Some suggestions for VR: The seat is too far back and I can't reach any of the buttons in VR. The throttle and flight stick are a little too far forward in relation to seat. The HUD looks very cool. I think the attitude indicator might be rotating backward. Very cool craft and if you make a new post with the seat and controls moved forward then I'll look at again for curation.
This is a good build, but I did notice some issues in VR. The airplane is very hard for me to take off on low physics. If I don't hit the throttle immediately on entering the level, the plane will rock back and flip over. If I hit the throttle too aggressively then it will nose dive. If I can keep it level, then I can get up to speed, but I have to retract the gear to take off. The gunner doesn't rotate in VR unfortunately. I do really enjoy it while in the air, but it's just a little too difficult to take off for me to curate as is. If you make a new build, tag me in the post and I'll check it out for curation.
This is a good build. Some issues for VR: The plane sits so low that you can see the water from inside the cockpit. This also causes the plane to auto-switch to orbit camera if you dip a little too low on takeoff. It's fun to fly and looks nice. Tag me if you can fix how low it is and I'll curate it.
I tried this out in VR and with a few small tweaks it would work really well in VR. Just move the seat, throttle, flight stick, and lever forward about a half meter. Also nudge the camera a little forward in the seat and pull the throttle slider back a little so it's closer to where the player's shoulder would be. If you make those tweaks and re-upload, tag me in your new post and I'll check it out and curate it.
The controls are much easier to reach on this build than your Nemises build. Only recommendation for VR would be to move the throttle slider back just a little bit so it's easier to reach.
This is a nice craft. The only issue is the fire guns button needs to be pressed with an index finger. You can't press it while gripping the flight controls. I would suggest using the Posed Grip Bindings for the cylinder grip instead.
Unfortuantely it sounds like your files won't be recoverable, but you can try poking around in the documents folder for SP and see what's there. It looks like your last upload was with an Android device. You can find the SP docs folder generally around here:
android/data/com.jundroo.simpleplanes/files
Check the AircraftDesigns folder for any .xml or .bak files for stuff you may have been working on.
I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
This is a really cool build, the only issue is the steering wheel doesn't turn the vehicle in VR. I'm not sure why because when I press the analog stick roll left/right it the steering wheel responds. @WNP78 do you have any ideas?
We are adding the ability to upload new craft xml to update your existing posts soon, so if you were interested in fixing, then that will hopefully make it a little easier. If you do decide to fix it, let me know and I’ll curate this post.
This is a very nice build. I really like the cockpit. A couple of issues I noticed in VR is that the heading and throttle gauges z-fight with the dash and the flight stick is very sensitive at high speed. Also, I often blow myself up launching an inferno. Other than that, it's great.
@Default4 It performs okay, except I have trouble taking off because it wants to veer to the right on the runway. That might an issue with low-quality (mobile) physics messing with the wheels. Other small suggestions: A trim lever and a switch/lever for landing gear would be nice. The airspeed gauge isn't working. I think you may have selected Airspeed Face Type instead of the Airspeed Preset. I know it's confusing and we want to improve that. The airspeed gauge is also a little small and the fuel gauge is much bigger, which makes me think their sizes could be switched since airspeed is a little more important to be able to read quickly than fuel. Overall it's a nice build.
This is a nice build in VR. My only complaint is the dummy on the seat makes it a little hard to see as my view is always clipping through the dummy mesh. Other than that, it's a lot of fun to fly.
I tried it out on my Quest 2 and this is a great build for VR. The only issue I have is the landing gear jitter on low-quality (mobile) physics. We are investigating if there's anything we can do to help with this problem, but one workaround is to add some additional deadweight mass to the wheel assemblies.
@AWESOMENESS360 I know and completely understand. I'm just trying to provide some advice to players on how things could be improved for VR since not many have access to SPVR yet. The craft is still flyable in VR but the small size does break the immersion a little. I think if the joystick, throttle, and seat were closer to 100% size and the cockpit was a little deeper on the y-axis (so the chair could be moved down a bit) it would be improved a lot for VR. These are just suggestions, so feel free to disregard. I'm just trying to help and I really appreciate you players who are taking the time to make amazing crafts in our game.
@LarryTad It's a new thing we are trying out to create a list of crafts that will be available for SPVR. I have un-curated this so you can edit it. Tag me when you are done and I'll re-curate it.
This is such a great build but unfortunately, the cockpit looks quite small in VR. The seat of the chair is about at my navel. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The gauges are a bit small and hard to read in VR as well. If you ever make any adjustments to this craft and want me to check it out, please tag me on the new page.
@Ahtzee Sounds great. I'd love to curate this craft for VR, but I can't unless the landing gear are more stable. They jitter immediately on the runway on low physics for mobile devices. Unfortunately, there's no way to see how it looks on Windows as low physics on desktop works a bit differently.
@Falkenwut It's tough to know how things will look unless you strap on a VR headset, so that's why I'm trying to help give players feedback because not many have access to SPVR yet. I will make a post sometime soon with some general tips on making a cockpit feel comfortable in VR.
