My only other feedback would be to paint the inside face (Trim 1) of the glass a different material that has lower Smoothness, as the reflection from inside can be confusing and disorienting.
Thinking about it more I definitely think the best way to fix the first issue is just to set the ControlBase to act on Roll instead of Steering. The way you have it set up, Roll is the input from the user, and Steering is then the output to the wheel steering. The steering... thing... is more about input from the user.
Regarding what Andrew said, the issue is that you're assigning to the Steering variable both from the variable setters menu (which sets it based on Roll), and from the ControlBase. To ensure that the ControlBase always takes priority over the variable setter, you can open the extra menu on that variable setter and set the priority to be -1 so it is lower than the ControlBase's priority. This makes the steering work. Or, to do it more simply, you could just set the ControlBase to control Roll.
Also, you can tweak the triggers for acceleration and braking to take analog values from the controller instead of acting as switches by opening the relevant ControlBinding element in Overload and changing the controlPath from triggerPressed to just trigger, and setting asButton to false. This gets the analog value right from the controller though be aware that on some controllers this value might not get down to precisely zero, and instead is a very very small and fluctuating number when the trigger is not pressed, and this seems to confuse your power readout for some reason.
As said below the connections at the ControlBase need reworking so the user can move it in VR.
I tried out how it would be if you fixed the connections, and I get another issue - the piston when sideways is a pretty weak joint with a fair amount of flex. This isn't an issue normally but because of the way the control base works it actually leads to a feedback loop, where the back of the gun is always trying to match the position of the hand, but the flex in the piston joint causes it to spring a bit, which changes where the gun is trying to point, and it feeds back into itself. To fix that, you could either avoid using a piston and have rotators instead, or another way would be to actually have the gun be controlled by head movement. You can do that by setting the output variables of the camera on the chair, and then aiming the gun based on those variable names you set for the camera to output.
You also have both pitch and yaw on the gun set to "none" which then creates a variable called "none" and means that they are linked when you're not holding it, so it doesn't hold it's position when you let go, you could fix that by just setting them to different axis names.
It's a really neat effect, but it doesn't hold up too well when you get close, which is pretty essential in SP. It seems to consist of a stack of textured layers over the terrain, so it would still affect performance, especially when near it on high resolution displays (like VR). Also, did you really just make that account to upvote your own video?
@24terrycast there are some outputs from cockpit parts (even non main ones), accessible with the variable outputs button which is in the rotation sub-menu
@BellKitsu it's a gravatar identicon, we don't select profile images based on IP addresses. You can see in their documentation that it uses a cryptographic hash of the account email.
Yep there is a setting called fillCutFace which is true by default on everything but glass fuselage, since if you're doing a cockpit with it, you don't really want that bottom face.
@Zippy6 I'm guessing you're still on the public-test branch on steam. We're testing things with the VR alpha on there and it's not currently a stable experience as you can see, I'd recommend setting your beta to none.
More parts =/= good
Crafts with less parts run better, and allow more people to play with them, or to play on higher graphics settings. Also, your post has only been up for 8 hours, as opposed to the other one's 8 months. People are also more likely to go and upvote things that are new or unique instead of things that have been done before.
Another note is make sure everything has either a label or a tooltip, unless it's super obvious like the stick/throttle. This is something the stock aircraft need improving on. It's easy on PC to just press stuff and look at what happens to the craft, it's harder in VR if you can't see from in the cockpit.
@3 you should be able to access the steam forum once you're in the alpha. Or just select the playtest in your steam library, and click the "discussions" tab.
We're rolling out alpha access gradually so if you haven't been invited yet, it doesn't mean you've been rejected
I think we've mentioned before 1.12 is an update specifically for VR stuff so will not do much if you don't also have SPVR installed. Maybe some tweaks or fixes we find, but nothing big.
Just removing this to clear up the forums. The user's main account was banned, but if you need help from moderators, tag a moderator rather than making a forum post.
Just removing this to clear up the forums. The user's main account was banned, but if you need help it's better to just ping a mod than make a forum post.
