64.3k PlaneFlightX Comments

  • Jet Engine 3.8 years ago

    @MOPCKOEDNISHE Ok, I understand

    +2
  • Engine Start model 3.8 years ago

    I have created a slight modification which adds a switch to power a "starter motor".
    You can get it here

    +2
  • Washington and B.C 3.9 years ago

    Oh my god this is huge...

    +2
  • SWL-10 3.9 years ago

    @Boelin That was the general idea, to create a plane with all the realistic complicated systems, and a realistic startup sequence.

    +2
  • I made my first aircraft I hope you like it guys :D 3.9 years ago

    Very nice for a first build!

    +2
  • Gear door open and close animation 3.9 years ago

    Ah, easy.
    Build 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.

    +2
  • SWL-10 Flight 3.9 years ago

    @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.

    +2
  • Stupidity Challenge [CLOSED] 3.9 years ago

    @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
  • Spelling error in website 3.9 years ago

    @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.

    +2
  • I’m thinking about making a channel! 3.9 years ago

    My gaming channel has an intro, but it's only like 10 seconds long.

    +2
  • SWL-10 Startup 3.9 years ago

    @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
  • HUD free to use 3.9 years ago

    @Bellcat The real problem is he used the HUD without credit at all.

    +2
  • Pain 4.0 years ago

    Presses undo
    Video ends

    +2
  • Jet Engine mod was updated for 1.11 4.0 years ago

    @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.

    +2
  • [MOD REQUEST] SubAssem Menu Overhaul - Ways to Organize/Sort 4.0 years ago

    There is a way to create folders yourself using xml, but the original forum got deleted.

    +2
  • Kennedy Aeronautics Engineering K-10 4.0 years ago

    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.

    +2
  • Soon TM 4.0 years ago

    What happened to the other 230974230452987540235728203475023 builds you made a teaser of?

    +2
  • leaked footage of SPVR 4.1 years ago

    You just emulated a normal screen in a VR room, and ran normal SP.

    +2
  • I'm going to tell my kids that this was the Boeing 747 4.1 years ago

    I'm going to tell your great-great-great-grandkids that this was the 747.

    +2
  • Smooth 4.1 years ago

    @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
  • Boeing 767-400ER Wing 4.7 years ago

    @KLM_747 I'm stuck on a 2.2 Ghz i7-8750H 8th gen laptop... with GTX 1050 4GB...

    +2
  • SimpleWings 4.9 years ago

    Please fix this mod. Half the stuff causes an insta-crash.

    +2
  • how does the multiplayer mod work? 5.3 years ago

    1. Install the mod.
    2. Load a plane u want to fly in the editor
    3. Click MP button

    Enter 157.7.205.136 in server ip
    Secondary server is 157.7.214.47

    For more info read the mod post.

    +2
  • MiG-15 5.3 years ago

    I saw this in MP

    +2
  • Ilyushin Il-96 5.3 years ago

    AWESOME!!!!!

    +2
  • [PINNED] Markdown Formatting 6.6 years ago

    Now

    I

    Know

    How

    To


    Format text
    Thanks for your explanation.

    +2
  • P-51D-30 Mustang 5 days ago

    @PZLAgencies yeah 2270 comments will do that

    +1
  • Your favorite/standard controls for planes, cars, ships..... 8 days ago

    I've only worked on one project in the last three years (the SWL-120), and I use the following main control system (ignoring the hundreds to thousands of additional controls in the cockpit):

