@Graingy I have no memory of making my account because I was 7 at the time, but I do remember playing for at least a year before the propeller update (all I had was the original props).
@M109simp It's not a mod that turns groups of parts into one part; you have to manually export and process the parts into mod parts yourself (it's a custom mod called SWL-120 Parts for my upcoming plane the SWL-120). If you want to make your own mod for your plane, you can view a tutorial here.
@CaptFoxworth19 It's the same wing I made 2 years ago (with minor bugfixes and improvements since); I just felt like uploading it to farm point- I mean share some of my work.
@IFVuser yeah if I were to assemble every pre-export into one file, it would easily be in the tens of thousands. I can run everything no problem at 60FPS though right now with mods. Total part count is 2000, most of that being buttons and stuff in the cockpit.
@RB107 It also depends on what I'm doing (especially since I spend almost all my free time on stuff related to my plane (and also because of how my plane is, a lot of my time is spent in other software like Blender, Unity, and Notepad++)). For example, when I'm doing something mindless like building a bunch of details I'll put on a podcast, and when I need to focus on 3 monitors of FMC code I'll put on some light music at low volume
@vonhubert One thing my newer SWL-120 mod parts have, especially the new cockpit screens, is various sub-models that move independently within the same mod part. I do this using a foreach loop to access different models and move them (you can also access sub-models of the sub-models by nesting loops, and so on). If you would like more information let me know.
@vonhubert It uses nine input controllers, one for each axis. If you look at the code you can see how it is possible to manipulate the block any way you like, and changing it to just have one translation axis, for example, is pretty easy. And yes, input controllers support FT.
I have a question about the code for this, there is a variable error in the console saying "Unary operator not supported: And". Do you get this warning too?
@Solent I found the issue to be a feedback loop with the smooth() I used on the trim component of the altitude autopilot... not sure why I didn't catch this earlier. I have fixed this and updated the xml. Is the issue fixed for you now?
I personally prefer the current building method, although I'm probably an outlier since the parts of my plane that aren't externally created are in the tens of thousands of parts, with thousands of variables. Some heavy optimization would be nice though.
Very interesting. My landing gear code all uses the same smooth() timer, although it's more linear, with simple code (no ternary operators) to do things like open the gear doors in the first 1 second, and retract the gear for the next 8 seconds, followed by gear doors closing for the last second.
If you have the game on a computer, you can use the "3D Print/Export" button in the designer menu to export the loaded craft to a .obj file. From there you can convert it to STL and prepare it for printing.
I didn't make a video, but I did test it again and this is my feedback:
Movement: overall 5/10, but if scored relative to the type of craft 8/10 (obviously a large bomber/cruiser will be more sluggish than a fighter). The autotrim is a little jerky sometimes which detracts the score.
Weapons: I haven't tested the advanced targeting systems, but selecting a target aims the cannons and a launched bomb will fly to the target. The autoaim on the cannons and autoflight on the bombs is good. 9/10 (sometimes bombs loop around targets)
Playability: ignoring the actual framerate and game performance, the actual craft is fun to control and startup once I'm familiar with it. One thing I should note is the lack of any labelled diagrams, as when I first flew it a while ago I was struggling to find the controls mentioned in the checklists. Once I did know where everything was, the engine startup sequence was pretty fun. I'd give playability an 8/10, the detractors being a lack of diagrams and some quirks with how it flies sometimes.
I would also like to note how it leans back when first spawned in. Maybe consider moving the CoG forward or the main landing gear backward?
clamp01(GS < 17.8816) * Yaw
+117.8816 is 40mph in m/s.
@vonhubert Good luck!
+1@Graingy I have no memory of making my account because I was 7 at the time, but I do remember playing for at least a year before the propeller update (all I had was the original props).
I joined in my very early childhood when the game first released on iOS and plan to be around for many more years.
+1@M109simp It's not a mod that turns groups of parts into one part; you have to manually export and process the parts into mod parts yourself (it's a custom mod called SWL-120 Parts for my upcoming plane the SWL-120). If you want to make your own mod for your plane, you can view a tutorial here.
@CaptFoxworth19 It's the same wing I made 2 years ago (with minor bugfixes and improvements since); I just felt like uploading it to farm point- I mean share some of my work.
@IFVuser yeah if I were to assemble every pre-export into one file, it would easily be in the tens of thousands. I can run everything no problem at 60FPS though right now with mods. Total part count is 2000, most of that being buttons and stuff in the cockpit.
+1@32 yeah they are supportive of me (as long as schoolwork gets done lol)
+2@IFVuser yes
@IFVuser 2500.
+2Per engine.
