Dev AndrewGarrison Comments

  • F-47.2 3.6 years ago

    If you can move the seat and controls forward a bit that would improve this craft in VR.

  • RX-45 3.6 years ago

    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.

    +2
  • SBP-4 Pelican 3.6 years ago

    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.

    +2
  • Savoia S.21 (Porco Rosso -Studio Ghibli) 3.6 years ago

    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.

  • F-621 3.6 years ago

    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.

    +1
  • Covington F-88 Seeker 3.6 years ago

    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.

  • Hawker Hurricane Mk.I 3.6 years ago

    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
  • Curation and uploading new XML to your craft posts 3.6 years ago

    @Zott That's correct, that's more or less a safety check to ensure you are uploading the right craft XML.

    +1
  • My simple planes data are lost :( 3.6 years ago

    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.

    +1
  • So what's "Performance Cost" ? 3.6 years ago

    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.

    +8
  • What is "Performance cost"? 3.6 years ago

    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.

    +1
  • Curation and uploading new XML to your craft posts 3.6 years ago

    @Formula350 for scale, the new stock crafts are a good reference.

    +1
  • Tips for building for VR 3.6 years ago

    @LieutenantSOT yes, you can switch between cameras and what you are suggesting will work in VR.

    +2
  • Tips for building for VR 3.6 years ago

    @JohnnyBoythePilot no, it doesn’t need the mobile friendly tag, but it should have the VR tag, otherwise we might not see it.

    +3
  • NIKE ONE 2022 3.6 years ago

    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?

  • IndustriaAeronauticRomâna IAR-80B 3.6 years ago

    Works well in VR. Only suggestion is it would be nice to have a throttle somewhere in the cockpit.

    +4
  • WHY IS IT GREEN 3.6 years ago

    Green flair is for the Curator role that I added today.

    +3
  • Curation and uploading new XML to your craft posts 3.6 years ago

    @TheNightmareCompany Do you mean you are waiting for access to SPVR?

    +1
  • Bionic Model A 3.6 years ago

    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.

    +1
  • MDFC 1.11 Dragons fury 3.6 years ago

    I tried this in VR and the only issue I had was the dummy would obstruct my view. Other than that, works well in VR.

  • FS-01 3.6 years ago

    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.

    +1
  • Bionic Model A 3.6 years ago

    Cool design. Unfortunately, the flight stick doesn't work in VR. Other than that, it's a nice build.

    +3
  • Tips for building for VR 3.6 years ago

    @GuyFolk I believe that would work. Tag me when you post it and I'll check it out.

  • Tips for building for VR 3.6 years ago

    @V Those are good tips. Thanks!

  • Tips for building for VR 3.6 years ago

    @ssenmodnar I don't have any specific tips for a prone-pilot aircraft, but if you build one, tag me in it.

  • Vornier S1 3.6 years ago

    @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.

    +3
  • CZ-30B Skyblast 3.6 years ago

    Fun craft to fly in VR, but it is very sensitive on roll and pitch.

    +1
  • QAS T-35 Falcon 3.6 years ago

    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.

  • Sikorsky R4 3.6 years ago

    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
  • Boat 3.6 years ago

    @DrenasPort No, I can't pick up the harpoon. I can grab onto it, but I can't move it.

  • Mig-29 FULCRUM 3.6 years ago

    @Sergio666 You're welcome! Thanks for playing!

    +1
  • Supermarine Spitfire Mk.IXb [Simple] 3.6 years ago

    @KingOfTypos The complete version looks really nice! If you want me to test any in VR, just tag me on the post.

  • Convair F2Y ''SeaDart'' 3.6 years ago

    @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.

    +2
  • Messerschmitt BF-110E 3.6 years ago

    Please, only one tag is necessary. It is re-curated now.

  • JF-17 (MAF) 3.6 years ago

    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
  • Messerschmitt BF-110E 3.6 years ago

    @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.

  • Convair F2Y ''SeaDart'' 3.6 years ago

    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 AVR-100 v1.0 3.6 years ago

    @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.

  • A-8 Aquan D-3 3.6 years ago

    @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
  • Model 985-20 Arrow 3.6 years ago

    @Falkenwut I would think if you were laying down they would be a little harder to reach than they are now.

    +1
  • Ahtzee AVR-100 v1.0 3.6 years ago

    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.

  • Venusian UFO 3.6 years ago

    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.

    +4
  • PMI J-18 Black Mamba 3.6 years ago

    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.

  • Model 985-20 Arrow 3.6 years ago

    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.

    +1
  • Fiat CR.42 Falco (1.11) 3.6 years ago

    Very nice craft and really fun to fly in VR. The only thing I noticed is the gauges are a bit small.

    +1
  • Atlas 3.6 years ago

    Really nice build. Very fun to fly in VR. My only suggestion is the cockpit camera is a little too low.

    +1
  • Boat 3.6 years ago

    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.

    +3
  • Douglas A-4F Skyhawk 3.6 years ago

    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.

    +2
  • Beast Corp. Cutter V2 3.6 years ago

    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.

    +2