Thanks for letting us know. We're very busy with SP2, but we'll take a look at this as soon as we can. If you discover any new details in the meantime, please feel free to share them here.
Could you check whether the game is logging an error when you press Open Image?
You can do that using the in game developer console:
• Open Settings in the main menu
• Tap the Settings header three times to enable the developer console
• Triple tap anywhere on the screen to open the console
• Open and close the console once so it starts capturing messages
• Try using the blueprints again and press Open Image
• Re open the console and look for any red error messages
If you see any red errors, please copy and paste them in your reply (or send a screenshot). Hopefully that will help us pinpoint what is going wrong.
@Bigolfishboy I created the tutorial plane while developing the building tutorial in SP1. I can't honestly remember if I created it from scratch or if I started with someone else's design and then tweaked it from there. It's been a long time, lol. I believe this was late 2015, just before the Steam release.
The The primary goal was to create something that was easy to for a new player to build without too many steps and something that would fly okay for the flight tutorial.
Since this is on iOS, our options are unfortunately limited because we don’t have access to Apple’s purchase systems. Even though you’re sure it’s the same Apple ID, I’d still recommend searching your email for the original App Store receipt just to confirm which account was used. Sometimes purchases end up tied to a secondary or family account without realizing it.
If the purchase doesn’t appear in your history and you can’t locate the receipt, the next step is to contact Apple Support since they’re the only ones who can restore access to iOS purchases.
@RSH10Thunderbeam We don't have an electric engine yet, but we do plan to add one at some point. It would work with the powertrain system just like an ICE does so you could hook it up to a transmission part and wheels or to a propeller... or both.
@IzzyIA We did a lot of work for this in JNO and I'm hoping we can incorporate some of that in SP2. At least having fuel tank priorities so you can pull from a drop tank first before pulling from wings, etc. It won't make the initial release so it would be something we'd have to tackle during early access.
@StockPlanesRemastered I believe it's the rate at which the throttle changes per second. So if it's 0.5 it will take 2 seconds to each 100%. If it's 4 then it will sake 0.25 seconds to reach 100%
@Conjure76 My dad owned a Stinson with his brother when I was a kid and I remember he'd have have to hand prop it occasionally. Always made me nervous watching him do that! Fortunately he still has all of his fingers. We don't have any plans for that, for the safety of Chad's fingers.
@HuskyDynamics01 I’d prefer to keep the limit where it is for now. The radial engines get pretty heavy on the poly count, and until we can bring that down a bit I'd like to avoid having 4 rows as an easily accessible option.
@Timplanes It technically could support effects like that, but we aren’t simulating it at that level. In practice it didn’t feel worth the added complexity, and the benefit would be hard to notice while the downsides could end up feeling confusing for some players.
@Rakoval500k That's interesting. There's no built in mechanism to control the prop's angle when the engine is stopped, but I guess you could move the propeller a bit with Chad, just be extra careful.
@FinnDia The intake will be a separate part so you can adjust its position. It's not procedural, so it won't auto-adjust its mesh but you can build your own piping out of fuselages if you want to go the extra mile for that kind of detail.
@MonsNotTheMonster To keep things simple, engines are configured using size and cylinder count and this allows the player to get a wide range of size, horsepower, rpm, and mass.
@Johnnyynf That's the one current limitation of the powertrain system is that it only supports a single engine at the root of the powertrain. We're not simulating reaction torque and gyroscopic precession.
@terine we plan to add a turboshaft engine that you can connect to a propeller or to wheels or to both if you are so inclined. That's the beauty of the new powertrain system.
@Thad23 Yep, the old prop engines will still be in the game for backwards compatibility so that you can load old crafts but they'll be removed from the main part list. You can always create a subassembly with them to access them quickly.
@AModernDayBoomer @jamesPLANESii it should be fairly easy to add an inline engine. Kevin has already done some modeling on it. We'll definitely get to it at some point.
@alexJgameYTukraine000000 turboprops are planned, but not sure if they'll make the initial release. I'm really looking forward to building a turboshaft powered car at some point.
@Superliner350 @Thad23 That's exactly our plan, put the engine above water and connect a drive shaft to an underwater propeller and you have something that can work in water. I just need to figure out the physics on making the new prop simulation work underwater but it should be fairly straightforward.
@Graingy We are planning to support a supercharger option for the Liquid Cooled V-Engine. Yep, you can definitely XML mod crazy engine configurations or you can simply override power, rpm, and mass through xml if you're going for something specific.
@BRNavyPilot The minimum system requirements for SP2 on Steam include a dedicated GPU. Since your system uses integrated graphics, that’s likely the cause of the crashing. You can try updating your graphics drivers to see if that helps during the next playtest, but the game may still have performance and stability issues without a dedicated GPU.
