Very cool craft and I'd be happy to curate this. The only issue I noticed in VR is that the ENG and FLT buttons in the cockpit don't activate the corresponding activation groups unless I am misunderstanding something.
Nice build. One thing that could improve the VR immersion is to add a fighter throttle part so VR players can adjust throttle without needing to use the analog stick on their controllers.
This is a really nice build, unfortunately, the throttle lever does not work in VR. I would be happy to curate this if you are able to fix that. If you tag me on the post I'll fix it. Also, I plan to extend the update XML feature to silver players here in the next few days so if you wanted to you could update this post with the new XML.
I've seen a lot of confusion amongst players (and even devs) about the difference between a Quest Store app and an App Lab app. The only real difference between the two is that the store page for an App Lab app is unlisted. They both have a store page on the Oculus Quest Store and they both must pass the Oculus review process. No need to sideload or anything.
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There's no way for small indie game devs to get a public page on the Quest Store at launch. We have to spend some time in App Lab and prove that players enjoy the game before Oculus will consider making our page public and promoting us to a fully visible Quest Store app. The review process for a Store app is slightly more stringent than App Lab, but we have already implemented those requirements because we are hoping they will promote SPVR at some point.
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Since the store page for SPVR will be unlisted at launch, you will need a direct link to get to it. We'll be posting links all over the place when it's available. We will also have a page on SideQuest with a link that will take you to the SPVR store page on the Quest store.
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Clear as mud?
@Neruneten21 I would recommend the Oculus Quest 2. It can play games from the Quest store or you can connect it to a PC and play PCVR games through Steam / Oculus. It also has really good inside-out tracking so you don't need external sensors placed around your room. And at $299 USD, it's relatively cheap compared to other headsets.
@Chillybaconface I have updated the craft XML for this post so now the yoke responds to interaction in VR. If you find any issues with the changes, it's easy to roll it back to the previous version, just let me know.
This is a great build. Unfortunately, the yoke setup doesn't work in VR, but I have a fix for it here. Would you mind if I updated your post with the new XML?
Very nice craft and would work well in VR with a few small tweaks. It is using an old cockpit part as the primary cockpit. We added the new flight computer part so you can use that as a primary cockpit now and tuck it out of sight. Also, there is a fuselage on the seat which partially obstructs the view in VR. Last, it would be nice if there was a switch in the cockpit to start the engines. There might be, there are several switches, but none of them had tooltips so I wasn't sure what any of them did.
@soldier289 For reference, pull out a new seat from the part list and see how the camera is positioned relative to the seat. I plan to open up updating XML to gold users soon, so if you wanted to make a tweak like that it would be very easy to just upload the new XML to this post.
@LonelySea22 With VR, I can move my head around and look through the gun sight. It's a cool feature. The VR camera starts where you have positioned the camera. The camera part in your build here is positioned too low and too far back. For a reference, pull out a new seat from the part list and you can see how the camera is positioned relative to the seat.
You fixed the problem with water in the cockpit, but now the seat is actually a little too far forward and the flight stick intersects the seat when in use. Also the camera is a little too far back relative to the seat. I still curated it, but those could improve the VR experience.
It's better but the camera is too far back in the seat and should be moved forward. The seat and throttle could also still be moved forward just a little bit. The flight stick also might work a little better if it was slightly shorter.
Some suggestions for VR: The seat is too far back and I can't reach any of the buttons in VR. The throttle and flight stick are a little too far forward in relation to seat. The HUD looks very cool. I think the attitude indicator might be rotating backward. Very cool craft and if you make a new post with the seat and controls moved forward then I'll look at again for curation.
This is a good build, but I did notice some issues in VR. The airplane is very hard for me to take off on low physics. If I don't hit the throttle immediately on entering the level, the plane will rock back and flip over. If I hit the throttle too aggressively then it will nose dive. If I can keep it level, then I can get up to speed, but I have to retract the gear to take off. The gunner doesn't rotate in VR unfortunately. I do really enjoy it while in the air, but it's just a little too difficult to take off for me to curate as is. If you make a new build, tag me in the post and I'll check it out for curation.
This is a good build. Some issues for VR: The plane sits so low that you can see the water from inside the cockpit. This also causes the plane to auto-switch to orbit camera if you dip a little too low on takeoff. It's fun to fly and looks nice. Tag me if you can fix how low it is and I'll curate it.
I tried this out in VR and with a few small tweaks it would work really well in VR. Just move the seat, throttle, flight stick, and lever forward about a half meter. Also nudge the camera a little forward in the seat and pull the throttle slider back a little so it's closer to where the player's shoulder would be. If you make those tweaks and re-upload, tag me in your new post and I'll check it out and curate it.
The controls are much easier to reach on this build than your Nemises build. Only recommendation for VR would be to move the throttle slider back just a little bit so it's easier to reach.
