Nice craft. The VR experience for this craft could really be improved if the seats were moved back a bit and if the flight stick and throttles were 100% scale. If you make those tweaks, tag me on the post and I'll review it for curation.
Very cool build. I would love to curate, but the yoke and throttle are too large and my hands sink into them when using them. Other than that, it's very cool. If you are willing to make those tweaks, I'd be happy to curate it. Just tag me in the post.
Fun little build. I went ahead and curated this for VR, but the throttle is partially embedded in the panel on the left. Also, it gets really squirrely on takeoff.
@Bellcat XML updating is really just intended for small tweaks. If you're craft's appearance changes drastically you should probably just make a new post.
This is a really fun car in VR. I made some tweaks to make it a little easier in VR and uploaded as unlisted here. The steering wheel wasn't giving 100% throttle when pushed in and the camera was too far back. If you are okay with the tweaks, I could update your post's XML with those tweaks and curate this post. Would you be interested in that?
This is a fun craft for VR, but there are a few issues that are preventing me from curating it. One is the seat is too small and too high. If you can just nudge it down nearly to the floor and increase the scale a bit I think that would feel more immersive. Also, the plane is very touch with the flight stick. If you want to make those tweaks, tag me in the next upload and I'll check it out and see if I can curate it.
@Davis Your craft XML has been updated with the tweaks. Now that you are a silver, you can update your craft's XML if you ever want to make any tweaks.
This is a very cool craft. There were some issues I noticed in VR so I made a few tweaks and uploaded as unlisted here. I'd really like to curate this craft and if you are okay with my tweaks I would be happy to update the XML on this post. Or if you'd like to tweak my tweaks, I could use that instead. Would you be interested in either of those options?
Very cool craft and I'd be happy to curate this. The only issue I noticed in VR is that the ENG and FLT buttons in the cockpit don't activate the corresponding activation groups unless I am misunderstanding something.
Nice build. One thing that could improve the VR immersion is to add a fighter throttle part so VR players can adjust throttle without needing to use the analog stick on their controllers.
This is a really nice build, unfortunately, the throttle lever does not work in VR. I would be happy to curate this if you are able to fix that. If you tag me on the post I'll fix it. Also, I plan to extend the update XML feature to silver players here in the next few days so if you wanted to you could update this post with the new XML.
I've seen a lot of confusion amongst players (and even devs) about the difference between a Quest Store app and an App Lab app. The only real difference between the two is that the store page for an App Lab app is unlisted. They both have a store page on the Oculus Quest Store and they both must pass the Oculus review process. No need to sideload or anything.
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There's no way for small indie game devs to get a public page on the Quest Store at launch. We have to spend some time in App Lab and prove that players enjoy the game before Oculus will consider making our page public and promoting us to a fully visible Quest Store app. The review process for a Store app is slightly more stringent than App Lab, but we have already implemented those requirements because we are hoping they will promote SPVR at some point.
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Since the store page for SPVR will be unlisted at launch, you will need a direct link to get to it. We'll be posting links all over the place when it's available. We will also have a page on SideQuest with a link that will take you to the SPVR store page on the Quest store.
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Clear as mud?
@Neruneten21 I would recommend the Oculus Quest 2. It can play games from the Quest store or you can connect it to a PC and play PCVR games through Steam / Oculus. It also has really good inside-out tracking so you don't need external sensors placed around your room. And at $299 USD, it's relatively cheap compared to other headsets.
@Chillybaconface I have updated the craft XML for this post so now the yoke responds to interaction in VR. If you find any issues with the changes, it's easy to roll it back to the previous version, just let me know.
This is a great build. Unfortunately, the yoke setup doesn't work in VR, but I have a fix for it here. Would you mind if I updated your post with the new XML?
Very nice craft and would work well in VR with a few small tweaks. It is using an old cockpit part as the primary cockpit. We added the new flight computer part so you can use that as a primary cockpit now and tuck it out of sight. Also, there is a fuselage on the seat which partially obstructs the view in VR. Last, it would be nice if there was a switch in the cockpit to start the engines. There might be, there are several switches, but none of them had tooltips so I wasn't sure what any of them did.
