I'm assuming you are on pc, because you said you alt f4d out. Go to C:/Users/yourname/AppData/LocalLow/Jundroo/SimplePlanes/AircraftDesigns and copy editor.xml somewhere. Maybe upload it and give me a link so I can see if it is recoverable. Also give me the aircraft file, maybe I can see if I can change something in the xml.
This is better than those planes where the player just adds cylinders and asks for help. This is very good, and the quality of the rest of the plane almost matches the cockpit. Well done.
@ChamDel7 I guess it is. I only play on PC, but I remember being annoyed when I couldn't download mods back when I used to play on iOS (literally 6 years ago).
Fuel mass is simulated, I think. The best way to test this would be to make a contraption which can drive onto another contraption (the second contraption being a platform with springs), with the first contraption being mainly fuel with a engine to comsume it. You could then test how much the springs were compressed based on the level of fuel.
@Bucket I don't personally have SPVR, but I've heard as long as you own both SPVR and SP, if you use a PC VR headset and use the base game, any mod should work. That would include the multiplayer mod.
@FISHSOFT Ah, this is not actually an issue. What happens is that message is a noncritical "info" message, informing the pilot the Engine 1 alternator is not functioning. Thanks for letting me know.
@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.
@BeastHunter Sure, go ahead. Just don't expect the 4.5 billion dollars lol.
+1@BeastHunter @SPAircraftOfficial Ya know this is likely a bot, right?
+1@FujiwaraAutoShop I've seen a lot of people complaining about the craft instructions bricking their precious project. Interesting.
+2@SemedianIndustries Ah, I see. I forgot not everyone has a nasa PC.
+2I'm assuming you are on pc, because you said you alt f4d out. Go to C:/Users/yourname/AppData/LocalLow/Jundroo/SimplePlanes/AircraftDesigns and copy editor.xml somewhere. Maybe upload it and give me a link so I can see if it is recoverable. Also give me the aircraft file, maybe I can see if I can change something in the xml.
+1Meh just write another 5423554 pages of FT.
+1I personally use imgbb.
GearDown is -1 or 1 in this. Try clamp01(GearDown).
+2This is better than those planes where the player just adds cylinders and asks for help. This is very good, and the quality of the rest of the plane almost matches the cockpit. Well done.
@ChamDel7 I guess it is. I only play on PC, but I remember being annoyed when I couldn't download mods back when I used to play on iOS (literally 6 years ago).
+1@ChamDel7 No.
+1Fuel mass is simulated, I think. The best way to test this would be to make a contraption which can drive onto another contraption (the second contraption being a platform with springs), with the first contraption being mainly fuel with a engine to comsume it. You could then test how much the springs were compressed based on the level of fuel.
@Bife Thanks.
I've found AIs do not share variables. In my testing in this video, my car braking does not affect the AI car.
@Bucket As long as you have both it should work. I've also heard there is a "play in VR" button in the base SP as well.
@Bucket I don't personally have SPVR, but I've heard as long as you own both SPVR and SP, if you use a PC VR headset and use the base game, any mod should work. That would include the multiplayer mod.
Go to C://Users/username/AppData/LocalLow/Jundroo/SimplePlanes/Mods/
Your mod files should be in there if you are on Windows.
@FISHSOFT Ah, this is not actually an issue. What happens is that message is a noncritical "info" message, informing the pilot the Engine 1 alternator is not functioning. Thanks for letting me know.
@Amirabadi That will be one of the versions (flying cockpit)
And at least this one won't be released in 2050.
+1@Amirabadi Something I'm doing is making lots of versions, with different levels of detail in different areas.
it sorta looks like sp...
+4@GildedCroissant Oh I use the keyboard shortcuts.
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.