@dosethiswork Yes, you need to download the mods as well as the plane. The plane currently uses just two mods, my own SWL-120 Parts mod, and the Tone Generator mod.
@jamesPLANESii The way I build, I exclusively nudge stuff, and add connections manually using the tool. The only time I let the game connect stuff is when I want to align fuselages to each other.
In terms of "detail-per-square-inch" (if you get what I mean), this is still the most detailed and complex car on the platform, even with its issues (e.g. VR incompatibility)
@V that connection stuff is absolute nonsense and makes no sense. With the stuff I do in SP, I would spend most of my time connecting stuff to other stuff
Just came back to this forum, and with the kind of building I do, I would really like an input field like the fuselage width/height/length options, as I edit the fill down to like 4 decimal places and Overload has this weird bug where the more you use it, the longer it takes to switch tabs from "Part" to "Fuselage", leading to you having to reload the designer.
Found this again, this is why I pretty much exclusively nudge stuff around and connect it with the part connections tool. I only place stuff the "normal" way when I want to get the perfect position connecting a few fuselages. When I do that, I nudge the two fuselages far away (and actually just clone them too, so I don't even touch the main build).
@TheMouse I have no experience with hover engines/systems, but I would recommend either a PID or what I used for my autopilot which is a carefully tuned autotrim with a difference modifier.
For the autotrim, carefully record the required throttle to PERFECTLY maintain various altitudes (I'd recommend 500 or 100 feet increments, and again make sure the plane is perfectly maintaining that altitude), then use a regression equation from something like Excel to get the formula. Then put that formula into FT. For the difference modifier, simply subtract the current altitude from the target (with a clamp and multiplier), and add this number to the autotrim.
@windshifter1 Ah okay. I strongly recommend making a version that is a plugin though, as the SWL-120's navigation systems are only set up for the base game with mod plugin support.
@thatsjustmidofficial I maintain a no mods cargo version. Additionally, this engine is no longer used on the SWL-120, being replaced by one with no mods.
@StinkyRice Mobile mods have been unsupported for years, my mod archive is primarily PC mods (I collect android mods but do not know if they work or how to use them), and the original folder is long-gone as far as I know,
@crazyplaness Unfortunately no, as I don't know where to even begin with VR stuff in Unity. It is possible to place one on a control base and add some cylinder grips though.
Just took this plane for a flight, and here are my recommendations:
1. There should be some sort of indication that each switch is working (e.g. a beacon light, as used in the SWL-10).
2. Just to make it easier to tell what switches are turned on, I recommend rotating some of the ones on the overhead panel so "off" is the same direction for all switches. As this flips the built-in label, I recommend using a separate label for these. One label can be used for all switches if you get clever with the text.
3. Hydraulics should work with just one engine/APU running, and not require both engines to be on.
4. Engine bleed air irl is something you enable after the engine has started. Bleed air is used for the pressurized air system, which is used for air conditioning, some de-icing systems in certain planes, and starting other engines.
5. Turning the APU off after engine start should not cause all engines and hydraulics to stop working. I should note this only causes the left engine to turn off for some reason.
Those are the coding recommendations I have after a test flight; overall you show a good understanding of the basics of using the variables system following my tutorial. There are no errors in the console (I've seen errors a lot with other planes I've tested), and the general layout of the cockpit is pretty good. If you are looking for some improvements to further your cockpit building skill, I would recommend adding some (flat) panels to the overhead panel instead of just placing switches wherever, and also aligning switches in some sort of a grid using the nudge tool. (The way I build my overhead panels is by having a flat, unrotated panel of some sort, adding all the controls to that, and then rotating the entire panel to fit with the roof). Additionally, setting calculateDrag to false on nonessential parts such as switches, gauges, and most fuselage parts will drastically improve performance with more complex builds. If after this you find you don't have enough drag, increase dragScale on some parts which still have it enabled.
I hope you find my feedback and recommendations helpful.
@dosethiswork Yes, you need to download the mods as well as the plane. The plane currently uses just two mods, my own SWL-120 Parts mod, and the Tone Generator mod.
@jamesPLANESii The way I build, I exclusively nudge stuff, and add connections manually using the tool. The only time I let the game connect stuff is when I want to align fuselages to each other.
In terms of "detail-per-square-inch" (if you get what I mean), this is still the most detailed and complex car on the platform, even with its issues (e.g. VR incompatibility)
@AndrewHK62 imgbb.com (my personal choice, I have a free account and no issues after many years), or postimages.org
+1@Rb2h I agree with you
+2I start building some random small part for the SWL-120, then I blink and it has like 20 variables and 100 parts.
@V that connection stuff is absolute nonsense and makes no sense. With the stuff I do in SP, I would spend most of my time connecting stuff to other stuff
+2Meanwhile me turning it into ComplexPlanes after spending 3 years on 1 plane
+2Hello again, only been like 3 years, how's the B-36 going? I saw your forum post 8 months ago but there's been nothing since.
@TheMouse I think he's inactive now, rip
Just came back to this forum, and with the kind of building I do, I would really like an input field like the fuselage width/height/length options, as I edit the fill down to like 4 decimal places and Overload has this weird bug where the more you use it, the longer it takes to switch tabs from "Part" to "Fuselage", leading to you having to reload the designer.
