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SPVR - Fuselage Slice

Dev WNP78  3 months ago

The Cool Attention Grabbing Screenshot

Cool huh?

The Rambling Preamble

With the upcoming SPVR game and SP 1.11 update, there's obviously a large focus on getting better cockpits to inhabit in the virtual realm, and the greater demands of VR rendering means we need to be careful with our part counts. It's been obvious for a long time that people want a better way to have holes in their fuselages for cockpits, bomb bays, landing gear bays, et cetera.

Lots of people have asked for the ability to "subtract" a hole from another fuselage, leaving a hole in it's place. This is a bit far fetched - it would be very complex in terms of the actual algorithm, and it would be difficult to get the collision geometry right. On the other hand, a very very common request is a half or quarter fuselage part. That sounds pretty simple, we could just start with half a block and change all the fuselage code to not care that half of it is missing. But it would be very restrictive in the actual kind of hole you could make in your planes. It wouldn't quite be good enough.

I've implemented what I hope is a strong mix of the two, somewhere between them. It slices the fuselage mesh up, deleting everything above the slice. This is like the mesh subtraction idea, but it's much simpler to write because you only have to consider the intersection with a flat, infinite planar surface. In addition, the use of VR APIs means we've upgraded to Unity 2020, which has some new tools like the Burst compiler - which this has been written to specifically leverage for extra speed. (Though it's only load-time speed so it's not that apparent)

The Actual Feature

What you'll see added to the game is a "Vertical Fill" slider in the fuselage section editor, alongside the width, height and corner type attributes. At it's default value of 100%, the entire fuselage is shown and no cutting is done. You can lower the fill on each end of the fuselage to provide a sloped cut, or set them to the same value for a flat cut. The fill is as a proportion of the fuselage's height, so connected fuselages with the same settings will match up on their faces. I think it's best illustrated with this little GIF:


As that demonstrates, it's particularly useful when combined with the hollow fuselage part. We do also plan to add a hollow glass fuselage part when we get around to it, so you can get the full benefit of that and use it to make a custom canopy too. Of course, it works on all the other fuselage types too, not just hollow. Hollow is just the coolest.

Just Plain (Plane) Flexing

Now it's show-off time, here's a super quick Cessna hull I made in 22 parts:

rip paneling lmao

Maybe I'll finish it one day, take it flying in my headset. I'm more excited about this Westland Lynx (AH.7) I've been working on in my spare time to really push this feature to see what it can do:

lynx best helicopter, fight me

Just the main hull so far, but hey, it's only 50 parts! That's a real strength of this feature, I think it's really going to help people get their part counts down. Kevin has also been using the feature for new versions of the stock crafts, and he had this to say about it:

yes he said i could put this here

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    Dev WNP78

    - 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.

    Pinned 3 months ago
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    Dev WNP78

    Thanks to @pedro16797 for helping with the thumbnail, though I chose not to use the alternative version that Andrew suggested he make.

    Pinned 3 months ago
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    Dev WNP78

    @Airwarrior in the trailer

    one month ago
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    Where's the helicopter W N P 7 8

    one month ago
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    34.7k AdlerSteiner

    still amazes me of how consistent this game's update is. love you still sp

    one month ago
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    My name is Kevin but not some special kevin and idk if it's me or every one of you see this two new messages saying they want to call someone the devil by I've commented a lot of cool parts and @wnp78 it would be nice to add them and also pls fix the autopilot

    one month ago
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    3,412 Oxyea

    Eventually, Jundroo updates the right stuff for SP

    +1 one month ago
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    bomb bays would be easier, just add a rotator and a part on the hinge, and we are done, panelling increases part count and i run mobile, and we know what happens...

    +1 one month ago
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    @WNP78 Could we please have like 6 sided fuselage blocks like you could edit each side like the top and bottom, left, right, front and back please? :)

    +1 2 months ago
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    10.2k TheGliderGuy

    Sir @WNP78 .
    Mabye is smart to also make hollow glas fuselage so we can make it look like you have glas around you instead of disappearing ? Sorry for not saying this before.

    +1 2 months ago
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    my question is absurd because I am not aware, but the update will be for the traditional simpleplanes, or it will only be something special from SPVR, (sorry for my English)

    2 months ago
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    2,346 Formula350

    @Robertguerra2 It's best not to ask for Technical Support in a blog post (use the Forums for that). I'll still try to help quick, but I won't follow up here afterwards :P
    My guess is perhaps while playing, you accidentally clicked "Respawn Here" when you had crashed in the ocean.
    The best solution is to load in a plane, and then open the menu.
    Upper-left you'll see a Map Marker looking icon (upside down tear-drop shape); click that to open a menu where you can select where you spawn from
    Find "Wright Airport" in the list and click on that, then click "Okay".
    You now will be back at the airport runway and will continue to spawn there from now on (or until you change your spawn location again.)

    +1 2 months ago
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    @VolcanicAsh I thought because of the photo of the comment it might have been released.

    2 months ago
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    5,911 TheDesignate

    when do you add this feature ???!!

    +1 2 months ago
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    9,828 Johnnyynf

    maybe a cuttable glass holo fuselage?

    2 months ago
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    can someone please help me to understand why every time I spawn either the jets dont work or I spawn off the coast line far from the runway

    2 months ago
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    How do you download it?

    2 months ago
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    102k 1918

    I understand. Thank you.

    +1 3 months ago
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    Dev WNP78

    @1918 Not really, because I don't know what it will have changed to when we release.

    +2 3 months ago
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    102k 1918

    Can you please tell me the detailed Unity version?

    3 months ago
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    Hey I've been thinking, would you consider letting us slice the fuselage from both above and below? This would make it extremely easy to make decals that wrap around fuselage without needing to be paneled. It would def open up the feature for heaps more potential, could be even more awesome

    +6 3 months ago
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    This is litearly the best update ever im chimping out

    +1 3 months ago
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    I have a question.

    3 months ago
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    7,394 Grob0s0VBRa

    Spheres and Hemispheres don't have fuselage editor...

    +2 3 months ago
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    @LaBaguette that question is interesting and scary

    3 months ago
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