49.4k PlaneFlightX Comments

  • Feature request. 2.4 years ago

    But we have this. Twice. In fine tuner and the new in game version.

  • Tonk 2.4 years ago

    @ChamDel7 I might upload it. I don't know.

  • How to make more activation groups 2.4 years ago

    Aha! This is why I make variables tutorial videos. The first part of the video is making "extra activation groups".

    +1
  • (Tutorial) The Basics Of Creating Digital Flight Displays Using Text Labels: 2.4 years ago

    Very useful! I personally reference this handy documentation for my labels, as it lists every single attribute the labels allow for.

    +2
  • Using FT to deactivate other inputs at whim 2.4 years ago

    @JamesDean Make sure the interactiontype is set to Once or Continuous for outputvalue to correctly work.

  • Using FT to deactivate other inputs at whim 2.4 years ago

    @JamesDean Ah, I actually didn't. I got a black fuselage piece, and used it to black out the gauge text. I then grabbed a standard label and wrote my own text. Also, what was your original comment? I have two notifications for different comments.

  • Using FT to deactivate other inputs at whim 2.4 years ago

    Another video which mentions outputValue is this one. The first part of the video (until a few minutes in) is all about interaction type and output value.

  • Using FT to deactivate other inputs at whim 2.4 years ago

    @JamesDean You only need one variable. You don't even need to define it in the global variable setters. Just have a few different buttons outputting the same variable at different outputValues (1-5).

  • Using FT to deactivate other inputs at whim 2.4 years ago

    @JamesDean Right... I guess I thought you knew a little more about FT. It's fine either way. I've actually made a few tutorials on using the variables system, and this video should explain a little more about actually using variables. Feel free to skip a bit, the key parts are what interaction types are, and how to add a custom input to a button/switch.

  • T-47 Mongoose 2.4 years ago

    @JamesDean Yesterday, I wrote about a method on your forum which should work, all using one label and some buttons outputting the same variable.

  • Ha? how? help pls 2.4 years ago

    I uhh... am now worried about the SWL-120 (literally a flight sim in SP) when I need to do xml updates.

  • SWL-10 2.4 years ago

    @shipfinder568 You must be doing something wrong. I recommend you either watch the how to fly video (linked in the description), or use the easy mode version (linked in the description).

    +1
  • SP Is GPU Bound Now... 2.4 years ago

    @Hazerz meh too lazy. I might in the future.

    +1
  • Using FT to deactivate other inputs at whim 2.4 years ago

    All of this can fit into a single label with a few buttons. First, make the display code for each screen. For the activation, make each button's variable output displayNumber (this can be changed, just make sure to change it in all areas it is used), and set their outputValue to a number, say 1-5 (a different number for each button). Make the interactionType for the buttons Once. I recommend a size changing system, which makes all the unused screens a size of 0, basically hiding them. Use <size={displayNumber = 1 ? "100" : "0"}%>, changing the display number value based on what display it is. I think that code should work, I didn't test it.

    Let me know if you have any problems.

  • Aircraft Seats 2.4 years ago

    @PacificWesternAirlines I'm using reshade with quite a few effects.

    +1
  • King Air 350i 2.4 years ago

    The mixture is at full under 3000 feet, and slowly goes to one quarter at 13000 feet. This is similar to irl.

    +1
  • SP Is GPU Bound Now... 2.4 years ago

    @V Yeah, in fact if I drag out like 20 of the base parts (the seat bases for the whole interior), my GPU maxes out and the CPU is barely doing anything.

  • SWL-10 2.4 years ago

    @ThereIsNoahScape What I'd do is look at the rotators controlling the mixture levers, and steal the code from them. Please give credit if you do this.

  • SP Is GPU Bound Now... 2.4 years ago

    @V I think it's because these seats are intense. I spent a total of twenty hours modelling a set of three seats (with every nook and cranny having details...), and then I have 447 of them. There are millions of vertices. Most edges are rounded off with another 15 sided corners. That's a lot of 3D stuff to render. Literally all the parts in SP are simple meshes compared to even one of these seats.

  • SWL-10 2.4 years ago

    @ThereIsNoahScape I didn't put mixture in, they just move based on altitude to pretend there is mixture.

  • Airbus A319-100 fixed throttle for VR 2.4 years ago

    uh.. this isn't yours. Please give credit.

  • Aircraft Seats 2.4 years ago

    @klm747klm747 Yes it is, I think he was also talking about the in-game cameras.

    +1
  • Aircraft Seats 2.4 years ago

    @50CalChicken An idea we (klm and me) have for a plane is to make 3D modelled parts which all fit together to make a 50 part highly detailed aircraft. Most parts would be custom made for the plane and would only fit on that plane, and the SWL-120 (latest forum here) will also use a hybrid of a similar idea. About your landing gear, it's important to use the default SP wheels due to their special properties, but a set of highly detailed 3D modelled landing gear would be cool. It would be some 3D parts you attach rotators and wheels to.

