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Flyout feature mod which adds new ways to interact with existing parts, adds more customisability
Current Version: 2.0.0
Flyout Melonloader Setup Guide
!! You must have Melonloader in order to run this mod !!
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
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 | ||
UNRELEASEDBackside Backface |
Remove the black part of the fuselage, good for first person Drone cockpits | ||
TECHNICALgfx |
Hides all meshrenderer under ‘gfx’ | ||
TECHNICAL_gfx |
Hides all meshrenderer under ‘_gfx’ | ||
TECHNICALRegardless |
Hunts and kills every meshrenderer unfortunate enough to be under a part This particularly is generally used to hide the annoying HUD walls & glass |
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 |
F404 & F110-129 sound swap pack courtesy of Stix, download available on Flyout Dev discord
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
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
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
Too lazy to write this rn 😭
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) |
Custom magazines with basically no caliber / count limitation
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
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
Steal the material of a light strip and apply it on another material
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.
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
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.