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 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
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.
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.
The most confusing thing there that warrants some explanation is the "Rotation Max" option at the bottom. It's a fairly advanced option that you shouldn't need to change much.
Its full name was "rotation max distance" and it's a property that affects how a motion controller in VR affects the rotation of the joint. For a control like a short sidestick, you would want most of the input to come from the angle the controller is held at, but a taller central control stick you would want to respond more to the position of your hand, as there is a lot of leverage. But if that was a 3-axis stick (with twisting for yaw), the yaw would be entirely based on the rotation of the controller.
So the ControlBase mixes the position and rotation of the hand based on how far away it is from the axis relative to the rotation max distance. Essentially, when the distance between the hand and the joint axis becomes smaller than rotationMaxDistance, rotation input will start being mixed in and will get stronger as you move towards the joint axis, until it is fully rotation based at the joint axis. Essentially, the effect of it is: Increasing the distance will make the control use more rotation input Decreasing the distance will make the control use more position input
I just saw this and I'm perplexed. It's like trying to intimidate your school by submitting a really nice poem to their literacy competition under a pseudonym. Even if somehow you intimidated the mods... you know the mods are the ones who pick which builds get featured, right?
FAQ:
- There is no precise release date, please don't ask for one, I don't know. The current published figure is some time this year.
- Yes it works on all parts that have the fuselage editor (includes glass, hollow, inlets, and cones)
- Currently the collisions are affected, but hollow fuselages are still do not have hollow collisions (except for selecting parts in the designer)
- Currently it only acts as a single cut, from the top edge of the fuselage and going down. Me and Kevin have been testing it and might add some more functionality in the future if we find it necessary (and have time)
- The feature will be available to everyone who owns an up-to-date version of SP, in the SP 1.11 update.
Also, a lot of new phones (including the Samsung A71) have 64-bit processors. This is the main reason mods were deprecated on mobile platforms - with the release of 64-bit phones, the Play store requires we support 64-bit devices, and the unity scripting backend we were using (Mono) did not support Arm64, so we had to change to a different system that unfortunately doesn't support loading code at runtime.
Are you opening a mod file on iOS in a text editor? The reason it isn't displaying anything meaningful is because the mod file is not text, hence the text editor makes no sense of it. In this case it's not to do with 64 vs 32 bit systems.
This is the same for and, ie if the first expression comes out as false, it knows the result will be false so doesn't waste time checking the second operand. The only other place similar behaviour place is observed is in the ternary operator - only the selected expression will be evaluated.
@Weebhater12 sorry but I can't see myself dropping my very exciting current projects to make a specific request for a player who just made an alt account to spam on the forums
@Weebhater12 idk, maybe when I get time to work instead of dealing with people on the forums who are annoyed because they don't like 1 of the 28 crafts on the home page and is now harassing volunteer moderators?
To the people reporting this - it's April 1st, it won't be up after April Fools, so stop filling up the mod queue pointlessly. Remember that one report is sufficient to alert the moderators, and I know you all know each other so it doesn't at all look suspicious when you report within 2 minutes of each other.
I presume the main thing you'd be after is glass, and also the smoothing feature I added at the same time which makes the shading of connected fuselages smoother.
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 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
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.
@Airwarrior in the trailer
@DanDaFreakinMan the quad copter is such a masterpiece it could never be replaced
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.@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.
@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.
@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)
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.
The most confusing thing there that warrants some explanation is the "Rotation Max" option at the bottom. It's a fairly advanced option that you shouldn't need to change much.
Its full name was "rotation max distance" and it's a property that affects how a motion controller in VR affects the rotation of the joint. For a control like a short sidestick, you would want most of the input to come from the angle the controller is held at, but a taller central control stick you would want to respond more to the position of your hand, as there is a lot of leverage. But if that was a 3-axis stick (with twisting for yaw), the yaw would be entirely based on the rotation of the controller.
So the ControlBase mixes the position and rotation of the hand based on how far away it is from the axis relative to the rotation max distance. Essentially, when the distance between the hand and the joint axis becomes smaller than rotationMaxDistance, rotation input will start being mixed in and will get stronger as you move towards the joint axis, until it is fully rotation based at the joint axis. Essentially, the effect of it is:
Increasing the distance will make the control use more rotation input
Decreasing the distance will make the control use more position input
I just saw this and I'm perplexed. It's like trying to intimidate your school by submitting a really nice poem to their literacy competition under a pseudonym. Even if somehow you intimidated the mods... you know the mods are the ones who pick which builds get featured, right?
I was the one showing off, but all credit goes to @weebabyseamus for this beautiful remodelling of the classic stock jet.
I was the one showing off, but all credit goes to @weebabyseamus for this beautiful remodelling of the classic stock helicopter.
If you take SPVR, take off the VR headset, and add keyboard controls, you have a game called SimplePlanes. You already have SimplePlanes, right now!
@letsgofast11 it's a pinned post, so it sticks at the top of all sections, including the forums, blog, tournaments, etc.
FAQ:
- There is no precise release date, please don't ask for one, I don't know. The current published figure is some time this year.
- Yes it works on all parts that have the fuselage editor (includes glass, hollow, inlets, and cones)
- Currently the collisions are affected, but hollow fuselages are still do not have hollow collisions (except for selecting parts in the designer)
- Currently it only acts as a single cut, from the top edge of the fuselage and going down. Me and Kevin have been testing it and might add some more functionality in the future if we find it necessary (and have time)
- The feature will be available to everyone who owns an up-to-date version of SP, in the SP 1.11 update.
@RC1138Boss yes, 1.11 will be in the base game on all currently supported platforms
@Kennneth it's designed for motion controllers, but there's nothing stopping you setting up keyboard controls if you want.
The suggestions post is here
@12705129 @Alanthelegendaryfighter please bicker somewhere that's not my comments section
that's called spam
Also, a lot of new phones (including the Samsung A71) have 64-bit processors. This is the main reason mods were deprecated on mobile platforms - with the release of 64-bit phones, the Play store requires we support 64-bit devices, and the unity scripting backend we were using (Mono) did not support Arm64, so we had to change to a different system that unfortunately doesn't support loading code at runtime.
Are you opening a mod file on iOS in a text editor? The reason it isn't displaying anything meaningful is because the mod file is not text, hence the text editor makes no sense of it. In this case it's not to do with 64 vs 32 bit systems.
You aren't, though
This is the same for and, ie if the first expression comes out as false, it knows the result will be false so doesn't waste time checking the second operand. The only other place similar behaviour place is observed is in the ternary operator - only the selected expression will be evaluated.
@Weebhater12 sorry but I can't see myself dropping my very exciting current projects to make a specific request for a player who just made an alt account to spam on the forums
@Weebhater12 idk, maybe when I get time to work instead of dealing with people on the forums who are annoyed because they don't like 1 of the 28 crafts on the home page and is now harassing volunteer moderators?
You know nobody cares about your childish outbursts. We can delete them all day.
@Mostly I think it was accidentally re-approved while we cleared out the mod queue
@Cream not while I'm busy removing your fake entries :P
Been a while, fancy seeing you back here
To the people reporting this - it's April 1st, it won't be up after April Fools, so stop filling up the mod queue pointlessly. Remember that one report is sufficient to alert the moderators, and I know you all know each other so it doesn't at all look suspicious when you report within 2 minutes of each other.
I removed this post because it is too far off-topic and not helpful.
I presume the main thing you'd be after is glass, and also the smoothing feature I added at the same time which makes the shading of connected fuselages smoother.
This post has been removed because it's not appropriate or relevant to SP