@Alvinwilson345 Please read.
Mobile mods have been unsupported for 6 years now, and while some users have found ways to make mobile mods, these mods cannot use scripts (which this heavily relies on), and are made using an older version of Unity and unsupported mod tools.
@Sense2 "And now that we've finished our interior, let's add a simple cockpit to finish off the build. I think 99% realism should be okay for this build since I'm just showing you the basics."
@Sense2 Thanks for your advice! I will actually consider some of your suggestions since I don't really know how some of them work, especially how the non-normal sounds interact with each other and when they play.
1. If you mean the overspeed, I agree. Even the brown noise, which goes for 10 minutes (looped), has a slight cut when it loops. I might just go into Audacity and extend the overspeed alarm to be 1 minute or longer.
2. I could update the low airspeed mp3 to have two calls, and then not loop it. Easy change.
3. I technically could fix this, but it would make the whole system even more complicated. I do have warnings in specific groups, and certain sounds take priority (for example, the speed warnings go from stall, to low speed, to overspeed). It's not perfect, but again it's a game about simple planes.
4. So you mean that in addition to the sound, there should be a text warning? Where specifically should it go on the EICAS? In the (not built yet) messages section, or a larger warning at the top?
5. I actually was aware of that sound existing, but never added it. I will now look into adding it. I know it means the glideslope is not in the center, but when exactly does the warning activate?
@Boeing727200F I have screws, which will be replaced with even more detailed screws when I eventually mod all the cockpit details (a no mods version will of course be available). Honestly, to go any further would require me to use textures and spend too much time working on this, far beyond the loop of "I'm better now, let's replace this 2 year old part". I would be perpetually working on the plane, remaking every part forever. This has been my most complicated project ever, and will likely remain the most complex aircraft I ever make for a long time. Anything I make in SP2 will be slightly simpler, especially in the general construction due to the new parts.
Speaking of wiring, I do have a fully simulated electrical system which you can view on the EICAS display (not in this build).
@AuroraBrooke It is for my own plane and has integration with its systems, but similar to my Cockpit Screens mod, I might make a public version with most of the sounds.
To enhance realism in the SWL-120's cockpit, I have added cockpit sounds. To do this, I made my own mod part, with many sounds and effects all included in one part. The following groups of sounds are included:
- GPWS Approach Callouts
- GPWS Gear/Flaps Warnings
- Speed Warnings
- Bank Angle
- GPWS Descending Warnings
- Autopilot Disconnect
- Brown Noise (at high airspeed or engine power)
- Pax Signs (not shown here, just normal fasten seatbelt chimes)
Each sound has realistic activation parameters based on similar real-life airplanes.
Update 3/09/2025, I have tweaked some sounds (see Sense2's comments below), and added a new glideslope warning sound.
@SilverStar Forgot to make a description, will do.
Yeah I think the pull ups are a little loud; they are two different sounds mashed together by me to make "Pull Up.mp3".
I just had a quick look, and there are many improvements. First of all, there is no need to just put the variable as its expression. For example, you have a variable called BB, and then you put BB as the expression. All this does is set BB it itself, so you can delete these variables. Next, I suggest using descriptive (for example FMCLKeypadInput for the keypad on my left flight management computer) variable names, so you and others (mainly others) can better understand how the code works. For the keypad itself, I suggest changing the InteractionType to Once, using the same variable name, with a different outputValue for each button. This is how all my button groups work. Since you have ABC and DEF for example instead of one button for each letter, it will be more complicated (I can help with that if you want), but for mine, I have a variable setter that first checks if the input is not 0, and then does a different action based on the value. I store letters as numbers, so pressing the A key would be 13, B would be 14, and so on. My FMC has a lot more complicated code, but the basic idea is to have a value for each possible character. Since you have three characters per button, I would recommend having a system to loop through each value, with something like a 2 second timeout for looping (example, have a variable called LoopTime that is Time + 2), and then check if Time > LoopTime to end the loop and type the next character.
I understand a lot of what I've said is just brushing the surface of what code to actually write, but if you're interested I can provide more information.
@XM803ENJOYER46 He's actually still here, kinda. It's been a few years but he does keep coming back. I think he's also upvoted some of my posts more recently.
@XM803ENJOYER46 10 years ago, the only way to build such a plane was to manually xml edit the position and shape of every single part. There was no fine tuner, no nudging, no connection editor, and not even precise fuselage values.
@hpgbproductions @Yish42 The button should also have a setter to 0, and an interactionType of Once or Continuous. Please note rate(x) in this case will be 100 or -100 for one single update.
I'm sure you're inactive now, but AltitudeAgl doesn't work with this map; it reads as if I am hovering above the ocean even though I'm landed on the airport. Are you able to fix this?
Update: The airport seems to be fine, but the terrain still doesn't work with Agl.
