@BeastHunter Yeah I myself sometimes want a big 'turn it all on' switch for when I want to test something. It's a little annoying sometimes to go through a 20 minute startup sequence just to notice you need to make a small edit to the autopilot code.
.
So yes, I will make a version with a big fat switch to turn it all on.
@SupremeDorian Ermm... the rules link is broken. It should be https://simpleplanes.com/About/Rules, not https://simpleplanes.com/rules. Just wanted to let you know!
@Dathcha I was actually trying to figure out if BodganX had a picture in his bio that wasn't showing up. When looking at the source code, I noticed the code for the report function, and noticed the incorrect spelling.
@dINE I actually can't access fuel from tanks, I can just do pretend things. Like imagine the cross feed is always open. Using way too much FT I can write some code which makes engines shut off if certain pretend tank levels are empty.
And about the fuel consumption - not a problem. I can just grab a stock engine and have that nudged inside these engines. I'd rather have a working fuel indicator with no fuel consumption than no working fuel indicator with fuel consumption.
Exception quality for someone of your points. I would recommend turning off the auto centre on the cameras because I couldn't look around in the cockpit (i.e. to click controls). Great use of the craft instructions page, and overall a pretty good plane.
@TatsuTheOtaku Thanks! It's a 787-767 blend nose, (four windows), 787 landing gear, 767-737 wings (winglets), and the tail doesn't exist (yet). It's actual name is SWL-120.
@MobileBuilder21 not that crazy.
Just a new SWL-120 with overhauled everything and ultra realism to real life (with a lot of fixes to core stuff I couldn't easily change in SP1). I'm talking complete redesign and rebuild from the ground up, only reusing stuff like the seats and cockpit screens.
@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).
I saw your tag yesterday but didn't get time to test it until today, great work! I went for a simple flight from Wright to Yeager (not in VR).
One major recommendation I have is to add labelled diagrams of everything. I'm not sure how actual training manuals look for real planes (something I'll need to figure out when I get to making documentation for my plane), but I would assume they detail every single control and what it does. The user manual (which I only noticed after taking off, what a great preflight lookaround I did lol) is a good start to this.
Another recommendation, which would be a great addition to the user manual (or maybe in some sort of EFB where everything can be found) is tables of all important information, such as what the airport codes (WLA, KAX, etc) mean, minimum/maximum airspeeds, and anything else. I was able to guess what Yeager was by the 01L/R runways.
I also noticed the fuel transfer systems seems to have an error when I activate more than one transfer button, as all buttons say error (and some have "On" and "Error" overlapping). Do you know why this happens?
The overall design of everything is very good, and I especially like the engine instruments and "System Data Display". You also made the text have proper backlighting which works with a switch, something I don't remember seeing before. It would be cool if every single system with emissive paint also had this effect (note, this is why I avoided any dials in my plane, as they are hard to turn on and off).
There are a few other recommendations I have if you're interested, about construction methods, coding errors, and improvements to some code.
Overall, I am very impressed with this cockpit! Well done!
@SilverStar Forgot to make a description, will do.
Yeah I think the pull ups are a little loud; they are two different sounds mashed together by me to make "Pull Up.mp3".
@Mrcooldude @Aerovations I contacted SupremeDorian, it's a known issue with the server cache (happens at random intervals) and I think he's working on fixing it.
Great job! I'm going to stick with my own heavily modified version for my plane (plus I'm focusing more on modded screens now), but this is very cool and I can see a lot of work went into it.
Would you be interested in testing my SWL-120 Parts mod? I get some warnings about PC-only stuff when I build it so I would be interested to see if it works on OSX.
@Sense2 The flight model is just... realistic. There is the right amount of thrust to weight, and a realistic drag. It's not realistic by real life terms since there's one hidden inlet with drag and the entire plane is just 30k pounds, but it feels realistic and I'll take it.
@Boelin That was the general idea, to create a plane with all the realistic complicated systems, and a realistic startup sequence.
+2Very nice for a first build!
+2Ah, easy.
+2Build the gear system you described.
Ensure the speed of the door rotators is 50%.
I have the codes somewhere, I'll get them in a bit.
@BeastHunter Yeah I myself sometimes want a big 'turn it all on' switch for when I want to test something. It's a little annoying sometimes to go through a 20 minute startup sequence just to notice you need to make a small edit to the autopilot code.
+2.
So yes, I will make a version with a big fat switch to turn it all on.
@SupremeDorian Ermm... the rules link is broken. It should be https://simpleplanes.com/About/Rules, not https://simpleplanes.com/rules. Just wanted to let you know!
+2@Dathcha I was actually trying to figure out if BodganX had a picture in his bio that wasn't showing up. When looking at the source code, I noticed the code for the report function, and noticed the incorrect spelling.
+2My gaming channel has an intro, but it's only like 10 seconds long.
+2@dINE I actually can't access fuel from tanks, I can just do pretend things. Like imagine the cross feed is always open. Using way too much FT I can write some code which makes engines shut off if certain pretend tank levels are empty.
+2@Bellcat The real problem is he used the HUD without credit at all.
+2Presses undo
+2Video ends
@MOPCKOEDNISHE Thank you!
And about the fuel consumption - not a problem. I can just grab a stock engine and have that nudged inside these engines. I'd rather have a working fuel indicator with no fuel consumption than no working fuel indicator with fuel consumption.
+2This is the best
+2In terms of detail, this is the best
There is a way to create folders yourself using xml, but the original forum got deleted.