    +1
  • Aircraft Seats 2.4 years ago

    @50CalChicken We only know how to make basic 3D modelled mod parts. Anything beyond this, while learnable, would likely not be done. It's a cool idea, and I was also thinking about having screens in the back of the seat which could actually play a video, but it's just a little too advanced for us as of now. Sorry. In the future it could happen, but right now, I don't think so. Still a cool idea.

    +1
  • SP Is GPU Bound Now... 2.4 years ago

    @X99STRIKER no. Even back when android was available (for my first ever mods), I couldn't figure out how.

  • Detailed Wings - SWL-120 Progress Update Part 3 2.4 years ago

    @228228 Read the pinned forum. I talk about part count and versions there.

  • SP Is GPU Bound Now... 2.4 years ago

    @HuskyDynamics01 That's what I'm thinking of. 1 part for each whole body. A basic plane would be like 50 parts, because of rotators and each 3D model, not including the cockpit switches, physics wings, landing gear, etc. But yeah, it would make SP a gpu dependant game.

    +1
  • Detailed Wings - SWL-120 Progress Update Part 3 2.4 years ago

    @Cereal I think maybe a year. I honestly don't know.

  • I pretty cool idea for Simpleplanes but it’s something i don’t mind if it’s not added. 2.4 years ago

    You can do this with some FT which isn't even that complicated. If I had a basic jet plane with a cockpit I could code it in about a day (don't ask me to).

  • Wierd flaps 2.4 years ago

    Where is the link?

    Also, by any chance, did you use fuselage slicing for the flaps in question? What does it look like if you set all the slicing values to 100%?

  • Who has a wiki database of their own aircraft? 2.5 years ago

    I sort of have this. It's a list of my "good" planes, the ones with months of work.

    Even better, this. It's an attempt to organize and list all the planes I ever made.

    +1
  • Detailed Wings - SWL-120 Progress Update 3 2.5 years ago

    @BruhMomenthmgfbvbukjgv No.

  • Detailed Wings - SWL-120 Progress Update 3 2.5 years ago

    @BruhMomenthmgfbvbukjgv There are literally pictures in the post.

  • Just Like A Flight Simulator - SWL-120 Progress Update 2 2.5 years ago

    @BruhMomenthmgfbvbukjgv I think you're on the wrong post, this is part 2 and part 3 is here. Anyway, the current part count for the most recent version is 2125.

    +1
  • How to double input? 2.5 years ago

    For something like a control surface you want clamp(Pitch + Roll, -1, 1). It allows both to function normally but stops combinations from exceeding -1 or 1.

    +1
  • Making Unity mods on macOS supported? 2.5 years ago

    It just occurred to me you are using 2018 not 2020. 2018 does not work.

  • Making Unity mods on macOS supported? 2.5 years ago

    I'm not sure about mac versus Windows, but for me the simpleplanes toolbar (next to component, window, and others) appears as soon as I click import and the importing finishes. I don't know much about working on a mac, but I do know installing and running mods works, but I don't know about creating mods.

  • current status 2.5 years ago

    Making SP in SP would be cool. Imagine making SP in SP in SP...

    +1
  • The alt question 2.5 years ago

    oof I got it three times because I opened all three up in new tabs to look at them argghhh

    +1
  • Should Jundr00 make the min age start at 10 2.5 years ago

    @SheriffHackdogMCPE Or you could just browse the site without an account, which is the intention of banning underage users.

    +1
  • How to Fly the SWL-10 2.5 years ago

    @BruhMomenthmgfbvbukjgv I just tested it (the one on the public post) myself and it works.

  • How to Fly the SWL-10 2.5 years ago

    @BruhMomenthmgfbvbukjgv Try the easy mode version and that should work.

  • How to Fly the SWL-10 2.5 years ago

    @BruhMomenthmgfbvbukjgv As in the startup sequence is difficult? I did make an easy mode version (which hasn't been updated but should still work).

  • SWL X-Series Turbofan Engine 2.5 years ago

    @BruhMomenthmgfbvbukjgv I thought I linked a no mods version. That can be found here.

  • SimplePlanes|Controlling an AI plane 2.5 years ago

    Nice. I also had the idea of a magnet attaching to a plane/car with a camera, I just haven't worked on this idea. I can see here it works.

    +2
  • How should I resolve Canon Printer Offline? 2.5 years ago

    @HuskyDynamics01 lol

  • What are the solid methods to solve Outlook Send Receive Error? 2.5 years ago

    @HuskyDynamics01 It's a bot lol look at the bio. It didn't even format a good link.

  • Working ILS In SimplePlanes! 2.5 years ago

    @OPaiTaOn If you mean adjust the base throttle input, you can't. The default inputs like roll, pitch, yaw, brake, throttle, vtol, trim (and some others I forgot) can only be modified by directly connecting those to a variable (Sliders go with levers, throttles, and yokes, and activation groups go with switches and buttons). What I'd recommend is making a variable which references throttle and also can switch to taking inputs from other sources like a button.

    +1