And that will increase when I remake the engines again in the next few months.
@IFVuser That's without engines too
+2Is there any way to adjust the wind using the console?
@32 What do you mean?
@RB107 It also depends on what I'm doing (especially since I spend almost all my free time on stuff related to my plane (and also because of how my plane is, a lot of my time is spent in other software like Blender, Unity, and Notepad++)). For example, when I'm doing something mindless like building a bunch of details I'll put on a podcast, and when I need to focus on 3 monitors of FMC code I'll put on some light music at low volume
+2I listen to literally anything, from podcasts to several genres of music.
+1Very cool!
@vonhubert One thing my newer SWL-120 mod parts have, especially the new cockpit screens, is various sub-models that move independently within the same mod part. I do this using a foreach loop to access different models and move them (you can also access sub-models of the sub-models by nesting loops, and so on). If you would like more information let me know.
@vonhubert It uses nine input controllers, one for each axis. If you look at the code you can see how it is possible to manipulate the block any way you like, and changing it to just have one translation axis, for example, is pretty easy. And yes, input controllers support FT.
3.3 years later and I finally used this in my plane!
@IzzyIA Ah I see. Still very cool regardless!
+1@IFVuser @TacticalCrusader There are several android mods in my mod archive. The folder with the most android mods is Kakhikotchauri1.
+1Interesting
I have a question about the code for this, there is a variable error in the console saying "Unary operator not supported: And". Do you get this warning too?
+1I finally got around to checking your newest builds out again and these are insane!
@Boeing727200F Rebirth hosts one of the servers. They have a website where the status of the server (and the IP) is displayed.
https://rebirths.kr/spserver/ is one of the main ones, although pinging the listed IP times out, so it could be offline temporarily.
@SWL120NEED You should be able to run this plane. I will tag you on an unlisted with more information soon.
@SWL120NEED What are your device specs?
@lalalalalion Thanks!
+2@JBPAviation I just grabbed it from SPBC's multiplayer channel, must be down or something
160.251.58.131 and 121.175.24.237
You need 100 or more points to post an image, likely due to previous abuse as spam.
+3Sometimes all I have to show for 2 hours of "work" is a few new parts on my 3000 part interior
+1@Graingy I released the SWL-120 early if you want to check it out
+1@Cuboidable Nah it'll be free to download (in fact I think it's against the ToS to lock it behind a paywall).
@Solent Thanks!
@Solent I found the issue to be a feedback loop with the smooth() I used on the trim component of the altitude autopilot... not sure why I didn't catch this earlier. I have fixed this and updated the xml. Is the issue fixed for you now?
+1I personally prefer the current building method, although I'm probably an outlier since the parts of my plane that aren't externally created are in the tens of thousands of parts, with thousands of variables. Some heavy optimization would be nice though.
+3Use the videos page.
Very interesting. My landing gear code all uses the same smooth() timer, although it's more linear, with simple code (no ternary operators) to do things like open the gear doors in the first 1 second, and retract the gear for the next 8 seconds, followed by gear doors closing for the last second.
If you have the game on a computer, you can use the "3D Print/Export" button in the designer menu to export the loaded craft to a .obj file. From there you can convert it to STL and prepare it for printing.
I didn't make a video, but I did test it again and this is my feedback:
+1Movement: overall 5/10, but if scored relative to the type of craft 8/10 (obviously a large bomber/cruiser will be more sluggish than a fighter). The autotrim is a little jerky sometimes which detracts the score.
Weapons: I haven't tested the advanced targeting systems, but selecting a target aims the cannons and a launched bomb will fly to the target. The autoaim on the cannons and autoflight on the bombs is good. 9/10 (sometimes bombs loop around targets)
Playability: ignoring the actual framerate and game performance, the actual craft is fun to control and startup once I'm familiar with it. One thing I should note is the lack of any labelled diagrams, as when I first flew it a while ago I was struggling to find the controls mentioned in the checklists. Once I did know where everything was, the engine startup sequence was pretty fun. I'd give playability an 8/10, the detractors being a lack of diagrams and some quirks with how it flies sometimes.
I would also like to note how it leans back when first spawned in. Maybe consider moving the CoG forward or the main landing gear backward?
@LowQualityRepublic It is
It's insanely complex and took me many months though
@MalaySmoker ohh I see now. I'll test and add that when I get a chance.
@MalaySmoker Isn't it ignitionDelay?
@rimiha It's fixed now, excellent.
+1@griges I can have a look, yes
+1hmm, I don't really know then
+1Is the height of the label part big enough?
did you put each <voffset>tag on a new line?
@SemedianIndustries Possibly, although it will be a few days.