@Graingy I plan to remake this in SP2 with ultra details similar to the SWL-120.
Should be a quick and fun project, only a few thousand parts and just under a year.
@Graingy
{TargetSelected ? "TargetDistance" : "N/A"}
will display TargetDistance (as a string) or N/A.
To display the actual value, you will want two separate expressions that show and hide themselves.
<size={TargetSelected ? "100" : "0"}%>{TargetDistance}<size={TargetSelected ? "0" : "100"}%>N/A</size>
Try that
@Graingy The label code in your comment will just display two pieces of text. About the other thing you tried, a tertiary selector in a label must have either two strings, or two numbers.
@Graingy Yeah the pingpong by itself is instantaneous. It's the other time-based function inside it (sum) which makes it alternate at an observable rate. About speed, I believe sum(1) will have a value of 1 after 1 second, so the value in sum is simply the amount of change in one second. The clamp01 in my earlier code is actually after the boolean, and is to give us a "clean" value (not required but I have OCD lol) of 0 or 1 for the beacon light input.
@Graingy Alright, so with pingpong it doesn't have a speed; it simply pingpongs whatever you put into it. So let's say you just have pingpong(Throttle * 3, 1). There is no speed or anything. If you jam throttle to full, the function will output 1 because you went to 1, then back to 0, and back to 1 again, instantly.
I'll explain other stuff as we go on, but for now, put {pingpong(Throttle * 3, 1)} into a label and try it out in-game (you can also use the debug console if you wish, just take off the curly brackets).
@griges Sorry, didn't see your reply (please remember to press the reply button).
I write almost all my variable and label code in notepad++ (label code is then copied to in-game while I write variables directly into the xml), and even then I frequently have multiple windows up for reference or transfer.
I am actually still in high school, and almost all of my coding, Unity, and blender knowledge has come from this game, which I play as a hobby.
@Noname918181818181818181 And I also do that as well. @Graingy I guess I use a lot of build techniques, but I forget they aren't common knowledge and so don't think of them as build techniques.
@blt My main desktop has an i9 and 4070ti, with matching high-end components, although you will not need that to run the final plane (without the cockpit). This is due to my method of modding parts, which you can read about here.
@griges the SWL-10's code is very basic. The SWL-120's code is a lot better and fixes most of the problems with the SWL-10's autopilot, although it's a little more complex.
@griges now I see where I went wrong lol. I don't use that specific code, my modified heading code is embedded in my autopilot heading code so it's more complicated.
What are you trying to do with this code, anyway?
@Graingy He means editing the fuselage slicing using Overload, something I do all the time to put in something like 46.47435% right fill as calculated by my scripts.
@blt I've never played stormworks, nor have I heard of it outside of people telling me they think I play it lol.
Also a mobile friendly version is impossible, as there is just too much detail. The window dimmers alone are 1314 parts unmodded (added in to the fuselage mod now).
About my actual computer, it's a custom build with an i9-11900k and RTX 4070ti, with suitable components to match. I built it four years ago with a 3060 and have since upgraded the GPU. I also have my even older gaming laptop, an Acer Nitro 5 with a i7-8750H and 1050, which I use to test performance sometimes (or when I'm away from home). I can run the full plane without the cockpit (still all the 30,000 parts modded to 900) at 30FPS, and 6FPS with the cockpit added (there is a lot of code there).
Just realized I typed a whole essay lol, but it should explain how my building works and how I can achieve this level of detail and have it still be playable.
(Comment got cut off, so I split it and also moved it so it reads in order)
I read the last paragraph about variables, and there is a solution: use a text editor.
My plane has over 1000 variables, some being absurdly complex, and I just do all the coding in notepad++.
With labels, most tags have closing tags (the ones with the slash in them). Here's a document explaining all the tags.
About the trigonometry, I have no idea. I modified the HUD to suit my own plane (2 years ago), and I just left some stuff as-is, including this.
The startup sequence and overall interactivity on this plane is incredible! I'm impressed with how realistic and complicated the systems are (although it took me a while to get the engines started lol).
My main recommendation is to make all the controls useable on PC, as it's simply impossible to use the flaps, spoiler lever, or reverse thrust (even though I clicked the switch??). If you're interested, here is the throttle quadrant of my plane, which allows for inputs of both normal flight inputs or moving manually in VR or with a mouse.
@winterro I agree. I've reported hundreds of these comments, and there seems to be no end to them. Even I accidentally clicked on one link, because they disguised a link as something like @PlaneFlightX, and I wanted to visit the account page. One change they have made so far is to prevent markdown from working for users with less than 100 points, which makes links more obvious but the fact they are there at all is still a problem.