Just removing this to clean up the forums list, if you need help it's best to just tag mods instead of making a forum.
Also "what does this mean for me" well just hit mark all read on your notifications and carry on with your life lol
@Ariesthefurry the caps lock is really not necessary, and the game is planned to release on native quest but we're not testing that as a part of this alpha, because we already have quest/quest 2 devices to test on
@RandomBuilder8732ALT you don't need to buy anything new to keep playing SimplePlanes. This is just for the VR version, which would require a VR headset anyway (which, I'm guessing costs more than your mouse)
Forums aren't for calling out individual users. If you want to settle the matter, ask a moderator on the airplane post. Uploading someone else's plane is okay only if you've made significant changes to the airplane.
@KyaRL there's no built in random number generator, you'll have to find a way to get random values from the environment or the craft, probably by taking some very precise measurement.
@elia The pigpen has a built-in fly-by-wire system that uses the new variables system to keep the plane stable. The acro switch just makes the plane less stable and able to do more acrobatics.
Quick explanation of switches and buttons with the variables system:
Switches and buttons for this purpose are basically functionally identical
When inputId is set to anything that isn't a default input, they will take both input and output from a variable of that name.
The value written to the variable is in outputValue, this is constant per-part.
You can change the way it interacts with the variable by the interactionType field:
Once - When the switch/button is clicked, it will assign outputValue to the variable for one frame, and then do nothing until it is released and clicked again.
Continuous - The variable will be written to with outputValue for every frame the switch/button is clicked. This is 1 by default.
Toggle - Similar to Once (only acts instantaneously when clicked) except if the variable is greater than zero when clicked, it will be set to zero. This provides simple toggling behaviour between 0 and outputValue.
Things to be aware of:
Using Continuous or Once, if you press the button once it will assign it's value to that variable. If nothing else is assigning to that variable, it will hold that value forever and won't return to zero.
To make it return to zero, you can add a line in the aircraft's variables list that writes a value of zero to the target variable with a lower priority (the number on the right of the row) than the button. This means that variable will always be set to zero except when the button or switch is overriding it with it's higher priority value.
The priority value of the button is zero by default (so to go lower you can have negative integers). However you can change this by putting a colon after the variable name, ex inputId = VariableName:5 writes with a priority of 5, which means that if there is another source (such as a line in the variables list), writing with a priority of less than 5, the button's value will prevail over the other value. This trick with the colon also works for ControlBase parts.
@WIZARD2017 In a typical VR setup you'll be holding a controller in each hand, each of which has a thumbstick. These are mapped like the touchscreen joysticks on mobile, so you always have pitch, roll, throttle and yaw within reach in addition to any interactable controls the player puts in their cockpit. Or, if you're playing on PCVR, you could plug in external rudder pedals.
@WIZARD2017
- Cylinder grip or any other grip is not essential for grabbing and moving parts connected directly to a ControlBase. Currently only the physics object directly connected to the ControlBase is grabbable but I hope to add stacking support in the future.
- Cylinder grip part essentially adds the grip visual to the hand when you hold it, so that the hand appears as it does in the designer when you select it.
- As such, two cylinder grips is absolutely fine.
@e_soup you might want to try restarting your phone or force stopping some google services and restarting it to get it to update, if you are already enrolled in the beta program.
They actually are supposed to persist, just don't due to a bug. They save whenever you tab away from the game or leave the designer (the same times the editor craft saves). However they only load when you open the blueprints panel, so if you exit the designer or tab out when you haven't opened the blueprints panel since opening the designer, it saves before it has loaded, which overwrites the save with a blank one. The fix for this will be coming along with 1.11. In the mean time, you can back up your configuration in the Blueprints/config.xml file in the save directory.
Some decent ideas but too late to be adding stuff right now. Also, it would require a release of the game to update them as fine tuner and overload are packaged with the stock game.
My only other feedback would be to paint the inside face (Trim 1) of the glass a different material that has lower Smoothness, as the reflection from inside can be confusing and disorienting.
