@MobileBuilder21 I spent 7 months so far on waypoints/maps/other stuff that is specific to SP1, so it's likely that instead of the SP1 and SP2 SWL-120s releasing together, the SP1 version will release first and then the SP2 version (and mod) will release later
This seems pretty good so far! I would suggest making all lights turn off unless a power source is active, to truly give the impression of no electrical power. For labels, I have two labels, one with and one without emission, and use a tertiary selector to hide one or the other (simple example: {CePaLights = 0 ? "" : "ELECTRICS
BAT 1 BAT 2
ENG 1 ENG 2"})
The expression would be CePaLights = 1 on the other, with the other code being the same.
I used to (and it still has the nostalgia), but I listen to a variety of other music, and recently a lot of my work is outside of the game (plus I relaunch it every time I save my mod to test it) so it wouldn't even make sense.
@vonhubert Unfortunately I don't know how to do that; just 3D models. I know there is a way because a mod exists, but this far exceeds my coding knowledge. I suggest you make the flaps themselves move (you can make individual meshes move separately within one part). If you have Discord I can give you a lot of information about this.
Add a partMeshRenderer to the mesh and make sure the part mesh indexes there are unique (e.g. 0, 1, 2). Also turn on Read/Write in the import settings for the asset.
@BaconEggs I have actually had the same issue! It happened when I added my new landing gear (using control bases for movement) to the rest of the plane. The fix was to add the plane to the landing gear (so the control base ID was less than the button ID). I have no clue how that works, but it does.
@vSoldierT about your aircraft, some generic suggestions are:
- Disable drag (calculateDrag = false) on all but a few parts such as inlets. Increase dragScale to keep realistic drag.
- Optimize variables/code if applicable (for me I got 2000 variables down to 1000 and later 700 with optimization, although this is probably unique to me)
- Avoid excessive trigonometry calculations, as these are up to 200 times more performance intensive than other operations like multiplication or division (this is one of the reasons why my text label screens are so laggy). I'm not saying remove every single one, as many codes require them, but don't just put like 500 lines of sin(PitchAngle) in a label and expect it to have no lag.
@vSoldierT There are currently two types of cockpit screens (cockpit screens being 2x PFD, 2x navigation display, and 1x multifunction EICAS display). One uses labels (mentioned here), while the other uses mod parts to drastically improve performance. In fact, my FPS doubles from 30 to 60 if I remove the laggy label screens and replace them with my mod screens. The mod screens basically just move textures around, which has almost no performance impact.
@EternalDarkness About radial mirroring, I would like the ability to type in any number for the number of sections, instead of 1-6 like Juno (for stuff like turbine blades or custom fans)
@windshifter1 that is not currently planned, but not impossible. Currently the closest thing to walking around is the galley cart, which already has issues like no collisions and no ability to climb ladders (there is no way to properly appreciate the detail of the avionics bay and crew rest areas). I'm currently focused on cockpit screens (teaser), but I do plan to finish off the interior after that, which may include extra interactivity.
This is a test using the camera overrider part in ConvenientParts. While you see the wing, I was in VR controlling the aircraft from the cockpit. Due to this the sound is a little weird (and you can hear me adjusting the autopilot), but you do get a cool view of the wing during flight.
I just remembered one critical problem with the existing system: "Failed to mirror part because another part already exists"
This is a relic of many years ago, and just flat out doesn't work. I was working on my autopilot panel and wanted to mirror a button to the other side (inside the cockpit cavity, there was nothing there), and it wouldn't let me. I suggest either removing this check entirely or adding an option to disable it.
@Graingy I agree with that actually (WASD rotating). Several times I press Ctrl + S, forget the Ctrl part, and have to reload my last save because I rotated the entire wing into the fuselage and created 5 hours of work (if I were to reconnect everything).
@RGaming00 There's probably a few SWL-120 features which are designed a certain way because of "future tech" too lol (was too lazy to code them)
@RGaming00 No problem! Also the text I was referring to is the info text in all images, which appears to still have emission (glow in the dark).
@MobileBuilder21 I spent 7 months so far on waypoints/maps/other stuff that is specific to SP1, so it's likely that instead of the SP1 and SP2 SWL-120s releasing together, the SP1 version will release first and then the SP2 version (and mod) will release later
+1This seems pretty good so far! I would suggest making all lights turn off unless a power source is active, to truly give the impression of no electrical power. For labels, I have two labels, one with and one without emission, and use a tertiary selector to hide one or the other (simple example: {CePaLights = 0 ? "" : "ELECTRICS
+1BAT 1 BAT 2
ENG 1 ENG 2"})
The expression would be CePaLights = 1 on the other, with the other code being the same.
@crazyplaness Wait what? Why?
Wouldn't you read the title before clicking on it?
I think you're right
+1@dbqp @LM0418 the account "nmsl13213231" doesn't even have a craft named "f-16n"
+3@Graingy There is one seed hardcoded into the map which is used every time it is loaded.
@324 I didn't even know that existed, although it seems very outdated and I wouldn't even know where to begin (or how).