@soldier289 For reference, pull out a new seat from the part list and see how the camera is positioned relative to the seat. I plan to open up updating XML to gold users soon, so if you wanted to make a tweak like that it would be very easy to just upload the new XML to this post.
@LonelySea22 With VR, I can move my head around and look through the gun sight. It's a cool feature. The VR camera starts where you have positioned the camera. The camera part in your build here is positioned too low and too far back. For a reference, pull out a new seat from the part list and you can see how the camera is positioned relative to the seat.
You fixed the problem with water in the cockpit, but now the seat is actually a little too far forward and the flight stick intersects the seat when in use. Also the camera is a little too far back relative to the seat. I still curated it, but those could improve the VR experience.
It's better but the camera is too far back in the seat and should be moved forward. The seat and throttle could also still be moved forward just a little bit. The flight stick also might work a little better if it was slightly shorter.
Nice craft. The VR experience for this craft could really be improved if the seats were moved back a bit and if the flight stick and throttles were 100% scale. If you make those tweaks, tag me on the post and I'll review it for curation.
@Falkenwut yes, if you attach a cylinder grip to what you already have it should work.
+2@ReinMcDeer Yes, the URL ID will need to match this post, so you'll need to make sure it says:
url="c5cS78"
+1Okay, thanks! I’ll check it out later today.
@FlyingPatriot Ideally, flight controls and seats should remain at 100% scale to feel best in VR. I have some other tips here.
+1Very nice build! The cockpit is borderline too small in VR, but I went ahead and curated it for VR because it is still very usable and a lot of fun.
+9Very cool build. I would love to curate, but the yoke and throttle are too large and my hands sink into them when using them. Other than that, it's very cool. If you are willing to make those tweaks, I'd be happy to curate it. Just tag me in the post.
+2Fun little build. I went ahead and curated this for VR, but the throttle is partially embedded in the panel on the left. Also, it gets really squirrely on takeoff.
@Falkenwut No, the trim is not interactable. Everything else is fantastic though. Very nice build!
+1@Bellcat XML updating is really just intended for small tweaks. If you're craft's appearance changes drastically you should probably just make a new post.
@Sm10684 random
+1The camera position is very hard to get right without viewing it in VR. XML has been updated.
+2XML for this post has been updated with the XML from your unlisted post.
+1This is a really fun car in VR. I made some tweaks to make it a little easier in VR and uploaded as unlisted here. The steering wheel wasn't giving 100% throttle when pushed in and the camera was too far back. If you are okay with the tweaks, I could update your post's XML with those tweaks and curate this post. Would you be interested in that?
+3This is a fun craft for VR, but there are a few issues that are preventing me from curating it. One is the seat is too small and too high. If you can just nudge it down nearly to the floor and increase the scale a bit I think that would feel more immersive. Also, the plane is very touch with the flight stick. If you want to make those tweaks, tag me in the next upload and I'll check it out and see if I can curate it.
+1@Flask correct, you will be able to get it from the Quest store.
+2@AWESOMENESS360 Once it's curated the title and description can't be changed, so we should probably change that beforehand.
This feels pretty good to me in VR. Thanks for making the tweaks, we appreciate it! Let me know when you're ready for me to curate this post.
+2Yes, but you'll also need to edit the URL parameter in the XML. If you tag me in the unlisted post I can swap the XML for you on this post.
@Kieks123 yes, we added a new in-game airplane browser so you can download airplanes right from within the game.
+2@Davis Your craft XML has been updated with the tweaks. Now that you are a silver, you can update your craft's XML if you ever want to make any tweaks.
@EchoWhiskey11 If you decide to fix the buttons you could update your XML on this post and tag me and I'll mark it as curated.
@BsetAutomotiveFan2022 Curate means the craft will show up for players when they are browsing for airplanes to download in SimplePlanes VR.
This is a very cool craft. There were some issues I noticed in VR so I made a few tweaks and uploaded as unlisted here. I'd really like to curate this craft and if you are okay with my tweaks I would be happy to update the XML on this post. Or if you'd like to tweak my tweaks, I could use that instead. Would you be interested in either of those options?
