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SimplePlanes 2 | SimpleWheels

CM SupremeDorian  3 months ago

Among the original SimplePlanes parts in desperate need of a facelift is the Resizable Wheel. It was introduced over nine years ago and has received relatively little change since then, besides the addition of a number of new visual styles.

Needless to say, improving the wheels has been a high priority for SimplePlanes 2, and we’re really excited to finally show off what we’ve been working on.

To start with, the model for the wheels is much more detailed. Look closely and you’ll see high definition rims, the brake rotor, and the brake caliper – all of which have their own paint trims. There’s also new skidmark and tire smoke visual effects, letting your craft leave a lasting impression everywhere it goes.

As far as customization goes, there’s the standard size and width options you already know and love, but we also went just a tiny bit overboard and now you have over 20 tire styles, over 20 rim styles, and a bunch of tread styles, all of which can be independently selected. You can also use a slider to adjust the offset of the rim, setting it deeper or shallower into the tire. All of these allow for an insane degree of personalization, letting you make your wheels look exactly the way you want them to.

But new visuals aren’t the only thing we did with the wheels. Come on, did you really think we’d leave the physics untouched? Because boy oh boy did we touch them.

The wheel physics have been totally redone, behaving in a much more realistic and fun way. They behave differently depending on the type of surface you’re on (roads, grass, sand, etc), you can drift in them, they have much better colliders, and so much more.

The new wheels use an elliptical grip model (shout out to @hpgbproductions for making a SimplePlanes 1 mod that does a similar thing two years ago!), which is a difficult concept to explain so if you’re interested you can check out this Wikipedia page. What it essentially means is the way the grip in your wheels works is significantly more dynamic and realistic than before, allowing each wheel to oversteer or understeer depending on a multitude of factors for much more interesting vehicle handling.

We’ve tweaked the default properties of the elliptical model to what we feel meets a nice middle ground for the needs of most players, but we’ve left those properties open in the craft XML for those of you who want to fine tune your craft’s handling in a more in-depth way.


Wheels are cool and all, but they don’t exist in a vacuum (unless your name is Apollo). In order to make a vehicle that drives smoothly and doesn’t violently break itself apart at the slightest bump, you need suspension.

You could make suspension in SimplePlanes 1 and many people have happily done so, but it required a fair bit of knowledge of the actual mechanics of real-life suspension and was generally not intuitive to a new player.

So in SimplePlanes 2, we’ve added a brand new procedural Double Wishbone Suspension part with a variety of tweakable properties. Now you can simply drag and drop some suspension onto your craft, tune it to your liking, slap a wheel on it, and go on your merry way!

Here’s a quick rundown of the suspension properties you can customize:

  • Size & Extension

    • These are self explanatory. They affect the overall size of the part, as well as how far from the center of the craft it will extend.

  • Length

    • This defines the suspension’s range of motion and how far off the ground the main body of your craft will be. A nimble racecar made for a track might prefer a shorter suspension that doesn’t travel much, but an offroader will want all the room it can get to navigate perilous terrain.

  • Stiffness

    • This affects the strength of the spring according to how smooth of an experience you want. A softer spring will make for a more pleasant and stable ride on uneven ground, but may not give the desired responsiveness for a track-oriented car that a more firm spring would.

  • Damper

    • Effects the suspension’s resistance to vibration. Low damper will make the suspension bouncier when absorbing bumps, and higher damper will keep the suspension steadier which will help plant your tires more firmly onto the road.

  • Shock Position

    • A purely cosmetic property that affects how far forward or back the shock absorber is.

Tuning your vehicle’s suspension can be quite a fun process, with an endless variety of configurations depending on what you want – there is no singular “best” option, it’s all about what you want out of any given vehicle. So experiment!

While the double wishbone is the only suspension configuration currently in the game as of writing this, we also have plans to add straight axle suspension! Kevin has already made the model for it, it just needs to be brought to life on the programming side by Andrew.

Circling back to wheels for a moment, we’ve also added steering wheels to the game! You’ve got your traditional circular steering wheel, as well as the more rectangular type commonly seen in high-performance race cars. Just like the joysticks and yokes, they can be gripped by Chad for an added layer of interactivity to your craft.

