@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.
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.
@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).
@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.
@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).
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.
@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.
@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.
@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.
@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.
@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.
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).
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%?
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.
@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.
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.
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.
@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.
But we have this. Twice. In fine tuner and the new in game version.
@ChamDel7 I might upload it. I don't know.
I believe I was the first
Aha! This is why I make variables tutorial videos. The first part of the video is making "extra activation groups".
+1Very useful! I personally reference this handy documentation for my labels, as it lists every single attribute the labels allow for.
+2@JamesDean Make sure the interactiontype is set to Once or Continuous for outputvalue to correctly work.
@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.
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.
@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).
@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.
@JamesDean Yesterday, I wrote about a method on your forum which should work, all using one label and some buttons outputting the same variable.
I uhh... am now worried about the SWL-120 (literally a flight sim in SP) when I need to do xml updates.
@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@Hazerz meh too lazy. I might in the future.
+1All 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 theiroutputValue
to a number, say 1-5 (a different number for each button). Make theinteractionType
for the buttonsOnce
. 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.
@PacificWesternAirlines I'm using reshade with quite a few effects.
+1The mixture is at full under 3000 feet, and slowly goes to one quarter at 13000 feet. This is similar to irl.
+1@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.
@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.
@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.
@ThereIsNoahScape I didn't put mixture in, they just move based on altitude to pretend there is mixture.
uh.. this isn't yours. Please give credit.
@klm747klm747 Yes it is, I think he was also talking about the in-game cameras.
+1@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@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@X99STRIKER no. Even back when android was available (for my first ever mods), I couldn't figure out how.
@228228 Read the pinned forum. I talk about part count and versions there.
@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@Cereal I think maybe a year. I honestly don't know.
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).
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%?
I sort of have this. It's a list of my "good" planes, the ones with months of work.
+1Even better, this. It's an attempt to organize and list all the planes I ever made.
@BruhMomenthmgfbvbukjgv No.
@BruhMomenthmgfbvbukjgv There are literally pictures in the post.
@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.
+1no
For something like a control surface you want
+1clamp(Pitch + Roll, -1, 1)
. It allows both to function normally but stops combinations from exceeding -1 or 1.It just occurred to me you are using 2018 not 2020. 2018 does not work.
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.
Making SP in SP would be cool. Imagine making SP in SP in SP...
+1oof I got it three times because I opened all three up in new tabs to look at them argghhh
+1@SheriffHackdogMCPE Or you could just browse the site without an account, which is the intention of banning underage users.
+1@BruhMomenthmgfbvbukjgv I just tested it (the one on the public post) myself and it works.
@BruhMomenthmgfbvbukjgv Try the easy mode version and that should work.
@BruhMomenthmgfbvbukjgv As in the startup sequence is difficult? I did make an easy mode version (which hasn't been updated but should still work).
@BruhMomenthmgfbvbukjgv I thought I linked a no mods version. That can be found here.
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@HuskyDynamics01 lol
@HuskyDynamics01 It's a bot lol look at the bio. It didn't even format a good link.
@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