@Graingy Yes and no. The reason why I say that is because I do have all the various vanilla "pre-export" files, but there are a lot of them and I'd have to go and load them all up (I only have like 2 files in SP at the moment). I'll of course make the meme version later. I should also note some parts were made outside of the game, like the nose gear bay and some interior details, and have no true in-game version. My estimate is 40,000+ right now based on some approximate math I've done for parts of the plane.
@Graingy Nope, the interior is at least 20k parts. After I finish the playable version I'm going to make the full unmodded version just for the memes and we'll have some numbers then.
@Graingy Well no lol. If I had infinite time I would actually make a new new new new new fuselage made entirely in blender by tracing over SP exports, but I don't so....
@BluesynVN I can't lol I used the mods one for the screenshots. I get 10FPS in the designer with the 17k version and it takes 30 seconds to do anything.
The engine in the screenshots is the modded version, with 2 mod parts, 5 text labels, 1 mod audio block, and 2 jet engines.
For the unmodded one, here it is
Over the last month, I've completely rebuilt my SWL-120's engines to even higher levels of detail. Each rotor and stator is correctly scaled, has a realistic number of blades, and a reasonable airfoil for 1 part. @GuianLorenzo also helped out by making the front fan (after I failed miserably), and the pylon.
Stuff I do for other users or when I upload something to share with someone. For some of these posts, I turn them into the place I write SWL-120 progress updates (example).
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).
@CorporalWojak Thanks!
+1@Graingy Because it was easier to 3D model them than build in SP, mainly for complex geometry.
@RobertsAerodymanics Thanks! My PC almost had a stroke when making this lol. The 40k version will be interesting.
@Graingy Yes and no. The reason why I say that is because I do have all the various vanilla "pre-export" files, but there are a lot of them and I'd have to go and load them all up (I only have like 2 files in SP at the moment). I'll of course make the meme version later. I should also note some parts were made outside of the game, like the nose gear bay and some interior details, and have no true in-game version. My estimate is 40,000+ right now based on some approximate math I've done for parts of the plane.
@CorporalWojak This but with a 4070ti
@Graingy Nope, the interior is at least 20k parts. After I finish the playable version I'm going to make the full unmodded version just for the memes and we'll have some numbers then.
@ReynaldoHeavyIndustries Still not sure what you mean.
@Graingy Well no lol. If I had infinite time I would actually make a new new new new new fuselage made entirely in blender by tracing over SP exports, but I don't so....
@dINE From idle to 70% throttle is just an XML modded jet engine, although the high power sawtooth and the startup sounds are from a mod part I made.
+1yeah older planes like that (could also be all anonymous planes) just spit the entire page html at you
+3@BluesynVN I can't lol I used the mods one for the screenshots. I get 10FPS in the designer with the 17k version and it takes 30 seconds to do anything.
+1@Bigolfishboy Here
+3@Cuboidable See pinned comment and link
Answer: 10 parts
The engine in the screenshots is the modded version, with 2 mod parts, 5 text labels, 1 mod audio block, and 2 jet engines.
For the unmodded one, here it is
@Cuboidable just under 9k. Actually, here's two of them
@Kav not that high, but between 7k and 12k
@Cuboidable higher
@Kav higher
@ReynaldoHeavyIndustries what do you mean?
@Boeing727200F imgbb, and if you look fast enough discord image
@SimpleStudent SimpleChips
+1Engine Here
Over the last month, I've completely rebuilt my SWL-120's engines to even higher levels of detail. Each rotor and stator is correctly scaled, has a realistic number of blades, and a reasonable airfoil for 1 part. @GuianLorenzo also helped out by making the front fan (after I failed miserably), and the pylon.
@windshifter1 None that I can think of, sorry.
I don't know of anything, although I also haven't investigated this.
@TeodoroG Try a different hosting service like imgbb.
Change d=365 to d=0
+1@32 even Andrew himself has an alt... I think
@Randomplayer information
+1@TeodoroG You need the direct link to the image. It should have something like .png or .jpg at the end.
@TeodoroG what is the url of the image in question?
@11qazxc wow this is insane, I had this idea but never did anything about it.
@32 I can retake the test and link a screenshot if you want.
110 WPM, 96% accuracy. I seem to type using a modified form of the two index finger method, so a hybrid of touch typing and two finger typing.
+1@ThomasRoderick Thanks, updated.
+1This one?
It's either really slow, or really fast. Right now it's really fast, but when I upvoted earlier... bruh. 20 seconds to add my upvote.
+3@vSoldierT How so?
@Thbigmanscoop109 This mod
@jamesPLANESii @dekanii I have over 6000 hours. I'm sure at least 1000 of those were on the SWL-120.
+2Stuff I do for other users or when I upload something to share with someone. For some of these posts, I turn them into the place I write SWL-120 progress updates (example).
@PZLAgencies yeah 2270 comments will do that
+2I'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.