Thinking about it more I definitely think the best way to fix the first issue is just to set the ControlBase to act on
Roll
instead ofSteering
. The way you have it set up, Roll is the input from the user, and Steering is then the output to the wheel steering. The steering... thing... is more about input from the user.Regarding what Andrew said, the issue is that you're assigning to the
Steering
variable both from the variable setters menu (which sets it based on Roll), and from the ControlBase. To ensure that the ControlBase always takes priority over the variable setter, you can open the extra menu on that variable setter and set the priority to be -1 so it is lower than the ControlBase's priority. This makes the steering work. Or, to do it more simply, you could just set the ControlBase to control Roll.Also, you can tweak the triggers for acceleration and braking to take analog values from the controller instead of acting as switches by opening the relevant ControlBinding element in Overload and changing the
controlPath
fromtriggerPressed
to justtrigger
, and settingasButton
tofalse
. This gets the analog value right from the controller though be aware that on some controllers this value might not get down to precisely zero, and instead is a very very small and fluctuating number when the trigger is not pressed, and this seems to confuse your power readout for some reason.Tips on getting it to work in VR:
It's a really neat effect, but it doesn't hold up too well when you get close, which is pretty essential in SP. It seems to consist of a stack of textured layers over the terrain, so it would still affect performance, especially when near it on high resolution displays (like VR). Also, did you really just make that account to upvote your own video?
+5the website server was probably just rebooting
+1@24terrycast there are some outputs from cockpit parts (even non main ones), accessible with the variable outputs button which is in the rotation sub-menu
@NewmanSTAR move off of the public-test channel on steam, we're doing stuff for the VR people mostly there so it's less stable releases.
@BellKitsu it's a gravatar identicon, we don't select profile images based on IP addresses. You can see in their documentation that it uses a cryptographic hash of the account email.
+1You need to turn on "show gravatar" in your account settings, or it defaults to this it seems
+4Yep there is a setting called
+2fillCutFace
which is true by default on everything but glass fuselage, since if you're doing a cockpit with it, you don't really want that bottom face.@Zippy6 I'm guessing you're still on the public-test branch on steam. We're testing things with the VR alpha on there and it's not currently a stable experience as you can see, I'd recommend setting your beta to none.
+2More parts =/= good
+21Crafts with less parts run better, and allow more people to play with them, or to play on higher graphics settings. Also, your post has only been up for 8 hours, as opposed to the other one's 8 months. People are also more likely to go and upvote things that are new or unique instead of things that have been done before.
@jamesPLANESii no clue
I removed the beta flag from it since we didn't add any more parts in the current 1.12 beta
Another note is make sure everything has either a label or a tooltip, unless it's super obvious like the stick/throttle. This is something the stock aircraft need improving on. It's easy on PC to just press stuff and look at what happens to the craft, it's harder in VR if you can't see from in the cockpit.
@3 the easy way should just be to select SPVR playtest in your steam library and press the "discussions" tab.
@3 yep, make sure you're signed into the steam account that you're in the alpha with when you go to that link
@3 you should be able to access the steam forum once you're in the alpha. Or just select the playtest in your steam library, and click the "discussions" tab.
Just some quick notes to be aware of:
I presume you deleted the post because you figured it out, but you just need to set the beta dropdown to "none" to get the current release branch.
Just removing this to clear up the forums. The user's main account was banned, but if you need help from moderators, tag a moderator rather than making a forum post.
+1Just removing this to clear up the forums. The user's main account was banned, but if you need help it's better to just ping a mod than make a forum post.
+1Just removing this to clean up the forums list, if you need help it's best to just tag mods instead of making a forum.
Also "what does this mean for me" well just hit mark all read on your notifications and carry on with your life lol
@Ariesthefurry the caps lock is really not necessary, and the game is planned to release on native quest but we're not testing that as a part of this alpha, because we already have quest/quest 2 devices to test on
@RandomBuilder8732ALT you don't need to buy anything new to keep playing SimplePlanes. This is just for the VR version, which would require a VR headset anyway (which, I'm guessing costs more than your mouse)
+1Forums aren't for calling out individual users. If you want to settle the matter, ask a moderator on the airplane post. Uploading someone else's plane is okay only if you've made significant changes to the airplane.
