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1.838
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Welcome to Flight Assistant! This script aims to make flights more immersive with flexible configuration. This is not an autopilot script.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
Installation
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
Improvement:
Modified Files:
Fixes:
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
Eddlm to clarify the use and property of some native functions for the roll motion.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
- Improved Landing System.
- Improved Climb/Descent command.
- Controlable reverse / reverse effect.
- Reverse visually deploying retracting on models with functioning reverse.
- Alerts for Stall, sink rate, collisions, V1 and many others.
- Alarms: adjustable according to manufacturer and/or model (can create A319 warning sounds pack, another for A380 and so on).
- PA announcements according to company (default "NoCompany" and easyJet sample included). Check User Guide to see how it is possible.
- Instrument Landing System => PAPI Lights & Glide Slope & runway's start/end highlight.
- Memories and Event Action => Dynamic and automated use of commands.
- ECAM
- Alert box
- System information display
- Weather report
- Applied Power display
- Fuel consumption based on throttle and engines, Refuel, Fuel Dump.
- Rain/Snow ground effect.
- Rain/Snow can make aircraft take longer to land (feature depends on parameters, check User Guide for further information)
- Adjustable engine idle rotation and increment values.
- No engine off when reducing speed while airborne.
- Envelope protection on auto mode (corrects stall, sink rate, collision, excess roll).
- Auto take off and landing helper.
- Rejected take off and Go-Around manoeuvre.
- Auto retract/deploy gear.
- Engine unbalance effect.
- Low hotkeys usage.
- Flight Management System: Takes input from user, check User Guide for a list of commands.
- Light / headlight auto control.
- Boarding gates.
- Runway specification: for landing / for take off / for both.
- And many other tiny funny things.
Installation
- Place FlightAssistant.dll and FlightAssistant.xml and Data folder in your scripts folder. It is located inside your game root folder. If you don't have such a folder, create one.
- If you need to rename the Data folder for something else, remember to update the FlightAssistant.xml file with the new renamed.
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
- Created Maintenance spot with respective reached/left event.
- New command "Repair".
Improvement:
- Refined Yaw control during auto landing
- Refined Yaw control during auto takeoff
- Refined Yaw control during auto takeoff rejection brake
Modified Files:
- ini file discontinued, FlightAssistant.xml works as ini file and should be placed same folder as dll file.
- aiports.xml: new field to store flare's descent ratio "flareRate".
- aiports.xml: new field to store maintenance location.
- aiports.xml: new field to set specific airport to load or not.
Fixes:
- Fixed an issue that caused the center align to be always positive when reference line was off before runway being selected.
- Fixed an issue that reset Landing state when climbing 100 metres above Landing Request height instead of transitioning to Flying state.
- Fixed an issue that prevented landing approach to automatically abort when runway was occupied.
- Fixed an issue that triggered "Left Gate" event when moving through selected gate without stopping.
- Fixed an issue that made nested elements be saved outside model's node in models.xml.
- Fixed an issue of powerbackCoef being applied on brakeCoef if model didn't have it set in models.xml.
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
- Boeing 737-900ER can be at downloaded at https://www.gta5-mods.com/vehicles/boeing-737-ultimate-package-200-300-400-500-600-700-800-900-900er-8-9-7-10-add-on-liveries
- Airbus A319 can be at downloaded at https://pt.gta5-mods.com/vehicles/airbus-a319-111-a319neo
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
- Custom Aircraft Engine Sounds can be downloaded at https://www.gta5-mods.com/vehicles/custom-aircraft-engine-sounds-oiv-add-on-sp-fivem-sounds
Eddlm to clarify the use and property of some native functions for the roll motion.
Subido por primera vez: 25 de febrero de 2021
Última actualización: hace 7 días
Descarga más reciente: hace 28 minutos
All Versions
121 Comentarios
Welcome to Flight Assistant! This script aims to make flights more immersive with flexible configuration. This is not an autopilot script.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
Installation
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
Improvement:
Modified Files:
Fixes:
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
Eddlm to clarify the use and property of some native functions for the roll motion.