+2Exception quality for someone of your points. I would recommend turning off the auto centre on the cameras because I couldn't look around in the cockpit (i.e. to click controls). Great use of the craft instructions page, and overall a pretty good plane.
+2What happened to the other 230974230452987540235728203475023 builds you made a teaser of?
+2You just emulated a normal screen in a VR room, and ran normal SP.
+2I'm going to tell your great-great-great-grandkids that this was the 747.
+2@TatsuTheOtaku Thanks! It's a 787-767 blend nose, (four windows), 787 landing gear, 767-737 wings (winglets), and the tail doesn't exist (yet). It's actual name is SWL-120.
+2@KLM_747 I'm stuck on a 2.2 Ghz i7-8750H 8th gen laptop... with GTX 1050 4GB...
+2Please fix this mod. Half the stuff causes an insta-crash.
+2Enter 157.7.205.136 in server ip
Secondary server is 157.7.214.47
For more info read the mod post.
+2I saw this in MP
+2AWESOME!!!!!
+2Now
I
Know
How
To
Format text
+2Thanks for your explanation.
@MobileBuilder21 not that crazy.
+1Just a new SWL-120 with overhauled everything and ultra realism to real life (with a lot of fixes to core stuff I couldn't easily change in SP1). I'm talking complete redesign and rebuild from the ground up, only reusing stuff like the seats and cockpit screens.
@Thad23 Of course (source: co-author of SCII)
+1@RGaming00 I never actually thought about adding those, but maybe for my next project.
+1@frogbot4000 Thanks!
+1@WinsWings 2100 in-game parts, although the true number is 30,000+ considering all the exported and joined meshes. I'll get a more accurate number when I built the 30,000 part version for the memes.
+1If you're interested, I made a waypoint map with many more locations.
+1Will everything function exactly like the real thing? (barring classified military documents lol)
+1@fleia262 Ah I see. I tried making a fuel system with six and later three tanks (I think I even made a video or two), but gave up for now since it never worked right. I think I'll just do a crossfeed system which will be easier to code and not take up too much time. To be perfectly honest, there are a lot of general design improvements I would make to the overhead panel if I had to redo it (stuff like a visual layout of all the systems, like power flow on the electrical panel), but those are major changes and I'm leaving that for a possible SP2 remake of my plane (separate from the SP2 port of the SP1 edition, and a multi year megaproject).
+1There's just something about other people's planes and cockpits where even if they have less features (for example, if you look at my overhead panel you can see a lot of systems, most being functional), the features they do have look and function better than mine.
Again, great job with the cockpit, and I would love to see you spend another three years of your life finishing the rest of the cockpit and plane (jk lol).
@Bigolfishboy yes
+1I saw your tag yesterday but didn't get time to test it until today, great work! I went for a simple flight from Wright to Yeager (not in VR).
+1One major recommendation I have is to add labelled diagrams of everything. I'm not sure how actual training manuals look for real planes (something I'll need to figure out when I get to making documentation for my plane), but I would assume they detail every single control and what it does. The user manual (which I only noticed after taking off, what a great preflight lookaround I did lol) is a good start to this.
Another recommendation, which would be a great addition to the user manual (or maybe in some sort of EFB where everything can be found) is tables of all important information, such as what the airport codes (WLA, KAX, etc) mean, minimum/maximum airspeeds, and anything else. I was able to guess what Yeager was by the 01L/R runways.
I also noticed the fuel transfer systems seems to have an error when I activate more than one transfer button, as all buttons say error (and some have "On" and "Error" overlapping). Do you know why this happens?
The overall design of everything is very good, and I especially like the engine instruments and "System Data Display". You also made the text have proper backlighting which works with a switch, something I don't remember seeing before. It would be cool if every single system with emissive paint also had this effect (note, this is why I avoided any dials in my plane, as they are hard to turn on and off).
There are a few other recommendations I have if you're interested, about construction methods, coding errors, and improvements to some code.
Overall, I am very impressed with this cockpit! Well done!
@Graingy Trying to submit a comment on the Corsair spits the entire page HTML in a browser alert window. Also weird.
+1@MTindustries I guess this is my response now; Christmas 2025, earlier if I can finish all the stuff I have to work on
+1boy do I have news for you
+1@SilverStar Forgot to make a description, will do.
+1Yeah I think the pull ups are a little loud; they are two different sounds mashed together by me to make "Pull Up.mp3".
I have every single mod in the game, over 400 files.
+1@Yish42 Add a variable setter with the same name as the button and put 0 as the expression.
+1When you need a train but can only use roads
+1@Aerovations Same issue.
+1@Mrcooldude @Aerovations I contacted SupremeDorian, it's a known issue with the server cache (happens at random intervals) and I think he's working on fixing it.
+1@Wingsoffirefanatic @SemedianIndustries this may actually be similar to (if not better than) the SWL-10, but then there's the SWL-120.
+1Great job! I'm going to stick with my own heavily modified version for my plane (plus I'm focusing more on modded screens now), but this is very cool and I can see a lot of work went into it.
+1Would you be interested in testing my SWL-120 Parts mod? I get some warnings about PC-only stuff when I build it so I would be interested to see if it works on OSX.
+1@MetallicBeef6572 If you mean your own posts than I would say it's fine.
+1If those people clearly requested to be tagged then it is generally okay, but just tagging a bunch of random people is not okay.
+1@Sense2 The flight model is just... realistic. There is the right amount of thrust to weight, and a realistic drag. It's not realistic by real life terms since there's one hidden inlet with drag and the entire plane is just 30k pounds, but it feels realistic and I'll take it.
+1@Sense2 It already does.
+1