@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.
Suggestions for VR: The cockpit camera might be a little too far back. There are some labels that are floating above the surface underneath. The flight stick is very touchy at high speeds. Other than that it's a really nice build for VR.
Suggestions for VR: The cockpit camera is positioned too far back and a little low. The throttle might be a tad too far forward. The airspeed indicator doesn't appear to work correctly but could probably be fixed by changing it to the Speed 600 Gauge Type. Would be nice to have a switch for landing gear in the cockpit and any other functions it has.
The cockpit feels pretty good in VR. The wheels struggle with (mobile) low physics, which is what the Quest uses. This could probably be improved by adding some dead weight to the wheel assemblies. Tag me if you reupload.
Suggestions for VR: Throttle is positioned too far forward. Some labels are floating above the surface underneath. The flight stick is a bit too tall. Other than that, it's a nice build and fun to fly.
I played around with this in VR tonight. It's FAST. I was able to take out the destroyers and carriers with no problem. Couldn't quite land on the carrier as it was sinking, but gave it my best shot. Suggestions for VR: At those high speeds it's very touchy on the flight stick, but that is somewhat expected. Also, the camera is positioned a bit too far back in the seat and I need to recenter myself a bit to get it where I want it. Also, the gauges are not correctly configured. I think maybe you set the Gauge Face instead of the Gauge Type. It's confusing, but we plan to do something about that in v1.12. Tag me if you re-upload a new one.
It looks like you scaled the seat down to 60%. I would definitely recommend keeping the seat and controls at 100% scale. Anything smaller feels off in VR.
I tried this in VR and the seat and controls are a bit small. Also, the flight stick is very sensitive and gives max roll and pitch within about an inch of movement. Other than that, nice build!
Very cool build, but one thing I noticed while trying this in VR is that the cockpit is very big. I'm able to comfortably stand up in the cockpit without hitting my head on the canopy.
Very nice tanker, but the landing gear bounce around a lot on low physics on mobile and Quest. This can be fixed by adding about 500lbs+ of dead weight to the wheel assemblies.
@jamesPLANESii 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.
@jamesPLANESii I have a service running that downloads all planes to calculate a "performance cost." We haven't published it yet, but the idea is that performance cost will give a better idea than part count in terms of how well a craft will perform.
Thanks for letting us know. I have bought a (used) Chromebook that reproduces the issue and we will investigate and see if there's anything we can do to fix the issue. It's difficult when platforms have a sliding window of supported devices, but we'll see what we can do.
I'm not able to reproduce this. I just verified in a test case that the publish date and created date are both updated to the time at which the publish job finishes publishing the post. How long did you wait before checking those lists? Did you ensure that the "publishing" label under the post's title was gone? If it wasn't in a subscriber's jet stream, then that indicates to me that it had not finished publishing yet.
Is it failing to start on your Chromebook? We've had several reports of players that are unable to play on a Chromebook after the v1.11 update. We are investigating the issue, but unfortunately, we are not sure if SP will be supported on some Chromebooks in the future.
We released 1.11.106 today on Google Play. I imagine it will crash on startup as well, but it might be worth trying to see if it behaves any differently.
@Default4 Sorry for the continuous back and forth without any answers, but we don't have a Chromebook here at the office to investigate this issue. I am curious though, when you installed the old version of SimplePlanes, did the folder and log file appear?
@Default4 Sounds like SimplePlanes is crashing because it can't write to your device. Can you try checking the app permissions for SimplePlanes? I'm not sure if this article is still relevant.
@Default4 I understand, but hopefully whatever errors it encounters will be written to the log file. So be sure to let it run and crash before grabbing the log file, if you can find it.
@Default4 This is due to Google's new privacy changes. Do you have a PC? If so you can connect it and view the files using Windows Explorer. If not, try one of the apps listed here. Ensure that you grab the player.log.txt file after running the game at least once.
@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.
+2Suggestions for VR: The cockpit camera might be a little too far back. There are some labels that are floating above the surface underneath. The flight stick is very touchy at high speeds. Other than that it's a really nice build for VR.
+1Suggestions for VR: The cockpit camera is positioned too far back and a little low. The throttle might be a tad too far forward. The airspeed indicator doesn't appear to work correctly but could probably be fixed by changing it to the Speed 600 Gauge Type. Would be nice to have a switch for landing gear in the cockpit and any other functions it has.