You can also write a comment, and then delete everything when editing it.
Found this again, this is why I pretty much exclusively nudge stuff around and connect it with the part connections tool. I only place stuff the "normal" way when I want to get the perfect position connecting a few fuselages. When I do that, I nudge the two fuselages far away (and actually just clone them too, so I don't even touch the main build).
Increase primary wing area or decrease airplane mass.
+1Mod download link
@hotcakes What do you mean by unlock?
@hotcakes What do you mean? I just dragged it out of the propulsion menu.
@Christiant2 I get label code in the output box using the direct link.
+1@Christiant2 You need to use the direct link.
+1https://i.ibb.co/xmLvsMx/552-airborne-early-warning-and-control-wing-shield.jpg
@Christiant2 Put your image link in the relevant text box and get the label code from the last box.
+1Here
@Solent19 I was talking about JamesPlanes and me
+1@jamesPLANESii Except us
+1This is still useful 2 years later as I am making the SWL-120's navigation map.
It should work; did you test the carrier yourself before spawning it as AI?
+1@YarisSedan Here
+1@Noname918181818181818181 Just search for this page on archive.org. I archived it twice.
+1It's only been 6 days, and their comment history has larger gaps.
+1Well there's this, found from the press kit link at the bottom.
@crazyplaness also set
+2wingPhysicsEnabled
tofalse
in the Wing category in Overload.The upvote cooldown is likely there to prevent abuse, just like the aircraft upload limit.
+15Just so you know, there's already forums for FT and markdown, which are linked in the pinned forum.
@TeodoroG try imgbb.com or postimages.com
+1
Snake Wonder Land (SWL)
+1Use the SWL logo in my profile pic.
@TheMouse I have no experience with hover engines/systems, but I would recommend either a PID or what I used for my autopilot which is a carefully tuned autotrim with a difference modifier.
+1For the autotrim, carefully record the required throttle to PERFECTLY maintain various altitudes (I'd recommend 500 or 100 feet increments, and again make sure the plane is perfectly maintaining that altitude), then use a regression equation from something like Excel to get the formula. Then put that formula into FT. For the difference modifier, simply subtract the current altitude from the target (with a clamp and multiplier), and add this number to the autotrim.
@windshifter1 I actually have a lot more than that, being Kaper, Xinshan, one of the Maywar airports, The Items, Southside Area, Cape Coral, Sarajevo Airport, and Turtle Isle Airport. So really, most major plugin mods are supported in the waypoint and ILS systems. And not only that, but you can enable or disable support for each mod in the settings page in the FMC.
@windshifter1 Ah okay. I strongly recommend making a version that is a plugin though, as the SWL-120's navigation systems are only set up for the base game with mod plugin support.
I have a question about your upcoming International Airport mod, will it be a map plugin or a standalone map?
+1Very nice so far!
+1Yes. Anyone with the link can access it.
+1@thatsjustmidofficial I maintain a no mods cargo version. Additionally, this engine is no longer used on the SWL-120, being replaced by one with no mods.
@Hiiamhere But what specific video?
+2Edit: noticed the edit, nvmd
What video was this?
@MVC @crazyplaness I have VR, although the point still stands I do not know how to make it grippable in VR. It does all show up in VR though.
+1@StinkyRice Mobile mods have been unsupported for years, my mod archive is primarily PC mods (I collect android mods but do not know if they work or how to use them), and the original folder is long-gone as far as I know,
Look for the android mods here.
+2@crazyplaness Unfortunately no, as I don't know where to even begin with VR stuff in Unity. It is possible to place one on a control base and add some cylinder grips though.
@RGaming00 No problem!
Just took this plane for a flight, and here are my recommendations:
1. There should be some sort of indication that each switch is working (e.g. a beacon light, as used in the SWL-10).
2. Just to make it easier to tell what switches are turned on, I recommend rotating some of the ones on the overhead panel so "off" is the same direction for all switches. As this flips the built-in label, I recommend using a separate label for these. One label can be used for all switches if you get clever with the text.
3. Hydraulics should work with just one engine/APU running, and not require both engines to be on.
4. Engine bleed air irl is something you enable after the engine has started. Bleed air is used for the pressurized air system, which is used for air conditioning, some de-icing systems in certain planes, and starting other engines.
5. Turning the APU off after engine start should not cause all engines and hydraulics to stop working. I should note this only causes the left engine to turn off for some reason.
Those are the coding recommendations I have after a test flight; overall you show a good understanding of the basics of using the variables system following my tutorial. There are no errors in the console (I've seen errors a lot with other planes I've tested), and the general layout of the cockpit is pretty good. If you are looking for some improvements to further your cockpit building skill, I would recommend adding some (flat) panels to the overhead panel instead of just placing switches wherever, and also aligning switches in some sort of a grid using the nudge tool. (The way I build my overhead panels is by having a flat, unrotated panel of some sort, adding all the controls to that, and then rotating the entire panel to fit with the roof). Additionally, setting
calculateDrag
tofalse
on nonessential parts such as switches, gauges, and most fuselage parts will drastically improve performance with more complex builds. If after this you find you don't have enough drag, increasedragScale
on some parts which still have it enabled.I hope you find my feedback and recommendations helpful.