    - Throttle: Throttle (overrides individual throttle levers when moved)
    - VTOL: Flaps (overrides flaps lever when moved, and both VTOL and the flaps lever have code to step them from setting 0 to 4)
    - Trim: Trim (overrides trim lever in the cockpit when moved
    - Pitch: Pitch (due to autopilot integration stuff is separate, but outside the cockpit Pitch is Pitch
    - Roll: Same as Pitch.
    - Brake: Just wheel brakes, nothing else. Due to the lack of brake inputs on wheels it always works.
    - FireGuns: Reverse thrust (requires throttle to be idle; moving throttle forward cuts out reverse thrust; levers in cockpit can be moved to any % instead of a bool)
    - LaunchCountermeasures: Spoilers (lever in cockpit can be moved to any % instead of a bool)
    - Yaw: I have a split tiller and rudder system, but outside the cockpit it defaults to Yaw for everything and Yaw in the cockpit will be the rudder, both, or tiller depending on the tiller mode

    I guess my system can be described as using the default inputs to the best of my ability, separating systems like reverse thrust and spoilers where possible. In the cockpit everything is like a real airliner and can be moved as such though.

    +1
  • One Year Of Progress - SWL-120 Progress Update 10 8 days ago

    @CloverAerospaceDivision SimplePlanes Forum Post❎
    5000-6000 Word School Essay✅

    +1
  • Multiple Inputs on Rotators Not Working 8 days ago

    @Prokuplanes Actually, looking back, mine is a bit much. I forgot that | (OR operator) will output 1 if either of the Booleans is true, so the output of Bool | Bool will be -1 or 1. Having "off" being -1 tends to mess up stuff, especially more complicated codes, so I like to put clamp01s to make it 0 or 1. So my final recommendation would be to just clamp01 everything: clamp01(Activate4 | TargetSelected), although if whatever your use case is disregards the -1, then the simpler one is also fine.

    +1
  • One Year Of Progress - SWL-120 Progress Update 10 11 days ago

    @Rb2h I have already tried the SWL-120 No Mods (the no mods "cargo" fuselage with the current cockpit), and I get over 60 FPS, so that's good (15FPS before). However, since the interior uses mods (at least the one I can run), I cannot try it.

    +1
  • SWL-120 Interior Walkthrough 14 days ago

    @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.

    +1
  • SWL-120 Interior Walkthrough 15 days ago

    @ThomasRoderick The ladder goes up to the floor in the ultimate class-cockpit hallway. There's a modelled access hatch you can't open.

    +1
  • okay maybe not 16 days ago

    @Thad23 Of course (source: co-author of SCII)

    +1
  • SWL-120 Interior Walkthrough 18 days ago

    @RGaming00 I never actually thought about adding those, but maybe for my next project.

    +1
  • SWL-120 Interior Walkthrough 19 days ago

    @frogbot4000 Thanks!

    +1
  • SWL-120 Interior Walkthrough 19 days ago

    @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.

    +1
  • Longitude and Latitude numbers for Wright Isles and Yaeger Airport 24 days ago

    If you're interested, I made a waypoint map with many more locations.

    +1
  • [ TEASER ] F/A-18C Hornet one month ago

    Will everything function exactly like the real thing? (barring classified military documents lol)

    +1
  • CA-262 VR Flight Simulator one month ago

    @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).

    +1
  • P-51D-30 Mustang one month ago

    @Bigolfishboy yes

    +1
  • CA-262 VR Flight Simulator one month ago

    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!

    +1
  • Site bug: Comment Permalink doesn't work properly anymore. one month ago

    @Graingy Trying to submit a comment on the Corsair spits the entire page HTML in a browser alert window. Also weird.

    +1
  • Another Easter Egg or something in Maywar?? 2 months ago

    @MTindustries I guess this is my response now; Christmas 2025, earlier if I can finish all the stuff I have to work on

    +1
  • Suggestion: procedural piston engines 2 months ago

    boy do I have news for you

    +1
  • Cockpit Sounds 2 months ago

    @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".

    +1
  • How many mods do you have? 2 months ago

    I have every single mod in the game, over 400 files.

    +1
  • Funky and Variable 2 months ago

    @Yish42 Add a variable setter with the same name as the button and put 0 as the expression.

    +1
  • Dragon bus 2 months ago

    When you need a train but can only use roads

    +1