Edit: they seem to have fixed that exploit as well, as even though I wrote [@PlaneFlightX](https://www.simpleplanes.com/Forums/View/1985008), my account page takes priority over the forum.
Edit 2: it works, but you need to separate the @ symbol from the username.
@AndrewGarrison Thanks for the explanation! That does make sense for the all time page (although skilled users can select any date range which is cool).
Edit: it would appear the date range is limited to 365, rip older planes then
I have the game as well, and the biggest problem for me was everything was just different. I'm extremely proficient and skilled in building and coding for SimplePlanes, and everything being different made it hard to do anything more than a simple rocket. It does seem to have good qualities as a space simulator, and I wouldn't mind seeing the multiple crafts feature in SP2 as well, instead of doing something with AI planes and cameras with magnets.
@ThomasRoderick well turns out by other projects I meant spend 1 hour updating SimpleCheats with form submissions and other stuff, so I added your stuff as well. About explosionScalar, I found that only cannons use it now; everything else uses explosionScale.
Are you going to add every dial and switch? That would be pretty cool.
+1My anti-stealing strategy is make builds no-one can run lol (see: SWL-120)
+1@Graingy I plan to remake this in SP2 with ultra details similar to the SWL-120.
+1Should be a quick and fun project, only a few thousand parts and just under a year.
@Graingy @Monarchii fun fact: This is one label. And I know how to modify it.
+1@Graingy Yes
+1@Graingy
+1{TargetSelected ? "TargetDistance" : "N/A"}
will display TargetDistance (as a string) or N/A.
To display the actual value, you will want two separate expressions that show and hide themselves.
<size={TargetSelected ? "100" : "0"}%>{TargetDistance}<size={TargetSelected ? "0" : "100"}%>N/A</size>
Try that
@Graingy The label code in your comment will just display two pieces of text. About the other thing you tried, a tertiary selector in a label must have either two strings, or two numbers.
+1@Graingy Yeah the pingpong by itself is instantaneous. It's the other time-based function inside it (sum) which makes it alternate at an observable rate. About speed, I believe sum(1) will have a value of 1 after 1 second, so the value in sum is simply the amount of change in one second. The clamp01 in my earlier code is actually after the boolean, and is to give us a "clean" value (not required but I have OCD lol) of 0 or 1 for the beacon light input.
+1@Graingy Alright, so with pingpong it doesn't have a speed; it simply pingpongs whatever you put into it. So let's say you just have
+1pingpong(Throttle * 3, 1)
. There is no speed or anything. If you jam throttle to full, the function will output 1 because you went to 1, then back to 0, and back to 1 again, instantly.I'll explain other stuff as we go on, but for now, put
{pingpong(Throttle * 3, 1)}
into a label and try it out in-game (you can also use the debug console if you wish, just take off the curly brackets).@ThomasRoderick fixed
+1@griges Sorry, didn't see your reply (please remember to press the reply button).
+1I write almost all my variable and label code in notepad++ (label code is then copied to in-game while I write variables directly into the xml), and even then I frequently have multiple windows up for reference or transfer.
I am actually still in high school, and almost all of my coding, Unity, and blender knowledge has come from this game, which I play as a hobby.
@Noname918181818181818181 And I also do that as well. @Graingy I guess I use a lot of build techniques, but I forget they aren't common knowledge and so don't think of them as build techniques.
+1@blt My main desktop has an i9 and 4070ti, with matching high-end components, although you will not need that to run the final plane (without the cockpit). This is due to my method of modding parts, which you can read about here.
+1@griges the SWL-10's code is very basic. The SWL-120's code is a lot better and fixes most of the problems with the SWL-10's autopilot, although it's a little more complex.
+1@griges Were you looking at the SWL-10? I don't believe I made the SWL-120's heading code available.
+1@griges now I see where I went wrong lol. I don't use that specific code, my modified heading code is embedded in my autopilot heading code so it's more complicated.
+1What are you trying to do with this code, anyway?
@Graingy He means editing the fuselage slicing using Overload, something I do all the time to put in something like 46.47435% right fill as calculated by my scripts.
+1@blt I've never played stormworks, nor have I heard of it outside of people telling me they think I play it lol.
+1Also a mobile friendly version is impossible, as there is just too much detail. The window dimmers alone are 1314 parts unmodded (added in to the fuselage mod now).
@Graingy yes and no
+1read this essay about part count
Could also be
+1Heading + 180
I'm not sure which one has the desired behaviour you want, but try rimiha's and mine and see which one works for you.