@KyaRL there's no built in random number generator, you'll have to find a way to get random values from the environment or the craft, probably by taking some very precise measurement.
@elia The pigpen has a built-in fly-by-wire system that uses the new variables system to keep the plane stable. The acro switch just makes the plane less stable and able to do more acrobatics.
https://www.simpleplanes.com/Blog/View/1449533/1-11-Beta-is-now-available
+4As described there, the 1.12 designation is part of the SPVR plan, and will essentially add integration with SPVR for those who have SPVR installed alongside SP.
@Airwarrior in the trailer
@DanDaFreakinMan the quad copter is such a masterpiece it could never be replaced
@asteroidbook345 no
+7There's a bug with switches and buttons on the Continuous interaction type, will be fixed next small patch
+2Edit: Patch should be out it's 1.11.105.0
Quick explanation of switches and buttons with the variables system:
inputId
is set to anything that isn't a default input, they will take both input and output from a variable of that name.outputValue
, this is constant per-part.interactionType
field:Once
- When the switch/button is clicked, it will assignoutputValue
to the variable for one frame, and then do nothing until it is released and clicked again.Continuous
- The variable will be written to withoutputValue
for every frame the switch/button is clicked. This is 1 by default.Toggle
- Similar to Once (only acts instantaneously when clicked) except if the variable is greater than zero when clicked, it will be set to zero. This provides simple toggling behaviour between 0 andoutputValue
.inputId
=VariableName:5
writes with a priority of 5, which means that if there is another source (such as a line in the variables list), writing with a priority of less than 5, the button's value will prevail over the other value. This trick with the colon also works for ControlBase parts.@LotusCarsSub please get back to us when food, water, houses, electricity, computers, and clothes are free.
+29@WIZARD2017 In a typical VR setup you'll be holding a controller in each hand, each of which has a thumbstick. These are mapped like the touchscreen joysticks on mobile, so you always have pitch, roll, throttle and yaw within reach in addition to any interactable controls the player puts in their cockpit. Or, if you're playing on PCVR, you could plug in external rudder pedals.
@WIZARD2017
- Cylinder grip or any other grip is not essential for grabbing and moving parts connected directly to a ControlBase. Currently only the physics object directly connected to the ControlBase is grabbable but I hope to add stacking support in the future.
- Cylinder grip part essentially adds the grip visual to the hand when you hold it, so that the hand appears as it does in the designer when you select it.
- As such, two cylinder grips is absolutely fine.
@e_soup you might want to try restarting your phone or force stopping some google services and restarting it to get it to update, if you are already enrolled in the beta program.
@poenix you could rename your cannons, too
@Justarandomuser2009 just use the very top toggle button in the gauge options, it will cycle through presets that will set it up for you.
@Deethebeast420 yeah i put it there
+5@SimplyPlain are you playing with the new stock jets or any other crafts with labels that contain funky trees expressions?
+2@rexzion Vertigo and Gator have also been fully remade and Kicking Fish got a new cockpit. Kevin is working on revamps of some other planes.
yes you don't this @SimpleHelper
+1@Type89igo you can find all the old stock aircraft in the posts of the @Jundroo account.
@Zue5s No, someone probably said it will be (when it's ready)
They actually are supposed to persist, just don't due to a bug. They save whenever you tab away from the game or leave the designer (the same times the editor craft saves). However they only load when you open the blueprints panel, so if you exit the designer or tab out when you haven't opened the blueprints panel since opening the designer, it saves before it has loaded, which overwrites the save with a blank one. The fix for this will be coming along with 1.11. In the mean time, you can back up your configuration in the
+5Blueprints/config.xml
file in the save directory.Some decent ideas but too late to be adding stuff right now. Also, it would require a release of the game to update them as fine tuner and overload are packaged with the stock game.