About Updates:
If changelog does not define any changes to any file inside Data folder, then you do not need to overwrite any file inside that folder whenever you update the script.
How do I...
Inside the file you just downloaded there's a Flight Assistant User Guide pdf giving details about the script.
Features of Beta v1.5:
- Improved Landing System.
- Improved Climb/Descent command.
- Controlable reverse / reverse effect.
- Reverse visually deploying retracting on models with functioning reverse.
- Alerts for Stall, sink rate, collisions, V1 and many others.
- Alarms: adjustable according to manufacturer and/or model (can create A319 warning sounds pack, another for A380 and so on).
- PA announcements according to company (default "NoCompany" and easyJet sample included). Check User Guide to see how it is possible.
- Instrument Landing System => PAPI Lights & Glide Slope & runway's start/end highlight.
- Memories and Event Action => Dynamic and automated use of commands.
- ECAM
- Alert box
- System information display
- Weather report
- Applied Power display
- Fuel consumption based on throttle and engines, Refuel, Fuel Dump.
- Rain/Snow ground effect.
- Rain/Snow can make aircraft take longer to land (feature depends on parameters, check User Guide for further information)
- Adjustable engine idle rotation and increment values.
- No engine off when reducing speed while airborne.
- Envelope protection on auto mode (corrects stall, sink rate, collision, excess roll).
- Auto take off and landing helper.
- Rejected take off and Go-Around manoeuvre.
- Auto retract/deploy gear.
- Engine unbalance effect.
- Low hotkeys usage.
- Flight Management System: Takes input from user, check User Guide for a list of commands.
- Light / headlight auto control.
- Boarding gates.
- Runway specification: for landing / for take off / for both.
- And many other tiny funny things.
Installation
- Place FlightAssistant.dll and FlightAssistant.xml and Data folder in your scripts folder. It is located inside your game root folder. If you don't have such a folder, create one.
- If you need to rename the Data folder for something else, remember to update the FlightAssistant.xml file with the new renamed.
Requirements
ScriptHookVDotNet3.dll v 3.1.0 and required files and distributions.
Changelog:
Beta 1.5 08/apr/2021:
New Feature:
- Created Maintenance spot with respective reached/left event.
- New command "Repair".
Improvement:
- Refined Yaw control during auto landing
- Refined Yaw control during auto takeoff
- Refined Yaw control during auto takeoff rejection brake
Modified Files:
- ini file discontinued, FlightAssistant.xml works as ini file and should be placed same folder as dll file.
- aiports.xml: new field to store flare's descent ratio "flareRate".
- aiports.xml: new field to store maintenance location.
- aiports.xml: new field to set specific airport to load or not.
Fixes:
- Fixed an issue that caused the center align to be always positive when reference line was off before runway being selected.
- Fixed an issue that reset Landing state when climbing 100 metres above Landing Request height instead of transitioning to Flying state.
- Fixed an issue that prevented landing approach to automatically abort when runway was occupied.
- Fixed an issue that triggered "Left Gate" event when moving through selected gate without stopping.
- Fixed an issue that made nested elements be saved outside model's node in models.xml.
- Fixed an issue of powerbackCoef being applied on brakeCoef if model didn't have it set in models.xml.
Beta 1.0 25/feb/2021:
Official release.
Special thanks to:
Heinrich Hans 16th for allowing the use of Boeing 737-900ER and Airbus A319 for the video.
- Boeing 737-900ER can be at downloaded at https://www.gta5-mods.com/vehicles/boeing-737-ultimate-package-200-300-400-500-600-700-800-900-900er-8-9-7-10-add-on-liveries
- Airbus A319 can be at downloaded at https://pt.gta5-mods.com/vehicles/airbus-a319-111-a319neo
Aquaphobic for allowing the use of Custom Aircraft Engine Sounds v1.2 for the video.
- Custom Aircraft Engine Sounds can be downloaded at https://www.gta5-mods.com/vehicles/custom-aircraft-engine-sounds-oiv-add-on-sp-fivem-sounds
Eddlm to clarify the use and property of some native functions for the roll motion.