Very cool craft and I'd be happy to curate this. The only issue I noticed in VR is that the ENG and FLT buttons in the cockpit don't activate the corresponding activation groups unless I am misunderstanding something.
+1@LarryTad sure you can tag me.
Nice build. One thing that could improve the VR immersion is to add a fighter throttle part so VR players can adjust throttle without needing to use the analog stick on their controllers.
+3This is a really nice build, unfortunately, the throttle lever does not work in VR. I would be happy to curate this if you are able to fix that. If you tag me on the post I'll fix it. Also, I plan to extend the update XML feature to silver players here in the next few days so if you wanted to you could update this post with the new XML.
Merch store is here.
There's a bug in the current beta on Steam. We should have a fix out sometime today.
+6@DESMONTHEWOLFIE $9.99 USD
+2I've seen a lot of confusion amongst players (and even devs) about the difference between a Quest Store app and an App Lab app. The only real difference between the two is that the store page for an App Lab app is unlisted. They both have a store page on the Oculus Quest Store and they both must pass the Oculus review process. No need to sideload or anything.
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There's no way for small indie game devs to get a public page on the Quest Store at launch. We have to spend some time in App Lab and prove that players enjoy the game before Oculus will consider making our page public and promoting us to a fully visible Quest Store app. The review process for a Store app is slightly more stringent than App Lab, but we have already implemented those requirements because we are hoping they will promote SPVR at some point.
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Since the store page for SPVR will be unlisted at launch, you will need a direct link to get to it. We'll be posting links all over the place when it's available. We will also have a page on SideQuest with a link that will take you to the SPVR store page on the Quest store.
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Clear as mud?
@Gudboyyy Yes, that will be one way to get there and we will post links all over the website as well.
+1@Neruneten21 I would recommend the Oculus Quest 2. It can play games from the Quest store or you can connect it to a PC and play PCVR games through Steam / Oculus. It also has really good inside-out tracking so you don't need external sensors placed around your room. And at $299 USD, it's relatively cheap compared to other headsets.
+1@Chillybaconface I have updated the craft XML for this post so now the yoke responds to interaction in VR. If you find any issues with the changes, it's easy to roll it back to the previous version, just let me know.
Tag me in the post and I’ll test it on my Quest 2.
This is a great build. Unfortunately, the yoke setup doesn't work in VR, but I have a fix for it here. Would you mind if I updated your post with the new XML?
+1@X4JB That's fine to still make a separate post for minor improvements as that is how the community has always worked in the past.
+4Please let me know if you encounter any issues with the new feature.
@EngineerOtaku yep, that's exactly how the new Update XML page works.
+1Very nice craft and would work well in VR with a few small tweaks. It is using an old cockpit part as the primary cockpit. We added the new flight computer part so you can use that as a primary cockpit now and tuck it out of sight. Also, there is a fuselage on the seat which partially obstructs the view in VR. Last, it would be nice if there was a switch in the cockpit to start the engines. There might be, there are several switches, but none of them had tooltips so I wasn't sure what any of them did.
+1Great build and I would love to curate this, but it is very hard to fly because the flight stick is very sensitive and difficult to maintain control.
+1@soldier289 For reference, pull out a new seat from the part list and see how the camera is positioned relative to the seat. I plan to open up updating XML to gold users soon, so if you wanted to make a tweak like that it would be very easy to just upload the new XML to this post.
+2@LonelySea22 With VR, I can move my head around and look through the gun sight. It's a cool feature. The VR camera starts where you have positioned the camera. The camera part in your build here is positioned too low and too far back. For a reference, pull out a new seat from the part list and you can see how the camera is positioned relative to the seat.
You fixed the problem with water in the cockpit, but now the seat is actually a little too far forward and the flight stick intersects the seat when in use. Also the camera is a little too far back relative to the seat. I still curated it, but those could improve the VR experience.
Yep, good enough.
+2Looks good. Curated.
+5Really cool craft. Only issue in VR is the camera is a bit too low in the seat.
+3It's better but the camera is too far back in the seat and should be moved forward. The seat and throttle could also still be moved forward just a little bit. The flight stick also might work a little better if it was slightly shorter.
Cool cockpit. Unfortunately, the flight stick setup doesn't move on the pitch axis when grabbed in VR.