To make operating the steering wheels more comfortable for Chad, there’s now a reclinable racing chair as well, perfect as a more grounded replacement for the aircraft-centric chairs currently available in the game. You can set it to recline anywhere from 0-90 degrees in the designer, and Chad will lean back along with it – maybe with some neck pain if you don’t adjust his head rotation.


For all the improvements you’ve seen us make to ground vehicles, there’s still one glaring issue left: engines.

In SP1, the Car Engine is incredibly barebones and hardly behaves the way it should, as it merely applies torque to a selected set of wheels and does little else. So let’s fix that.

Procedural Engine & Powertrain System

In SimplePlanes 2 we’re adding procedural engines and transmissions, along with several modular powertrain parts to make it all work. Let’s start with the engine.

The new procedural engine is highly customizable and has significantly more realistic behaviour, while staying simple to set up. Rotational inertia, torque curves, and angular velocity are all simulated now. This lets you really feel the way your engine responds to the variety of situations you put it in, especially with the new RPM gauge in the flight UI that appears when you’re in a car.

There are a few properties you can mess around with on the engine:

  • Size

    • Raising this increases the engine’s horsepower and torque, but reduces its maximum RPM and increases its mass.
  • Cylinders

    • Increasing the number of cylinders in the engine raises its horsepower and torque without reducing RPM, but makes the engine longer and heavier.
  • Engine Tuning

    • With the Engine Tuning slider, you can tune the engine to produce more torque but less RPM, or vice-versa. More torque will improve your vehicle’s acceleration and make it better at carrying heavy loads, but the resulting loss in RPM will reduce your top speed which may not be desirable for a racecar.

Next, the transmission. A transmission allows you to optimize your engine’s output according to how fast you’re going, using a set of gears. The new Transmission part gives you a number of things to tinker with: you can choose between manual or automatic shifting, three different gear profiles preconfigured to be optimized for street, racing, and offroad performance, set the number of gears from 3-10, and you can tune it. Similar to the engine tuning, gear tuning allows you to choose whether to prioritize torque or top speed, allowing for further fine tuning beyond just the engine itself.

Now for some really cool stuff. In order to make the engine work, you use a combination of driveshafts, differentials, and transfer cases to link everything together.

Driveshafts build a path from your engine to other powertrain parts, and differentials and transfer cases allow you to split that output in multiple directions to make any drive configuration you can imagine.

This might sound complicated, but true to the game’s name (well, half of it anyway) we’ve made it quite simple. Just place a driveshaft at the end of your transmission, and the driveshaft will automatically shift and scale itself around to link to any parts you attach to it, allowing for creation of ground vehicles in a way that is both intuitive and educational.

While the whole powertrain system might sound like it’s just for ground vehicles, during development we realized how flexible it truly is – so not only will we be adding additional types of car engine, we’ll also accommodate use of the powertrain system for aircraft via propeller engines and turbines.

We've uploaded a video showing off the new powertrain system, check it out here: https://www.youtube.com/watch?v=F9HS7NEguvM


If you like what you're seeing, please consider wishlisting SimplePlanes 2 on Steam. If you'd like to see bits of these blogs early, consider joining our Discord Server!

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    @DDVC CH:
    啊,不好意思,我一开始理解错了你的意思,有点班门弄斧了。你说得非常有道理,现实中设计师确实需要在性能和寿命之间做取舍,这才是真正有趣和值得思考的地方。

    EN:
    Ah, sorry, I misunderstood your point at first – kind of showing off in front of an expert. What you said makes perfect sense, in real life designers really do have to balance between performance and longevity, and that’s what makes it so fascinating.

    2 months ago
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    37.8k DDVC

    @SunnyMilk That's true! That way I can dictate how the engine's lifespan will be. In fact I already done it myself with my Ferrari.
    But that's entirely synthetic. Its like planned obsolescence. You specifically design something that will break at some point or somehow. There is no stopping you from making a powerful car without any consequences to the engine.
    What I meant is the designer is forced to optimize the engine depending on the need of the car. Either you want speed and power, or reliability and longevity.

