Most people don't like reading a wall of text, but uh, I'll try and explain.
1.11 has been out for over a year now, and I want to share my opinion on the main addition of the update that I'm probably largely responsible for being added: the ability to cut fuselages.
Before 1.11, building an aircraft with an interior was much harder. Getting realisticly thin walls and getting smooth curves on your plane without protrusions of blocks into your interior was extremely difficult. High detailed cockpits were mostly reserved for some of the most skilled builders on the site.
However, when this was done, because of the fundamentals on how paneling was done, more care was taken to get the shape of the aircraft realistic, especially considering you had to find cross-sections of the fuselage of your plane to get the shape right. Also the end result would be more room for small details and larger aircraft ended up having a higher polygon, smoother look, with shapes that blended much easier.
Now comes fuselage cutting. Now fuselage cutting is great don't get me wrong, I mean, it's great that the 20 hours we used to spend paneling a build has been reduced go about 2 hours of fuselage cutting... if you don't go into detail, but there's problems.
First thing, people have become lazy in the way they create their planes now. Especially with GA aircraft and airliners, people have been building their planes with only 1 layer of fuselage blocks vertically, and the cross-sections of aeroplanes seems to jave been completely forgotten about since 1.11. The number of cheek bones I've seen on aeroplanes and complete laziness around making the windscreens and cockpits of planes is kinda sad. It just makes plane look weird and I can't unsee them.
The next issue is that fuselage blocks only have 24 sides. This is a not-very-round shape, and is especially not-round when you get to airliner-sized aircraft. It's kinda sad seeing your windows cut in half by a clear polygon edge that you can't change the location of. It's also very annoying trying to make wings using fuselage cutting, because in the end you have a rear half of your wing that has only like 3 stupendous polygons and it's really obvious and looks terrible. It has potential, but in the end it just looks bad because of fuselage blocks.
Another thing that's kinda dumb but not related to fuselage cutting, but the number of polygons fuselages have, it's pretty lame and inefficient that fuselage blocks that are 5 metres in diameter have the exact same number of polygons as needle-sized fuselage blocks...
And the last annoying thing, that actually stops me from playing, is making smooth doors and windows, especially weird shaped ones, although they are now possible, they MAKE ME WANT TO DIE.
I am a perfectionist, and if something can be done in SP, I will probably try and do it. But doing a double-opening door on a part that has a different height on the front and rear, and tapers, and has a sideways door in the middle, and also has a circular top seriously draws the line.
ALL OF THESE PARTS HAS TO BE INDIVIDUALLY SIZED MANUALLY.
I have to calculate the correct run and size of the part for every single section and I have to do the sections for all of the curves. This jas taken me about 6 hours already, and I haven't even started the inside door yet. And most annoyingly, there is no fuselage divider in SP. It would be easier if I could just make 1 section of fuselage and slice it up to make more where the lines are on the blueprint, but if I could do that it would massively increase the part count etc.
Also making perfectly straight lines on wavy, weird shaped fuselages is also really annoying, as the fuselage fill is a slider with 1% increments, with no typable spots.
Doing the hinge line for the rudder on my C-46 took literally about 10 hours, because I had no easy mathematical way of telling how much I needed to cut the fuselage to make the line, and the tolerance of the regular cutting was massively too high. To make it straight, I had to place that really thin wing where I wanted to slice and through several minutes of trial and error, I will eventually get it in the spot that I needed.
Hollow fuselages have made building cockpits much easier... but they make adding accuracy significantly more time consuming than just taking short cuts. The lack of polygons of the circular and curved faces of fuselages also reduce the effectiveness of fuselage cutting, and, while cutting has enabled extreme detail, it hasn't made it any easier and it's painfully time consuming and actually makes me miss the days of paneling.
A second note. And a really important note at that. Especially for the devs.
Recently, the closed beta for the game Flyout has been released.
The discord server for the game is almost entirely made up of all the old-timer SP and SR2 players that you haven't seen in a few years. .
I've been asked to remove the advertisement explaining the game here, since, well, this is another game's forum and this game is still in closed testing; but I just want to stress to the devs, if they want to compete with this game, SP is kinda gonna need to be pretty much entirely remade. Particularly with the way fuselage blocks work. SP2 seriously needs to be put in development if it isn't already in it...
Anyway that's all.