k, 32GB ram (DDR4 @ 3600MHz, 16GBx2), RTX 4070ti
+2PC is a custom build by me, old list here (new changes are some storage, the swap to 4070ti, and two case fans).
By overclock I mean turning on some random boost settings in the bios and setting temp limit to "max power until 90°C, then throttle". Usually stays at 5.1GHz.
@ThomasRoderick The ladder goes up to the floor in the ultimate class-cockpit hallway. There's a modelled access hatch you can't open.
+1Works great on mine (rock solid 144FPS in most things, even 30FPS with full SWL-120 file (no mods, 5500 parts and full cockpit)).
@Thad23 Of course (source: co-author of SCII)
+1@Graingy I know a thing or two about quality
@Bigolfishboy What is the Activate5 for?
Also, you missed a bracket on the clamp01.
@Bigolfishboy First of all, if you want to activate the inputs above a certain altitude, you would do
clamp01Altitude > x) * (existingcode), where x is the altitude in meters. To not extend above a certain altitude, just doclamp01(Altitude < x), where x is again the altitude in meters.@RGaming00 I never actually thought about adding those, but maybe for my next project.
+1@Alvinwilson345 before SP2. Maybe this year.
@Mfsfan read the pinned comment
@ThePlaneBrowser either Christmas or early next year.
@Boeing727200F @BARREND120 For what's left, I have to finish the cockpit screens (mods and no mods), the documentation and SnakePad (the SnakePad needs the documentation complete so I can add it as a bunch of images), the 4th engine remake (some stuff will be the same, but I want to fix some visual issues and improve the detail in some areas), and liveries. I may be able to get it done in two months for Christmas, but if not I'll for sure release it before SP2. I can go into a lot of detail, but I'll save that for the progress update.
@frogbot4000 Thanks!
+1@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
+1@RGaming00 What do you mean?
What V said
@jamesPLANESii I'm Australian and I call it airplane. Aeroplane sounds wrong to me lol
@YarisSedan yep! That is the interior though, not some other stuff I have to do (cockpit, engines, liveries, and documentation)
Since the SWL-120's interior is 99.99% complete, I thought I'd make a video showing the entire thing. I also do a quick preflight inspection of the landing gear. If you're wondering, I'm moving around using a "walker" I made using a control base with three position axes, using Pitch, Roll, and Yaw as inputs.
Could be something related to the joystick base. I had the same issue happen when I added my landing gear to the cockpit, but not when I added the cockpit to the landing gear.
@PZLAgencies A few months
If you're interested, I made a waypoint map with many more locations.
+1Good luck. I had plans to do this a while ago but stopped because many parts were not up to my standards (and parts of it are outdated). I'm focusing on the SWL-120, but if you really do want to finish it you'll want one year of free time, and I'd start by assembling all the separate parts into one file and making any improvements necessary. The fuselage can also be redone, maybe keeping some aspects like the landing gear.
To be perfectly honest, I'd recommend the 717 instead which is newer and has some cool stuff klm never posted publicly.
@Randomplayer I made a first person camera with a control base where I use pitch, roll, and yaw (on my controller joysticks) to move around with sum(). The control base has three position axes and no rotation axes.
@Boeing727200F by making something you can pick up and move around which can be used to interact with stuff
@Randomplayer I guess so
Context: I made a crash axe for my plane you can pick up and move around, and I realized I can use the axe to hit a ball around. So of course I did (as well as accidentally and intentionally hitting the ground to blow myself up).
Maybe after the SWL-120 is released and before SP2 releases I can make a high quality game of golf for VR users.
Seeras is a curator.
The SWL-10 actually seems like a good entry for this due to the engine/wing/gear configuration (although it's disqualified due to being finished over 3 years ago)
@vSoldierT no problem
@vSoldierT ah I see. My own label screens were absurdly laggy, enough that I spent a few months making modded screens to replace them (and I'm very pleased with the outcome). If you want I can take a look and offer some improvements.
Will everything function exactly like the real thing? (barring classified military documents lol)
+1@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
+1There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).