About my actual computer, it's a custom build with an i9-11900k and RTX 4070ti, with suitable components to match. I built it four years ago with a 3060 and have since upgraded the GPU. I also have my even older gaming laptop, an Acer Nitro 5 with a i7-8750H and 1050, which I use to test performance sometimes (or when I'm away from home). I can run the full plane without the cockpit (still all the 30,000 parts modded to 900) at 30FPS, and 6FPS with the cockpit added (there is a lot of code there).
+1Just realized I typed a whole essay lol, but it should explain how my building works and how I can achieve this level of detail and have it still be playable.
(Comment got cut off, so I split it and also moved it so it reads in order)
@griges I'm making a tutorial video on it, which will be released in checks schedule 3-4 business years
+1rate(Altitude) gives vertical speed in m/s
+1simple math can be used to convert it to whatever units you need
I read the last paragraph about variables, and there is a solution: use a text editor.
+1My plane has over 1000 variables, some being absurdly complex, and I just do all the coding in notepad++.
With labels, most tags have closing tags (the ones with the slash in them). Here's a document explaining all the tags.
+1About the trigonometry, I have no idea. I modified the HUD to suit my own plane (2 years ago), and I just left some stuff as-is, including this.
I basically never do this, but T please
+1This looks incredible and I checked out one of your other planes.
The startup sequence and overall interactivity on this plane is incredible! I'm impressed with how realistic and complicated the systems are (although it took me a while to get the engines started lol).
+1My main recommendation is to make all the controls useable on PC, as it's simply impossible to use the flaps, spoiler lever, or reverse thrust (even though I clicked the switch??). If you're interested, here is the throttle quadrant of my plane, which allows for inputs of both normal flight inputs or moving manually in VR or with a mouse.
@winterro I agree. I've reported hundreds of these comments, and there seems to be no end to them. Even I accidentally clicked on one link, because they disguised a link as something like @PlaneFlightX, and I wanted to visit the account page. One change they have made so far is to prevent markdown from working for users with less than 100 points, which makes links more obvious but the fact they are there at all is still a problem.
+1Edit: they seem to have fixed that exploit as well, as even though I wrote
[@PlaneFlightX](https://www.simpleplanes.com/Forums/View/1985008)
, my account page takes priority over the forum.Edit 2: it works, but you need to separate the @ symbol from the username.
Everything is set to high during normal use (some stuff is changed when I'm doing complex things like taking orthographic pictures of islands)
+1@ThomasRoderick I tested it and added it to the list.
+1@rimiha I am using Brave on Windows 11, in a private window (this is what I always use). I don't think I can change the scrolling settings though.
I viewed the map on my phone and I can zoom normally there, so it seems to be limited to mouse users.
+1@ThomasRoderick I'll test this when I get a chance, thanks for the suggestion
+1@YarisSedan can't wait to report them into the 9th dimension!
+1@YarisSedan yeah I saw it, didn't download it yet.
+1Might as well check it out before the entire account gets nuked
@VeroViper Thank you
+1hopefully the mods can clean up the rest
when you can't use the actual name of a company but still want to make a replica
+1@AndrewGarrison Thank you, much appreciated.
+1@AndrewGarrison Thanks for the explanation! That does make sense for the all time page (although skilled users can select any date range which is cool).
+1Edit: it would appear the date range is limited to 365, rip older planes then
@jamesPLANESii This. I completely forgot about this BS.
+1I have the game as well, and the biggest problem for me was everything was just different. I'm extremely proficient and skilled in building and coding for SimplePlanes, and everything being different made it hard to do anything more than a simple rocket. It does seem to have good qualities as a space simulator, and I wouldn't mind seeing the multiple crafts feature in SP2 as well, instead of doing something with AI planes and cameras with magnets.
+1@MrCOPTY Most of the part count is In the textures on the running boards, but still, it's pretty detailed
+1This is a pretty cool way of doing an autopilot panel. Good job!
+1@Dragoranos I have no clue again as I don't really get new games (aside from SP2)
+1@Dragoranos I exclusively play SP (I've played like 5 proper games in my life), so I would have no clue.
+1@Hiiamhere nah I was joking lol
+1@ThomasRoderick well turns out by other projects I meant spend 1 hour updating SimpleCheats with form submissions and other stuff, so I added your stuff as well. About
+1explosionScalar
, I found that only cannons use it now; everything else uses explosionScale.@ThomasRoderick I want to work on some other projects right now, but I'll add everything you think of tomorrow.
+1@ThomasRoderick Updated
+1@ThomasRoderick Updated detacher info
+1@ThomasRoderick It's the one linked here.
+1