Great craft for flying in VR. The only problem is the wheels glitch around a lot because the Quest uses (mobile) low-quality physics. If you added some dead weight to the wheel assemblies it would probably improve quite a bit. Otherwise, very nice build. If you reupload, tag me.
Target acquired. Maximum force applied. Waiting for further briefing. Very cool craft, but unfortunately it blows up on (mobile) Low Physics, which is what the Quest uses. I was able to get it running in slow-mo and check it out. Nice build.
Some suggestions for VR: The cockpit feels very large in VR and the flight stick is very sensitive. Also, the tooltips for buttons are a great place to explain what they do.
Very cool idea and execution. I checked this out in VR and the grab points on the sail and rudder are too large and when I grab them my hand sinks inside of them, making them disappear. Other than that it's really cool.
This is a very nice build and I enjoyed trying it out tonight. I do have some suggestions that might improve it for VR. The cockpit is too small and it looks like the seat has been scaled down to 70%. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The button layout is really cool, but unfortunately, it's a little dense in front of the throttle and it can be hard to be accurately push those buttons. Also, tooltips on the buttons would be helpful for the pilot. Clever idea with the landing assist function.
I tried this in VR tonight. The flight stick is way too high and the seat is a little too tall. Looks like you scaled it vertically. Seats and flight controls should stay at 100% scale to look best in VR. Other than that, it's a nice build.
If you can move the seat and controls forward a bit that would improve this craft in VR.
Some suggestions for VR: The seat is too far back and I can't reach any of the buttons in VR. The throttle and flight stick are a little too far forward in relation to seat. The HUD looks very cool. I think the attitude indicator might be rotating backward. Very cool craft and if you make a new post with the seat and controls moved forward then I'll look at again for curation.
+2This is a good build, but I did notice some issues in VR. The airplane is very hard for me to take off on low physics. If I don't hit the throttle immediately on entering the level, the plane will rock back and flip over. If I hit the throttle too aggressively then it will nose dive. If I can keep it level, then I can get up to speed, but I have to retract the gear to take off. The gunner doesn't rotate in VR unfortunately. I do really enjoy it while in the air, but it's just a little too difficult to take off for me to curate as is. If you make a new build, tag me in the post and I'll check it out for curation.
+2This is a good build. Some issues for VR: The plane sits so low that you can see the water from inside the cockpit. This also causes the plane to auto-switch to orbit camera if you dip a little too low on takeoff. It's fun to fly and looks nice. Tag me if you can fix how low it is and I'll curate it.
I tried this out in VR and with a few small tweaks it would work really well in VR. Just move the seat, throttle, flight stick, and lever forward about a half meter. Also nudge the camera a little forward in the seat and pull the throttle slider back a little so it's closer to where the player's shoulder would be. If you make those tweaks and re-upload, tag me in your new post and I'll check it out and curate it.
+1The controls are much easier to reach on this build than your Nemises build. Only recommendation for VR would be to move the throttle slider back just a little bit so it's easier to reach.
This is a nice craft. The only issue is the fire guns button needs to be pressed with an index finger. You can't press it while gripping the flight controls. I would suggest using the Posed Grip Bindings for the cylinder grip instead.
+1@Zott That's correct, that's more or less a safety check to ensure you are uploading the right craft XML.
+1Unfortuantely it sounds like your files won't be recoverable, but you can try poking around in the documents folder for SP and see what's there. It looks like your last upload was with an Android device. You can find the SP docs folder generally around here:
android/data/com.jundroo.simpleplanes/files
Check the AircraftDesigns folder for any .xml or .bak files for stuff you may have been working on.
+1I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
+8I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
+1@Formula350 for scale, the new stock crafts are a good reference.
+1@LieutenantSOT yes, you can switch between cameras and what you are suggesting will work in VR.
+2@JohnnyBoythePilot no, it doesn’t need the mobile friendly tag, but it should have the VR tag, otherwise we might not see it.
+3This is a really cool build, the only issue is the steering wheel doesn't turn the vehicle in VR. I'm not sure why because when I press the analog stick roll left/right it the steering wheel responds. @WNP78 do you have any ideas?
Works well in VR. Only suggestion is it would be nice to have a throttle somewhere in the cockpit.
+4Green flair is for the Curator role that I added today.
+3@TheNightmareCompany Do you mean you are waiting for access to SPVR?
+1We are adding the ability to upload new craft xml to update your existing posts soon, so if you were interested in fixing, then that will hopefully make it a little easier. If you do decide to fix it, let me know and I’ll curate this post.
+1I tried this in VR and the only issue I had was the dummy would obstruct my view. Other than that, works well in VR.
This is a very nice build. I really like the cockpit. A couple of issues I noticed in VR is that the heading and throttle gauges z-fight with the dash and the flight stick is very sensitive at high speed. Also, I often blow myself up launching an inferno. Other than that, it's great.