Sorry to hear you weren’t able to run the playtest. Could you share your computer specs? If you’re using integrated graphics, that might be the issue since the game requires a dedicated GPU. It could also help to update your graphics drivers, as outdated ones often cause crashes during loading.
The minimum system requirements for SP2 on Steam include a dedicated GPU. Since your system uses integrated graphics, that’s likely the cause of the crashing. You can try updating your graphics drivers to see if that helps, but the game may still have performance and stability issues without a dedicated GPU.
Let us know if updating your drivers improves the crashing.
Ouch, so sorry to hear that Graingy! Sadly there's nothing we can do to help. Hopefully you're able to recover them! Steam Cloud can really stab you in the back if you misclick in that dialog.
Hey @MOPCKOEDNISHE, this is really impressive work. The level of detail and quality you’ve put into the models is outstanding.
You’re right that mods with executable code can’t be distributed through the Play Store, which is why Android doesn’t currently support them. At this point, we don’t have plans to add new modding tools or systems to SimplePlanes 1 since our focus is on SimplePlanes 2.
That said, when SimplePlanes 2 releases next year, we’d love to explore more flexible modding options. Would you be interested in porting your mod to SP2 when it’s out? It would be great to see your work make its way into the next generation of the game.
@xXLouisPlayzXx Done
+1@GabrielFangster70 Congrats to the winners! Yep, the block parts still work. SP2 is backwards compatible with crafts from SP1.
Thanks for letting us know. We're very busy with SP2, but we'll take a look at this as soon as we can. If you discover any new details in the meantime, please feel free to share them here.
@Rafaiisss13
Could you check whether the game is logging an error when you press Open Image?
You can do that using the in game developer console:
• Open Settings in the main menu
• Tap the Settings header three times to enable the developer console
• Triple tap anywhere on the screen to open the console
• Open and close the console once so it starts capturing messages
• Try using the blueprints again and press Open Image
• Re open the console and look for any red error messages
If you see any red errors, please copy and paste them in your reply (or send a screenshot). Hopefully that will help us pinpoint what is going wrong.
It's a nice idea. So much to do right now, so it's unlikely we'll get to it before release but remind us during early access :)
+4Thanks! Here is the bug report for my own future reference.
What device do you have and what version of Android do you have? I’m assuming you purchased through Google Play?
@Bigolfishboy I created the tutorial plane while developing the building tutorial in SP1. I can't honestly remember if I created it from scratch or if I started with someone else's design and then tweaked it from there. It's been a long time, lol. I believe this was late 2015, just before the Steam release.
The The primary goal was to create something that was easy to for a new player to build without too many steps and something that would fly okay for the flight tutorial.
+1@Graingy yep, we allowed anonymous planes in the early days but there were too many penis planes so we started requiring accounts around late 2015.
+3jun - u like in fun
+16droo - like drew
Since this is on iOS, our options are unfortunately limited because we don’t have access to Apple’s purchase systems. Even though you’re sure it’s the same Apple ID, I’d still recommend searching your email for the original App Store receipt just to confirm which account was used. Sometimes purchases end up tied to a secondary or family account without realizing it.
If the purchase doesn’t appear in your history and you can’t locate the receipt, the next step is to contact Apple Support since they’re the only ones who can restore access to iOS purchases.
@RSH10Thunderbeam We don't have an electric engine yet, but we do plan to add one at some point. It would work with the powertrain system just like an ICE does so you could hook it up to a transmission part and wheels or to a propeller... or both.
+5@IzzyIA We did a lot of work for this in JNO and I'm hoping we can incorporate some of that in SP2. At least having fuel tank priorities so you can pull from a drop tank first before pulling from wings, etc. It won't make the initial release so it would be something we'd have to tackle during early access.
+6@StockPlanesRemastered I believe it's the rate at which the throttle changes per second. So if it's 0.5 it will take 2 seconds to each 100%. If it's 4 then it will sake 0.25 seconds to reach 100%
+3@Boeing727200F No plans for rotary engine at this time, but who knows what the future holds while we're in early access.
+5@Conjure76 My dad owned a Stinson with his brother when I was a kid and I remember he'd have have to hand prop it occasionally. Always made me nervous watching him do that! Fortunately he still has all of his fingers. We don't have any plans for that, for the safety of Chad's fingers.
+4@HuskyDynamics01 I’d prefer to keep the limit where it is for now. The radial engines get pretty heavy on the poly count, and until we can bring that down a bit I'd like to avoid having 4 rows as an easily accessible option.
+3@Timplanes It technically could support effects like that, but we aren’t simulating it at that level. In practice it didn’t feel worth the added complexity, and the benefit would be hard to notice while the downsides could end up feeling confusing for some players.
+3@Rakoval500k yes, engines have a throttleResponse attribute in XML.