Only took me 2 weeks, but I added it lol
+2splane files are not the actual xml though; they are just a 6 digit code to download the aircraft.
+7In VR obviously cockpit view (with a set of USB pedals), cockpit or orbit on PC depending on what the vehicle is and how detailed its interior is.
I used to (and it still has the nostalgia), but I listen to a variety of other music, and recently a lot of my work is outside of the game (plus I relaunch it every time I save my mod to test it) so it wouldn't even make sense.
@jamesPLANESii stalking your comments
@Randomplayer By that logic devs don't exist (I asked Andrew why and he just said they were "in hiding" lol)
+1@jamesPLANESii Hello I am here
@KPLBall Ah okay, still no sorry
+1@KPLBall You need mods
@KPLBall No, it's still in development. Next possible release date is this Christmas.
@vonhubert Unfortunately I don't know how to do that; just 3D models. I know there is a way because a mod exists, but this far exceeds my coding knowledge. I suggest you make the flaps themselves move (you can make individual meshes move separately within one part). If you have Discord I can give you a lot of information about this.
@TheMouse You've been here for about half the time the SWL-120 has been in development.
+1That thing is ancient
@windshifter1 I may have asked this question before, but do you have Discord?
@windshifter1 Wait I just checked; it should be Part Mesh Configuration.
Add a partMeshRenderer to the mesh and make sure the part mesh indexes there are unique (e.g. 0, 1, 2). Also turn on Read/Write in the import settings for the asset.
+3sum(Throttle)
+2@Faulknerice I don't have much experience with arresting hooks, so it might work differently then.
@Faulknerice I suggest you watch the first part of this video.
@324 While I have viewed the wiki before, I don't actually use Reddit, so I both can't and don't know how.
I have a plane with a basic computer and autonavigation system.
+1Powered by 4 years of dedication.
@Rb2h With my plane no less
+3@BaconEggs I have actually had the same issue! It happened when I added my new landing gear (using control bases for movement) to the rest of the plane. The fix was to add the plane to the landing gear (so the control base ID was less than the button ID). I have no clue how that works, but it does.
@HazerzIsBack Yep. I hope to release at the end of this year.
+1@SkyboardAviation This is because you forgot to clamp Activate4.
Do clamp01(Activate4)
@SkyboardAviation I'm not really sure what you're talking about.
@SkyboardAviation What do you mean?
The SWL-120
+1@Kendog84
+1Thanks, I'll take a look when I have a chance
@vSoldierT about your aircraft, some generic suggestions are:
+1- Disable drag (calculateDrag = false) on all but a few parts such as inlets. Increase dragScale to keep realistic drag.
- Optimize variables/code if applicable (for me I got 2000 variables down to 1000 and later 700 with optimization, although this is probably unique to me)
- Avoid excessive trigonometry calculations, as these are up to 200 times more performance intensive than other operations like multiplication or division (this is one of the reasons why my text label screens are so laggy). I'm not saying remove every single one, as many codes require them, but don't just put like 500 lines of sin(PitchAngle) in a label and expect it to have no lag.
@vSoldierT There are currently two types of cockpit screens (cockpit screens being 2x PFD, 2x navigation display, and 1x multifunction EICAS display). One uses labels (mentioned here), while the other uses mod parts to drastically improve performance. In fact, my FPS doubles from 30 to 60 if I remove the laggy label screens and replace them with my mod screens. The mod screens basically just move textures around, which has almost no performance impact.
+1@Graingy nope
@Graingy I've only played SP, Juno, Minecraft, Transport Fever 2, and Beat Saber
@EternalDarkness About radial mirroring, I would like the ability to type in any number for the number of sections, instead of 1-6 like Juno (for stuff like turbine blades or custom fans)
@frogbot4000 Thanks!
@windshifter1 that is not currently planned, but not impossible. Currently the closest thing to walking around is the galley cart, which already has issues like no collisions and no ability to climb ladders (there is no way to properly appreciate the detail of the avionics bay and crew rest areas). I'm currently focused on cockpit screens (teaser), but I do plan to finish off the interior after that, which may include extra interactivity.
+2@ReynaldoHeavyIndustries what?
This is a test using the camera overrider part in ConvenientParts. While you see the wing, I was in VR controlling the aircraft from the cockpit. Due to this the sound is a little weird (and you can hear me adjusting the autopilot), but you do get a cool view of the wing during flight.
I just remembered one critical problem with the existing system: "Failed to mirror part because another part already exists"
+7This is a relic of many years ago, and just flat out doesn't work. I was working on my autopilot panel and wanted to mirror a button to the other side (inside the cockpit cavity, there was nothing there), and it wouldn't let me. I suggest either removing this check entirely or adding an option to disable it.
@Graingy I agree with that actually (WASD rotating). Several times I press Ctrl + S, forget the Ctrl part, and have to reload my last save because I rotated the entire wing into the fuselage and created 5 hours of work (if I were to reconnect everything).
+4@Graingy
CraftNameInDevelopment: 9999999999 hours
CraftNameStock: 0 hours
CraftNameDownloaded: 1 hour (testing stuff for other people)