@vSoldierT Simplify equations as much as possible and avoid excessive trigonometric functions. On my EICAS and ND display, I used a script to generate arcs/circles out of dashes (no sin and cos in the label), but for a moving display like this one there is no way to remove most of them. On my modified version of the 1 part PFD (the 3rd version), I found several repeated calculations and was able to simplify them, but I still needed a lot of the sin and cos calculations (and others), since they had unique parameters. I also believe the more moving (dynamic) characters, the higher the lag. So there is no significant optimization possible, which is one of the main factors for me developing modded screens which have almost no performance impact yet even higher detail and realism.
@Aerovations It could use some refining, but it actually isn't too far off. I do think the SP2 tutorial plane (if there is one) would use SP2 parts and have more details than this one though.
@Mrcooldude @Aerovations I contacted SupremeDorian, it's a known issue with the server cache (happens at random intervals) and I think he's working on fixing it.
@Ren @X99STRIKER probably not too many since all time isn't visible unless you change the url.
Although I'm here again so I guess people still visit it
@dekanii Yeah I found that with my own label screens (the PFD is a heavily modified version of the 1 Part PFD Version 3) have a huge performance impact, while the modded screens I made (which have absurdly more details compared to the labels) have almost no impact. Although, this is vanilla which does give it an advantage, especially for mobile players.
Great job! I'm going to stick with my own heavily modified version for my plane (plus I'm focusing more on modded screens now), but this is very cool and I can see a lot of work went into it.
Would you be interested in testing my SWL-120 Parts mod? I get some warnings about PC-only stuff when I build it so I would be interested to see if it works on OSX.
@YarisSedan here you go
@Graingy bruh I don't need that much realism lol
No Mobile
Mobile mods with scripts have been unsupported for 6 years now.
@Alvinwilson345 Please read.
+1Mobile mods have been unsupported for 6 years now, and while some users have found ways to make mobile mods, these mods cannot use scripts (which this heavily relies on), and are made using an older version of Unity and unsupported mod tools.
@MTindustries I guess this is my response now; Christmas 2025, earlier if I can finish all the stuff I have to work on
+1From the mod The Items
+2@Icey21 @IMCI Murphy Airport is what Yeager Airport used to be called, likely after Kevin Murphy, one of the developers.
+2@Sense2 Thanks, I have updated that. I'll add you to the credits list for providing recommendations on the cockpit sounds.
@Sense2 Alright, and does it loop or just play once/twice like low airspeed?
@Icey21 nevermind, it will have absolutely everything, including Cat III autoland
+1boy do I have news for you
+1@Sense2 "And now that we've finished our interior, let's add a simple cockpit to finish off the build. I think 99% realism should be okay for this build since I'm just showing you the basics."
@Sense2 Thanks for your advice! I will actually consider some of your suggestions since I don't really know how some of them work, especially how the non-normal sounds interact with each other and when they play.
1. If you mean the overspeed, I agree. Even the brown noise, which goes for 10 minutes (looped), has a slight cut when it loops. I might just go into Audacity and extend the overspeed alarm to be 1 minute or longer.
2. I could update the low airspeed mp3 to have two calls, and then not loop it. Easy change.
3. I technically could fix this, but it would make the whole system even more complicated. I do have warnings in specific groups, and certain sounds take priority (for example, the speed warnings go from stall, to low speed, to overspeed). It's not perfect, but again it's a game about simple planes.
4. So you mean that in addition to the sound, there should be a text warning? Where specifically should it go on the EICAS? In the (not built yet) messages section, or a larger warning at the top?
5. I actually was aware of that sound existing, but never added it. I will now look into adding it. I know it means the glideslope is not in the center, but when exactly does the warning activate?
@Boeing727200F I have screws, which will be replaced with even more detailed screws when I eventually mod all the cockpit details (a no mods version will of course be available). Honestly, to go any further would require me to use textures and spend too much time working on this, far beyond the loop of "I'm better now, let's replace this 2 year old part". I would be perpetually working on the plane, remaking every part forever. This has been my most complicated project ever, and will likely remain the most complex aircraft I ever make for a long time. Anything I make in SP2 will be slightly simpler, especially in the general construction due to the new parts.
+2Speaking of wiring, I do have a fully simulated electrical system which you can view on the EICAS display (not in this build).
@Planemaster88 at least the SWL-120 is still in development, to be released hopefully this year.
@Prytton I don't really know, sorry.
@GorillaGuerrilla If you can figure out how to add it sure
@AuroraBrooke It is for my own plane and has integration with its systems, but similar to my Cockpit Screens mod, I might make a public version with most of the sounds.
@XM803ENJOYER46 all good then, no problem
Overclocked i9-11900k, 32GB ram, and RTX 4070ti
@SilverStar I've heard them and... umm... just go listen to them when he posts them
@CaptainNoble I have a description now
To enhance realism in the SWL-120's cockpit, I have added cockpit sounds. To do this, I made my own mod part, with many sounds and effects all included in one part. The following groups of sounds are included:
- GPWS Approach Callouts
- GPWS Gear/Flaps Warnings
- Speed Warnings
- Bank Angle
- GPWS Descending Warnings
- Autopilot Disconnect
- Brown Noise (at high airspeed or engine power)
- Pax Signs (not shown here, just normal fasten seatbelt chimes)
Each sound has realistic activation parameters based on similar real-life airplanes.
