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MI-8 Mod

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Flyout feature mod which adds new ways to interact with existing parts, adds more customisability

Current Version: 2.0.0

Prerequisites

Flyout Melonloader Setup Guide

!! You must have Melonloader in order to run this mod !!

How does it work?

In-game name system

The mod uses the in-game name system on the top right of the editor when you have a part selected

The system uses ‘Keywords’ to identify specific actions & names, upon launching the aircraft (or clicking comma, particularly in the editor) the mod will perform all of the actions.

The specific part you are naming is the part that the actions will happen to, but for keywords like attach children of that part may also be affected

What do you want to do?

Attach & Hide

Attach keyword is used to attach parts onto elements previously not attachable in the past, all you need is one of the keywords below.

Hide keyword is used for very much the same, except hiding all/certain details of parts, incase a user prefers to fully swap how a functional part looks.

Its worth noting that these two can be used at the same time

Keyword Explanation Attach Hidden
Rotor Hides or attaches to a helicopter rotor
Prop Hides or attaches an aircraft propeller
Turbine Hides a jet turbine I’ve used this for pseudo yak-38 nozzles
Missile Hides AGM & IR Missile parts Can be used for custom missiles
Cockpit Hides Jimmy this one is a little different, make sure the part that is named this is parented under Jimmy
Controls Hides Jimmy’s controls this one is a little different, make sure the part that is named this is parented under Jimmy
BasicWheel Attaches to a rotating part of a regular wheel (no suspension one) This was kind of rushed out as a ‘commision’ for AngelOfDeath, so it only attaches rn
GFace Hides the background of the gauge, including the numbering & plate May potentially split the numbers into a separate one in the near future
GNeedle Hides the needle of a gauge, can also attach child objects to it
Gun Hide / Attach to the gun, can be used for replacing the gun model or to make custom nozzles rotate with the gatling part
3DNozzle Hides 3D Nozzle / Regular NozzleAttaches to 3D Nozzle
UNRELEASED
Backside Backface
Remove the black part of the fuselage, good for first person Drone cockpits
TECHNICAL
gfx
Hides all meshrenderer under ‘gfx’
TECHNICAL
_gfx
Hides all meshrenderer under ‘_gfx’
TECHNICAL
Regardless
Hunts and kills every meshrenderer unfortunate enough to be under a part This particularly is generally used to hide the annoying HUD walls & glass

Raycast Landing Gear

For these keywords to function RaycastRCLG keyword MUST be included on the landing gear, otherwise none of these keywords will initialise

Hide keywords are placed alongside the RaycastRCLG on the landing gear while Att must be placed on the part that is attached to RaycastRCLG

Keyword Explanation Attach Hidden
AttHinge Attaches this object to the hinge so that it rotates with the landing gear
AttHub Attaches this object to the wheel hub so that it yaws and moves with suspension
AttWheel Attaches this object to the wheel so it spins with the wheel
AttPiston Its like attaching to the hub, but it doesn’t rotate, allowing for fake pistons
HideLinkage Hides Linkage
HideWheel Hides Wheel
HideShaft Hides Shaft

SoundSwap

Example

F404 & F110-129 sound swap pack courtesy of Stix, download available on Flyout Dev discord

How to use

In my example I will be showing me swapping a speaker’s sound with a song (Frank Sinatra’s Fly Me To The Moon)

Here are the steps I take

A. Place part on the part that they want to swap the sound of, I recommend cube or sphere but other options are fine

B. Name that child part ‘SoundSwap’ and then give it an identifier, in my example I am going to use ‘SoundSwapFrankSinatra’ Image on the right shows how it should look

From 2.0.0 onwards, identifiers are not case sensitive

Child part named SoundSwapFrankSinatra

C. Add Sound_Source folder to the craft’s folder

D. Add another folder, this will be named after the identifier that I am using (FrankSinatra) so that the system can detect it

Sound_Source folder

E. Refer to table below, depending on what your part is you may have many sounds you can change, to follow with indexing all sound files will be named a number and have to be a .WAV format (Not just any, currently specifically one exported with Audacity for whatever reason)

Another note is you can swap some sounds if you want, you don’t have to change everything

Part Swappable Sounds
Piston Engine 0: Idle
1: Low
2: Mid
Turbine Engine 0: ABRear
1: DistantAB
2: DistantRear
3: MediumRear
4: IdleRear
5: IdleFront
6: IdleFront (1)
7: IdleFront (2)
8: DistantFront
9: Intake
10: Buzz
11: CompressorStall
Speaker 0: Sound
Propeller 0: Propeller Sound
Rotor 0: Rotor Low
1: Rotor High
Tail Rotor 0: Tail Rotor
Gun 0: Gun Main
1: Gun Bullets
2: Gun Motor
3: Gun End

Speaker only takes one sound, so I will name mine 0 and put it in the folder

In-game it will be automatically applied, if you want to change a sound mid-flight just click Comma or restart flight

PBR

Too lazy to write this rn 😭

Custom Jimmy Inverse Kinematic Positioning

Inverse Kinematics is a system used to dynamically animate things based on positions/rotations, Flyout uses this system for Jimmy and with 1.1.6 a new feature allows for forcing the position of this IK elsewhere.

Usage
Name a part with any of these, and that relevant IK will copy its position & rotation, fine tune with Comma in editor (attach no longer works in editor so don’t worry about losing progress)

Keyword Affected
IK:leftHand & IK:rightHand Jimmy’s hands
IK:leftFoot & IK:rightFoot Jimmy’s legs
IK:headControl Jimmy’s head (often unreliable)

Overheat & Magazines

Custom magazines with basically no caliber / count limitation

Adjusting maximum gun overheat

Overheat:Max:


Swap max out to change the overheat limit, I recommend a high value like 50000000, but nothing too high as it can cause issues


Example: Overheat:50000000: which should make any gun last a long time

Adding magazine to any part

Mag:Caliber:Count:


Swap caliber out for gun's caliber, and count for how much ammo you want


Example: Mag:30:15000: which makes 15000 rounds of 30mm

Lightswap

Steal the material of a light strip and apply it on another material

Applying lightswap to any part

Name a light strip 'Lightswap' and place any object on it, the first material will have the light's material assigned to it and function just like it.

Other

Rebinding Keys

Mi8Mod.cfg

As part of the 1.1.0 update, users now can head to UserData/Mi8Mod.cfg and edit the binds, if you want a list of <Keyboard>/ definitions

Keyboard definitions

https://discussions.unity.com/t/list-of-all-inputcontrolpath/909946/10

autoTrigger happens on flight launch when your plane loads in, once triggered it is like pressing comma.