This is a nice craft. The only issue is the fire guns button needs to be pressed with an index finger. You can't press it while gripping the flight controls. I would suggest using the Posed Grip Bindings for the cylinder grip instead.
Unfortuantely it sounds like your files won't be recoverable, but you can try poking around in the documents folder for SP and see what's there. It looks like your last upload was with an Android device. You can find the SP docs folder generally around here:
android/data/com.jundroo.simpleplanes/files
Check the AircraftDesigns folder for any .xml or .bak files for stuff you may have been working on.
I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
This is a really cool build, the only issue is the steering wheel doesn't turn the vehicle in VR. I'm not sure why because when I press the analog stick roll left/right it the steering wheel responds. @WNP78 do you have any ideas?
We are adding the ability to upload new craft xml to update your existing posts soon, so if you were interested in fixing, then that will hopefully make it a little easier. If you do decide to fix it, let me know and I’ll curate this post.
This is a very nice build. I really like the cockpit. A couple of issues I noticed in VR is that the heading and throttle gauges z-fight with the dash and the flight stick is very sensitive at high speed. Also, I often blow myself up launching an inferno. Other than that, it's great.
Very cool craft and I'd be happy to curate this. The only issue I noticed in VR is that the ENG and FLT buttons in the cockpit don't activate the corresponding activation groups unless I am misunderstanding something.
+1@LarryTad sure you can tag me.
Nice build. One thing that could improve the VR immersion is to add a fighter throttle part so VR players can adjust throttle without needing to use the analog stick on their controllers.
+3This is a really nice build, unfortunately, the throttle lever does not work in VR. I would be happy to curate this if you are able to fix that. If you tag me on the post I'll fix it. Also, I plan to extend the update XML feature to silver players here in the next few days so if you wanted to you could update this post with the new XML.
Merch store is here.
There's a bug in the current beta on Steam. We should have a fix out sometime today.
+6@DESMONTHEWOLFIE $9.99 USD
+2I've seen a lot of confusion amongst players (and even devs) about the difference between a Quest Store app and an App Lab app. The only real difference between the two is that the store page for an App Lab app is unlisted. They both have a store page on the Oculus Quest Store and they both must pass the Oculus review process. No need to sideload or anything.
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There's no way for small indie game devs to get a public page on the Quest Store at launch. We have to spend some time in App Lab and prove that players enjoy the game before Oculus will consider making our page public and promoting us to a fully visible Quest Store app. The review process for a Store app is slightly more stringent than App Lab, but we have already implemented those requirements because we are hoping they will promote SPVR at some point.
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Since the store page for SPVR will be unlisted at launch, you will need a direct link to get to it. We'll be posting links all over the place when it's available. We will also have a page on SideQuest with a link that will take you to the SPVR store page on the Quest store.
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Clear as mud?
@Gudboyyy Yes, that will be one way to get there and we will post links all over the website as well.
+1@Neruneten21 I would recommend the Oculus Quest 2. It can play games from the Quest store or you can connect it to a PC and play PCVR games through Steam / Oculus. It also has really good inside-out tracking so you don't need external sensors placed around your room. And at $299 USD, it's relatively cheap compared to other headsets.
+1@Chillybaconface I have updated the craft XML for this post so now the yoke responds to interaction in VR. If you find any issues with the changes, it's easy to roll it back to the previous version, just let me know.
Tag me in the post and I’ll test it on my Quest 2.
This is a great build. Unfortunately, the yoke setup doesn't work in VR, but I have a fix for it here. Would you mind if I updated your post with the new XML?
+1@X4JB That's fine to still make a separate post for minor improvements as that is how the community has always worked in the past.
+4Please let me know if you encounter any issues with the new feature.
@EngineerOtaku yep, that's exactly how the new Update XML page works.
+1Very nice craft and would work well in VR with a few small tweaks. It is using an old cockpit part as the primary cockpit. We added the new flight computer part so you can use that as a primary cockpit now and tuck it out of sight. Also, there is a fuselage on the seat which partially obstructs the view in VR. Last, it would be nice if there was a switch in the cockpit to start the engines. There might be, there are several switches, but none of them had tooltips so I wasn't sure what any of them did.
+1Great build and I would love to curate this, but it is very hard to fly because the flight stick is very sensitive and difficult to maintain control.
+1@soldier289 For reference, pull out a new seat from the part list and see how the camera is positioned relative to the seat. I plan to open up updating XML to gold users soon, so if you wanted to make a tweak like that it would be very easy to just upload the new XML to this post.
+2@LonelySea22 With VR, I can move my head around and look through the gun sight. It's a cool feature. The VR camera starts where you have positioned the camera. The camera part in your build here is positioned too low and too far back. For a reference, pull out a new seat from the part list and you can see how the camera is positioned relative to the seat.
You fixed the problem with water in the cockpit, but now the seat is actually a little too far forward and the flight stick intersects the seat when in use. Also the camera is a little too far back relative to the seat. I still curated it, but those could improve the VR experience.