+1Cool design. Unfortunately, the flight stick doesn't work in VR. Other than that, it's a nice build.
+3@GuyFolk I believe that would work. Tag me when you post it and I'll check it out.
@V Those are good tips. Thanks!
@ssenmodnar I don't have any specific tips for a prone-pilot aircraft, but if you build one, tag me in it.
@Default4 It performs okay, except I have trouble taking off because it wants to veer to the right on the runway. That might an issue with low-quality (mobile) physics messing with the wheels. Other small suggestions: A trim lever and a switch/lever for landing gear would be nice. The airspeed gauge isn't working. I think you may have selected Airspeed Face Type instead of the Airspeed Preset. I know it's confusing and we want to improve that. The airspeed gauge is also a little small and the fuel gauge is much bigger, which makes me think their sizes could be switched since airspeed is a little more important to be able to read quickly than fuel. Overall it's a nice build.
+3This allows you to download your craft's XML file.
Fun craft to fly in VR, but it is very sensitive on roll and pitch.
+1This is a nice build in VR. My only complaint is the dummy on the seat makes it a little hard to see as my view is always clipping through the dummy mesh. Other than that, it's a lot of fun to fly.
I tried it out on my Quest 2 and this is a great build for VR. The only issue I have is the landing gear jitter on low-quality (mobile) physics. We are investigating if there's anything we can do to help with this problem, but one workaround is to add some additional deadweight mass to the wheel assemblies.
+9@DrenasPort No, I can't pick up the harpoon. I can grab onto it, but I can't move it.
@Sergio666 You're welcome! Thanks for playing!
+1@KingOfTypos The complete version looks really nice! If you want me to test any in VR, just tag me on the post.
@AWESOMENESS360 I know and completely understand. I'm just trying to provide some advice to players on how things could be improved for VR since not many have access to SPVR yet. The craft is still flyable in VR but the small size does break the immersion a little. I think if the joystick, throttle, and seat were closer to 100% size and the cockpit was a little deeper on the y-axis (so the chair could be moved down a bit) it would be improved a lot for VR. These are just suggestions, so feel free to disregard. I'm just trying to help and I really appreciate you players who are taking the time to make amazing crafts in our game.
+2Please, only one tag is necessary. It is re-curated now.
It's a really nice build, but I'm just trying to provide some feedback for builders since not many have access to SPVR yet.
+1@LarryTad It's a new thing we are trying out to create a list of crafts that will be available for SPVR. I have un-curated this so you can edit it. Tag me when you are done and I'll re-curate it.
This is such a great build but unfortunately, the cockpit looks quite small in VR. The seat of the chair is about at my navel. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The gauges are a bit small and hard to read in VR as well. If you ever make any adjustments to this craft and want me to check it out, please tag me on the new page.
@Ahtzee Sounds great. I'd love to curate this craft for VR, but I can't unless the landing gear are more stable. They jitter immediately on the runway on low physics for mobile devices. Unfortunately, there's no way to see how it looks on Windows as low physics on desktop works a bit differently.
@Falkenwut It's tough to know how things will look unless you strap on a VR headset, so that's why I'm trying to help give players feedback because not many have access to SPVR yet. I will make a post sometime soon with some general tips on making a cockpit feel comfortable in VR.
+2@Falkenwut I would think if you were laying down they would be a little harder to reach than they are now.
+1Great craft for flying in VR. The only problem is the wheels glitch around a lot because the Quest uses (mobile) low-quality physics. If you added some dead weight to the wheel assemblies it would probably improve quite a bit. Otherwise, very nice build. If you reupload, tag me.
Target acquired. Maximum force applied. Waiting for further briefing. Very cool craft, but unfortunately it blows up on (mobile) Low Physics, which is what the Quest uses. I was able to get it running in slow-mo and check it out. Nice build.
+4Some suggestions for VR: The cockpit feels very large in VR and the flight stick is very sensitive. Also, the tooltips for buttons are a great place to explain what they do.
The throttle and flight stick is a bit hard to reach but other than that it's a very cool craft to fly in VR.
+1Very nice craft and really fun to fly in VR. The only thing I noticed is the gauges are a bit small.
+1Really nice build. Very fun to fly in VR. My only suggestion is the cockpit camera is a little too low.
+1Very cool idea and execution. I checked this out in VR and the grab points on the sail and rudder are too large and when I grab them my hand sinks inside of them, making them disappear. Other than that it's really cool.
+3This is a very nice build and I enjoyed trying it out tonight. I do have some suggestions that might improve it for VR. The cockpit is too small and it looks like the seat has been scaled down to 70%. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The button layout is really cool, but unfortunately, it's a little dense in front of the throttle and it can be hard to be accurately push those buttons. Also, tooltips on the buttons would be helpful for the pilot. Clever idea with the landing assist function.
+2I tried this in VR tonight. The flight stick is way too high and the seat is a little too tall. Looks like you scaled it vertically. Seats and flight controls should stay at 100% scale to look best in VR. Other than that, it's a nice build.
+2