Subido por primera vez: 25 de febrero de 2021
Última actualización: hace 7 días
Descarga más reciente: hace 28 minutos
When reporting a bug please give as much detail as possible. In case of a crash, after explaining when it happened post the ScriptHookVDotNet.log regarding the failure. Thank you.
Latest Documentation can be found at:
https://drive.google.com/drive/folders/1e0rKUwiuKrp7Osg17KmYJNGaTUGAbmFn?usp=sharing
New update and video displaying it! There are changes on models.xml and config.xml files.
Nice!!!
@Degas que bom amigo. Se precisar de alguma coisa me chama só que não tenho mais mods se tiver interessado de algum modelo para você adicionar eu posso ajudar. Blz abraço
I don't think I'm gonna use this mod because my game is at its max mods. but it's super awesome, great job. it is really cool, simulation is on par
Dumb question, but is there a way to get this mod to display pitch, roll, yaw for cars as well? Or is there already another way to do that?
@Timshels this mod works only for planes, so the moment you leave the aircraft it halts all it's functions and displays, so cars, boats, helicopters, bike, motocicles do not benefit from this mod.
Very good, but could have an autopilot (if possible)
@ResasukePlayer Unfortunately that's is not going to happen any time soon as it would demand a long time to set it up and refine, and time is the one thing I don't have at the moment.
And to get even more Brazilian, I'm creating Brazilian livery for gta, I've done a330 and 727 and I have others on the list. And cool mod you made, keep it up, and I'm already this mod for my game.
@Degas sorry i asking again, how to change the ECAM from auto to semi-auto ??
@Avia_Historia standard key is ctrl + B, but you can change in config.xml at <key> node, <controlChange> element. The switch follows this sequence:
manual => semi-auto => auto => manual => semi-auto => ...
Looks great, I am Just about to try it.
Quick question, Does this have a function to control where the plane comes to rest?
I have just updated my vehicle repair stations Mod, to include plane repair and if I could have my repair option where the plane comes to rest, it would enhance 'cop chase' options for my Mod. I did notice the 'runway option' - fantastic help for me.
@Rambosmother you can create stop points as gates (airports.xml file*), and use the Action event to set commands in memory.xml file, like the following example:
<reachedgate>
<action value="engine off; refuel" />
</reachedgate>
Once the aircraft reaches the gate and fully stops it will shutdown the engine and refuel (while your script does whatever it needs).
Now the gate itself is chosen randomly among all gates belonging to the airport in range. So if the airport has more than one gate (LSIA for example) you would need to issue the "request gate" command until the gate you want is selected.
For future update I can make it possible to assign an exclusive repair location (user defined) on every airport, so it can somewhat integrate to your mod.
*The location of every gate is written in airports.xml
<airports>
<airport value="airport 1">
<gates>
<gate alias="A1">
<position x="" y="" z="" \>
</gate>
<gate alias="B1">
<position x="" y="" z="" \>
</gate>
</gates>
</airport>
<airport value="airport 2">
<gates>
<gate alias="A2">
<position x="" y="" z="" \>
</gate>
<gate alias="B2">
<position x="" y="" z="" \>
</gate>
</gates>
</airport>
</airports>
You can make your script run through the nodes and collect those positions (can be troublesome if the path is not the default "Data" folder), so whichever gate is selected your mod will have that position set as stop. I'm thinking about changing *.ini file to *.xml so the path issue can be easily dealt with, while no significant impact to this mod will be made.
@Degas Massive thanks, fantastic Mod. Forgot about mine, trying to learn yours. A lot of effort in your one. Love the Hud.
@Rambosmother glad you are enjoying, if you have trouble with anything let me know.
Beta v1.5 released, also starting tutorial videos explaining how to setup the script, takes a lot of time doing it >:/
For now Chapter 1 is ready, it's about the basics of setting up a model.
Fantastic mod
@Aittza thank you! Suggestions are always welcome.
nice
nice) obrigado : ) you know how to remove the turbulence?