    没错!这样我就能掌控引擎的寿命了。事实上,我自己已经用我的法拉利做到了。
    但这完全是人为的。就像计划报废一样。你专门设计了一些东西,它会在某个时间点或以某种方式损坏。没有什么能阻止你打造一款动力强劲的汽车,而不会对引擎造成任何影响。
    我的意思是,设计师被迫根据汽车的需求来优化引擎。你要么想要速度和动力,要么想要可靠性和寿命。(机器翻译)

    2 months ago
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    @DDVC CH:这在《SimplePlanes 1》里已经可以实现。通过使用
    [你设定的寿命值 – sum(功率常数 * 油门输入轴)],
    你会得到一个从寿命值开始的数值,并根据油门输入和功率大小以不同速率下降。油门踩得越深,功率设定越高,寿命减少得就越快。

    最后,你可以在外面套一个布尔判断,当寿命降到 0 时关闭发动机。或者你也可以加一个非线性函数,让输出(油门)随着寿命的降低而动态变化。
    EN:This can already be achieved in SimplePlanes 1. By using
    [your set lifespan value – sum(power constant * throttle input axis)],
    you get a value that starts from the lifespan and decreases at a variable rate depending on the throttle input and power. The deeper you push the throttle and the higher the power setting, the faster the lifespan is reduced.

    Finally, you can wrap this in a Boolean to shut off the engine once the lifespan drops to zero. Or you can add a nonlinear function so that the output (throttle) dynamically changes as the lifespan decreases.

    +1 2 months ago
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    15 Dagger2

    Is there any small hint of a chance there is a slightly close estimation of what month SP two will release this year on pc! I have dying in agony checking every month to see if it has released yet.

    Kind of like when DCS said the F-4 was going to release in winter of 2024 then released in early spring of 2025

    Everything looks bloody amazing!!!!!! Can’t wait!!!!!

    2 months ago
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    will there be Wankel engines?

    2 months ago
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    2,462 Stephen22

    This is going to be so peak bro

    2 months ago
  • Profile image
    8,638 Supersoli8

    @dINE np

    2 months ago
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    35.4k blt

    @SupremeDorian

    neck h̶u̶r̶t̶ pain 🗣️🗣️🔥🔥🔥

    +1 2 months ago
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    12.2k dINE

    @Supersoli8 thanks!

    2 months ago
  • Profile image
    8,638 Supersoli8

    @dINE they answered that here

    +1 2 months ago
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    @KaiSup bro I know the feeling, we are all praying for that (I'm also on phone)

    +1 2 months ago
  • Profile image
    51.1k Graingy

    @tasked o pis

    +1 2 months ago
  • Profile image
    30 Chinedu

    @KaiSup Same here bro 😪

    +1 2 months ago
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    10.5k Xenotriver

    @TheFlyingGoose and Automation, much simpler in terms of engine buidling BUT you can build your WHOLE car brick by brick in SP2. That sounds just great.
    I might've missed it but I hope our beautiful devs at Jundroo add tracks, for tanks and heavy machinery (and certain planes..)

    +2 2 months ago
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    I think simpleplanes is getting more closer to beamng drive physics

    +4 2 months ago
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    8,762 BlunderBirb

    Holy s**t!!

    2 months ago
  • Profile image
    4,567 KaiSup

    I Pray That My Device Can Handle This(I'm on Phone) 🙏🙏🙏

    +2 2 months ago
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    37.8k DDVC

    Will engine wear be simulated? Like we can make an engine that can have a very long life but with small output, or we can make an engine that can give a race car an excellent speed but in the cost of the engine's health.

    +2 2 months ago
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    0 tasked

    Andrew Garrison, I have found a giraffe and I am holding it hostage until you give me SP2 early access.

    2 months ago
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    8,966 GrandPrix

    @PuegotsiDeGracias definitely not w. But definitely radial 9 at least

    +2 2 months ago
  • Profile image
    12.2k dINE

    @Alexbond220287 we write in english here

    +3 2 months ago
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    Когда sp2 выйдет на Андроид?@dINE

    +1 2 months ago
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    12.2k dINE

    How will SP2 work with multiplayer? Maybe next video could be about it? Cheers

    2 months ago
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    Четырёх рычажную подвеску тоже можно собрать...

    2 months ago
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    5,303 Lake

    Will Wheel support be added?

    2 months ago
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