+1The cockpit feels pretty good in VR. The wheels struggle with (mobile) low physics, which is what the Quest uses. This could probably be improved by adding some dead weight to the wheel assemblies. Tag me if you reupload.
Suggestions for VR: Throttle is positioned too far forward. Some labels are floating above the surface underneath. The flight stick is a bit too tall. Other than that, it's a nice build and fun to fly.
+1I played around with this in VR tonight. It's FAST. I was able to take out the destroyers and carriers with no problem. Couldn't quite land on the carrier as it was sinking, but gave it my best shot. Suggestions for VR: At those high speeds it's very touchy on the flight stick, but that is somewhat expected. Also, the camera is positioned a bit too far back in the seat and I need to recenter myself a bit to get it where I want it. Also, the gauges are not correctly configured. I think maybe you set the Gauge Face instead of the Gauge Type. It's confusing, but we plan to do something about that in v1.12. Tag me if you re-upload a new one.
It looks like you scaled the seat down to 60%. I would definitely recommend keeping the seat and controls at 100% scale. Anything smaller feels off in VR.
+1I tried this in VR and the seat and controls are a bit small. Also, the flight stick is very sensitive and gives max roll and pitch within about an inch of movement. Other than that, nice build!
+1Very cool build, but one thing I noticed while trying this in VR is that the cockpit is very big. I'm able to comfortably stand up in the cockpit without hitting my head on the canopy.
+5Very nice tanker, but the landing gear bounce around a lot on low physics on mobile and Quest. This can be fixed by adding about 500lbs+ of dead weight to the wheel assemblies.
Very cool, but the cockpit camera is too far back and too low in VR.
+5Nice plane. I tried it in VR and the only problem I have is the cockpit camera is too low and too far back. I can't reach any of the controls.
+2@Sjwnwbwnjwjwjjw that’s the thing, in VR I will put it on myself.
+2We need a jetpack for VR!
+15@Default4 sure thing. Thanks!
+2@Default4 I really appreciate that. I'm not sure if we can fix it, but we'll give it an honest effort.
+1@jamesPLANESii 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.
+2@jamesPLANESii I have a service running that downloads all planes to calculate a "performance cost." We haven't published it yet, but the idea is that performance cost will give a better idea than part count in terms of how well a craft will perform.
+4Thanks for letting us know. I have bought a (used) Chromebook that reproduces the issue and we will investigate and see if there's anything we can do to fix the issue. It's difficult when platforms have a sliding window of supported devices, but we'll see what we can do.
+2@jamesPLANESii I was able to confirm this was an error with our publish job. Sorry for the inconvenience. I'll think about how we can improve this.
+4I can check the error log. Do you remember about when you published it?
I'm not able to reproduce this. I just verified in a test case that the publish date and created date are both updated to the time at which the publish job finishes publishing the post. How long did you wait before checking those lists? Did you ensure that the "publishing" label under the post's title was gone? If it wasn't in a subscriber's jet stream, then that indicates to me that it had not finished publishing yet.
@LarryTad Google Play
Is it failing to start on your Chromebook? We've had several reports of players that are unable to play on a Chromebook after the v1.11 update. We are investigating the issue, but unfortunately, we are not sure if SP will be supported on some Chromebooks in the future.
@KnightOfRen What are the specs on your Chromebook? What kind of CPU?
The update may be delayed on the Amazon App Store, but should be available tomorrow.
We released 1.11.106 today on Google Play. I imagine it will crash on startup as well, but it might be worth trying to see if it behaves any differently.
SimplePlanes VR is coming to Steam and Oculus Quest this year. If you want to know when it’s released, you can wishlist SPVR on Steam here.
@Default4 Sorry for the continuous back and forth without any answers, but we don't have a Chromebook here at the office to investigate this issue. I am curious though, when you installed the old version of SimplePlanes, did the folder and log file appear?
\Android\data\com.jundroo.SimplePlanes\files\Player.log.txt
@Default4 Sounds like SimplePlanes is crashing because it can't write to your device. Can you try checking the app permissions for SimplePlanes? I'm not sure if this article is still relevant.
@Default4 I understand, but hopefully whatever errors it encounters will be written to the log file. So be sure to let it run and crash before grabbing the log file, if you can find it.
@Default4 This is due to Google's new privacy changes. Do you have a PC? If so you can connect it and view the files using Windows Explorer. If not, try one of the apps listed here. Ensure that you grab the player.log.txt file after running the game at least once.