Yep, good enough.
+2Looks good. Curated.
+5Really cool craft. Only issue in VR is the camera is a bit too low in the seat.
+3It's better but the camera is too far back in the seat and should be moved forward. The seat and throttle could also still be moved forward just a little bit. The flight stick also might work a little better if it was slightly shorter.
Cool cockpit. Unfortunately, the flight stick setup doesn't move on the pitch axis when grabbed in VR.
If you can move the seat and controls forward a bit that would improve this craft in VR.
Some suggestions for VR: The seat is too far back and I can't reach any of the buttons in VR. The throttle and flight stick are a little too far forward in relation to seat. The HUD looks very cool. I think the attitude indicator might be rotating backward. Very cool craft and if you make a new post with the seat and controls moved forward then I'll look at again for curation.
+2This is a good build, but I did notice some issues in VR. The airplane is very hard for me to take off on low physics. If I don't hit the throttle immediately on entering the level, the plane will rock back and flip over. If I hit the throttle too aggressively then it will nose dive. If I can keep it level, then I can get up to speed, but I have to retract the gear to take off. The gunner doesn't rotate in VR unfortunately. I do really enjoy it while in the air, but it's just a little too difficult to take off for me to curate as is. If you make a new build, tag me in the post and I'll check it out for curation.
+2This is a good build. Some issues for VR: The plane sits so low that you can see the water from inside the cockpit. This also causes the plane to auto-switch to orbit camera if you dip a little too low on takeoff. It's fun to fly and looks nice. Tag me if you can fix how low it is and I'll curate it.
I tried this out in VR and with a few small tweaks it would work really well in VR. Just move the seat, throttle, flight stick, and lever forward about a half meter. Also nudge the camera a little forward in the seat and pull the throttle slider back a little so it's closer to where the player's shoulder would be. If you make those tweaks and re-upload, tag me in your new post and I'll check it out and curate it.
+1The controls are much easier to reach on this build than your Nemises build. Only recommendation for VR would be to move the throttle slider back just a little bit so it's easier to reach.
This is a nice craft. The only issue is the fire guns button needs to be pressed with an index finger. You can't press it while gripping the flight controls. I would suggest using the Posed Grip Bindings for the cylinder grip instead.
+1@Zott That's correct, that's more or less a safety check to ensure you are uploading the right craft XML.
+1Unfortuantely it sounds like your files won't be recoverable, but you can try poking around in the documents folder for SP and see what's there. It looks like your last upload was with an Android device. You can find the SP docs folder generally around here:
android/data/com.jundroo.simpleplanes/files
Check the AircraftDesigns folder for any .xml or .bak files for stuff you may have been working on.
+1I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
+8I should probably add a tooltip for it. Here's how I described it in an earlier comment:
Performance cost is an attempt to measure the computational intensity of a craft in terms of straight blocks. For example, if a craft has a performance cost of 500, then you might expect it to affect framerate about the same as a craft that was made of 500 straight blocks. It's still very much just an estimate, but hopefully, it is a better estimate than part count.
Each part type has a constant performance cost associated with it. Some part types have an additional cost depending on their settings. For example, wings will have more performance cost if they are larger because that requires more sections of wing physics. Bladed engines have additional cost with each blade. Labels cost more if they use expressions.
I'm finding that anything under 2000 generally works well on the Quest 2 and anything over 3000 generally affects framerate on the Quest 2. PC is a different story since every device is a little different.
+1@Formula350 for scale, the new stock crafts are a good reference.
+1@LieutenantSOT yes, you can switch between cameras and what you are suggesting will work in VR.
+2@JohnnyBoythePilot no, it doesn’t need the mobile friendly tag, but it should have the VR tag, otherwise we might not see it.
+3This is a really cool build, the only issue is the steering wheel doesn't turn the vehicle in VR. I'm not sure why because when I press the analog stick roll left/right it the steering wheel responds. @WNP78 do you have any ideas?
Works well in VR. Only suggestion is it would be nice to have a throttle somewhere in the cockpit.
+4Green flair is for the Curator role that I added today.
+3@TheNightmareCompany Do you mean you are waiting for access to SPVR?
+1We are adding the ability to upload new craft xml to update your existing posts soon, so if you were interested in fixing, then that will hopefully make it a little easier. If you do decide to fix it, let me know and I’ll curate this post.
+1I tried this in VR and the only issue I had was the dummy would obstruct my view. Other than that, works well in VR.
This is a very nice build. I really like the cockpit. A couple of issues I noticed in VR is that the heading and throttle gauges z-fight with the dash and the flight stick is very sensitive at high speed. Also, I often blow myself up launching an inferno. Other than that, it's great.
+1Cool design. Unfortunately, the flight stick doesn't work in VR. Other than that, it's a nice build.
+3@GuyFolk I believe that would work. Tag me when you post it and I'll check it out.
@V Those are good tips. Thanks!