Update 3/09/2025, I have tweaked some sounds (see Sense2's comments below), and added a new glideslope warning sound.
@SilverStar Forgot to make a description, will do.
+1Yeah I think the pull ups are a little loud; they are two different sounds mashed together by me to make "Pull Up.mp3".
I just had a quick look, and there are many improvements. First of all, there is no need to just put the variable as its expression. For example, you have a variable called BB, and then you put BB as the expression. All this does is set BB it itself, so you can delete these variables. Next, I suggest using descriptive (for example FMCLKeypadInput for the keypad on my left flight management computer) variable names, so you and others (mainly others) can better understand how the code works. For the keypad itself, I suggest changing the InteractionType to Once, using the same variable name, with a different outputValue for each button. This is how all my button groups work. Since you have ABC and DEF for example instead of one button for each letter, it will be more complicated (I can help with that if you want), but for mine, I have a variable setter that first checks if the input is not 0, and then does a different action based on the value. I store letters as numbers, so pressing the A key would be 13, B would be 14, and so on. My FMC has a lot more complicated code, but the basic idea is to have a value for each possible character. Since you have three characters per button, I would recommend having a system to loop through each value, with something like a 2 second timeout for looping (example, have a variable called LoopTime that is Time + 2), and then check if Time > LoopTime to end the loop and type the next character.
I understand a lot of what I've said is just brushing the surface of what code to actually write, but if you're interested I can provide more information.
The best part about these comments is my comment from ONE HOUR AGO already has four upvotes.
+3@XM803ENJOYER46 He's actually still here, kinda. It's been a few years but he does keep coming back. I think he's also upvoted some of my posts more recently.
+2@XM803ENJOYER46 I was 7
+2@XM803ENJOYER46 10 years ago, the only way to build such a plane was to manually xml edit the position and shape of every single part. There was no fine tuner, no nudging, no connection editor, and not even precise fuselage values.
+4I have every single mod in the game, over 400 files.
+1@Yish42 Add a variable setter with the same name as the button and put 0 as the expression.
+1@hpgbproductions @Yish42 The button should also have a setter to 0, and an interactionType of Once or Continuous. Please note rate(x) in this case will be 100 or -100 for one single update.
+2I just code my own autopilot, which allows for deeper integration with advanced navigation systems.
When you need a train but can only use roads
+1I'm sure you're inactive now, but AltitudeAgl doesn't work with this map; it reads as if I am hovering above the ocean even though I'm landed on the airport. Are you able to fix this?
Update: The airport seems to be fine, but the terrain still doesn't work with Agl.
@TheMouse yes
@vSoldierT Simplify equations as much as possible and avoid excessive trigonometric functions. On my EICAS and ND display, I used a script to generate arcs/circles out of dashes (no sin and cos in the label), but for a moving display like this one there is no way to remove most of them. On my modified version of the 1 part PFD (the 3rd version), I found several repeated calculations and was able to simplify them, but I still needed a lot of the sin and cos calculations (and others), since they had unique parameters. I also believe the more moving (dynamic) characters, the higher the lag. So there is no significant optimization possible, which is one of the main factors for me developing modded screens which have almost no performance impact yet even higher detail and realism.
+2@Aerovations Same issue.
+1@AWESOMENESS360 I think you were confusing whereby and Bobbygomes21 6.3 years ago.
@Aerovations It could use some refining, but it actually isn't too far off. I do think the SP2 tutorial plane (if there is one) would use SP2 parts and have more details than this one though.
@Mrcooldude @Aerovations I contacted SupremeDorian, it's a known issue with the server cache (happens at random intervals) and I think he's working on fixing it.
+1@Wingsoffirefanatic @SemedianIndustries this may actually be similar to (if not better than) the SWL-10, but then there's the SWL-120.
+1@AndrewGarrison fair enough, thanks for the explanation
@AndrewGarrison Did you update something about the users all time page too? I just noticed a limit at Page 25. Going past doesn't work at all.
@Ren @X99STRIKER probably not too many since all time isn't visible unless you change the url.
+3Although I'm here again so I guess people still visit it
@dekanii Yeah I found that with my own label screens (the PFD is a heavily modified version of the 1 Part PFD Version 3) have a huge performance impact, while the modded screens I made (which have absurdly more details compared to the labels) have almost no impact. Although, this is vanilla which does give it an advantage, especially for mobile players.
+2Great job! I'm going to stick with my own heavily modified version for my plane (plus I'm focusing more on modded screens now), but this is very cool and I can see a lot of work went into it.
+1Would you be interested in testing my SWL-120 Parts mod? I get some warnings about PC-only stuff when I build it so I would be interested to see if it works on OSX.
+1@Sense2
clamp01(clamp01(IAS < 40 & OnGround = 1) = 0) * abs(clamp01(smooth(GearInput * 10, GearHydraulics) - 9))
@Randomplayer The translation being thai checks out then.
So we have a NSFW bot. Great. I've seen worse somehow.