1. The camera is too low
The ultimate height above the base of the seat is 0.75 metres.
The default camera heights above the seats in SP 1.11 are too low. For the basic seat it's 0.5 (which puts the seat parallel with your lap) and 0.625 for the advanced seat, which isn't bad, but it's still a bit low. Just be aware of that.
Currently we are curating crafts that have slightly low camera heights, but ones that are higher than lap height, we are not curating.
2. Controls are too far away
This is the number 1 issue which is stopping builds from being curated.
For reference, if you have a side stick or a side throttle, they should be about parallel with the front edge of the base of the seat. And if you have a centre joystick, maybe a little further away to allow full aft of the stick without it clipping through your body. Also, you need to be able to reach buttons on the control panel without stretching too much, so your panel should preferably be less than 0.8 metres from the back of the seat.
A big but less important issue
I've noticed that almost all crafts have their rudder pedals WAY too close, like, up closer than my knees. You'd be surprised how long the distance between your back and the tip of your feet are. It's more than half of your height.
I'm not going with a specific number for this one since there are a lot of different seating positions that make this variable change, but I would just suggest that the pedals are at least 0.5 forward of the front of the base of the seat (for tall seats), and maybe 0.9 if the seat is on the floor.
Rather close rudder pedals aren't Currently preventing curation, but it does affect the immersion and it would be nice if awareness of this was brought up.
One more note
If your craft has none of these issues and has a detailed, fully functioning cockpit and a lot of upvotes, but still hasn't been curated, it might be because of the method you used to make the yoke/joystick. Currently there is an issue in the beta where when multiple control bases are stacked, only one of the control bases is functional. So if you have a yoke that is floor mounted, and has one control base for the wheel and another for the pitch, if I grab hold of the wheel, I will only be able to control either roll or pitch, but not both at the same time.
This issue will be fixed by the time SPVR is released, but currently we're just holding back just in case. Hopefully in the next beta we can curate them :)
@jamesPLANESii do you use VR?
nice how all of these got solved
I (hopefully) don't have the "too far away" problem due to using blueprints to get the cockpit arrangement right(that and I'm trying really hard to get them working properly).
Also, please add the VR tag! We usually only look through that tag while curating. I do add the VR tag to some builds that don't already have it if I think a cockpit looks nice while I'm lurking on the website or playing on my phone.
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Yes we can edit tags
I was wondering how well stacked control bases would work, glad they're working to make that function well!
@Ariesthefurry it's coming out for quest Dec 17 on app lab
Nvm I just got informed of it sorry for bothering you.
Did spvr release on quest or not?
P.s. I can't check since my parents have my headset and phone
Also, for the love of God, PUT A THROTTLE LEVER IN CARS. Almost none of the cars on this website are curated because of that. We can't press the gas pedals!
Stacked control bases should work at the moment, unless you connect them through another part that has physics joints such as a rotator or detacher. But if you have an unbroken chain of ControlBases, it should work. Some on craft from 1.11 might not work if you load them into SPVR without going through the designer first but I'm looking into this.
@PioneerThe2nd, you have to have SPVR alpha and Vr tools. These curators curate VR objects and as such, they need the necessary tools.
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And also, @JamesPLANESii, you make a good tutor.