+2@Rakoval500k That's interesting. There's no built in mechanism to control the prop's angle when the engine is stopped, but I guess you could move the propeller a bit with Chad, just be extra careful.
+6@StockPlanesRemastered Still shooting for March 2026 for our initial early access launch.
+4@SomeSPGuyWhoLikesLore @CenturyAerospace Audio for the engines is still a work in progress.
+1@FinnDia The intake will be a separate part so you can adjust its position. It's not procedural, so it won't auto-adjust its mesh but you can build your own piping out of fuselages if you want to go the extra mile for that kind of detail.
+2@MonsNotTheMonster To keep things simple, engines are configured using size and cylinder count and this allows the player to get a wide range of size, horsepower, rpm, and mass.
+2@DustofPrey We do have a thrust vectoring nozzle on the procedural jet engines.
+2@Johnnyynf That's the one current limitation of the powertrain system is that it only supports a single engine at the root of the powertrain. We're not simulating reaction torque and gyroscopic precession.
+4@terine we plan to add a turboshaft engine that you can connect to a propeller or to wheels or to both if you are so inclined. That's the beauty of the new powertrain system.
+3@Thad23 Yep, the old prop engines will still be in the game for backwards compatibility so that you can load old crafts but they'll be removed from the main part list. You can always create a subassembly with them to access them quickly.
+4@TheUltimatePlaneLover we still need to work on the audio side of things, but we'll do our best.
+3@ThatRandomCouchPotato We don't have an electric engine yet, but we do plan to add one at some point.
+5@Zero0Two2 Kevin hasn't finished modeling the hub styles yet, I'll pass that on to him.
+5@Boeing727200F I suppose you could do 16 rows of 7 via xml, but that's going to be a lot of polys.
+4@AModernDayBoomer @jamesPLANESii it should be fairly easy to add an inline engine. Kevin has already done some modeling on it. We'll definitely get to it at some point.
+6@alexJgameYTukraine000000 turboprops are planned, but not sure if they'll make the initial release. I'm really looking forward to building a turboshaft powered car at some point.
+4@Superliner350 @Thad23 That's exactly our plan, put the engine above water and connect a drive shaft to an underwater propeller and you have something that can work in water. I just need to figure out the physics on making the new prop simulation work underwater but it should be fairly straightforward.
+8@Graingy We are planning to support a supercharger option for the Liquid Cooled V-Engine. Yep, you can definitely XML mod crazy engine configurations or you can simply override power, rpm, and mass through xml if you're going for something specific.
+5Of course now that I'm looking into it, things appear to be working more smoothly today...
+12I agree, the performance has really taken a hit the past week or so. I'm looking into this today.
+13I'm not able to reproduce the issue. Are you using any modified binaries with SimplePlanes 2? Can you send your log file?
+1Thanks for letting us know. I have removed ads from the login and register pages.
+2@BRNavyPilot The minimum system requirements for SP2 on Steam include a dedicated GPU. Since your system uses integrated graphics, that’s likely the cause of the crashing. You can try updating your graphics drivers to see if that helps during the next playtest, but the game may still have performance and stability issues without a dedicated GPU.
+1Sorry to hear you weren’t able to run the playtest. Could you share your computer specs? If you’re using integrated graphics, that might be the issue since the game requires a dedicated GPU. It could also help to update your graphics drivers, as outdated ones often cause crashes during loading.
+4The minimum system requirements for SP2 on Steam include a dedicated GPU. Since your system uses integrated graphics, that’s likely the cause of the crashing. You can try updating your graphics drivers to see if that helps, but the game may still have performance and stability issues without a dedicated GPU.
Let us know if updating your drivers improves the crashing.
+4Ouch, so sorry to hear that Graingy! Sadly there's nothing we can do to help. Hopefully you're able to recover them! Steam Cloud can really stab you in the back if you misclick in that dialog.
+6MONTY HAS SEEN SOME THINGS
+2Bug report posts are currently unlisted, so you can view them in your unlisted posts in your profile.
Hey @MOPCKOEDNISHE, this is really impressive work. The level of detail and quality you’ve put into the models is outstanding.
You’re right that mods with executable code can’t be distributed through the Play Store, which is why Android doesn’t currently support them. At this point, we don’t have plans to add new modding tools or systems to SimplePlanes 1 since our focus is on SimplePlanes 2.
That said, when SimplePlanes 2 releases next year, we’d love to explore more flexible modding options. Would you be interested in porting your mod to SP2 when it’s out? It would be great to see your work make its way into the next generation of the game.
+2I just pushed an update that should fix this. Let me know if it's showing up in the correct place for you now.
+1@Unwanted Thanks! Those posts have been fixed.
The image and xml links for this post have been fixed. I apologize for the inconvenience.