@Zacc513 it’s unfortunate but the resolution of some VR headsets does cause the displays to appear blurry at about the default distance. There is simply not enough pixels to render the gauges crisply at that distance. It is baffling because just moving your head forward a few inches is often enough to clear it up. I’m used to it now and hardly even notice. My head is moving all around when I’m flying and dropping countermeasures while dodging incoming missiles and gunfire.
I know it's hard to get the scale right if you don't have access to SPVR, but everything in the cockpit is about 2x too large. Other than that, it's a nice build and I can tell you have put a lot of effort into it.
@Zaineman Downloading and flying planes is a lot of fun, but flying something that you built really is something you have to experience to fully understand how awesome and fun it is. I'm glad to hear you are enjoying the game to its fullest!
I tweaked the XML on this to fix some issues in VR. The yoke was not providing full input for roll or pitch so I couldn't fly it in VR. Also, I fixed the compass and airspeed gauges. It's an awesome build and I just want to make sure SPVR players will be able to enjoy this when SPVR launches. If you are unhappy with my changes, let me know and I'll roll the XML back to your version.
This is a fun craft for VR, but there are a few issues that are preventing me from curating it. One is the seat is too small and too high. If you can just nudge it down nearly to the floor and increase the scale a bit I think that would feel more immersive. Also, the plane is very touch with the flight stick. If you want to make those tweaks, tag me in the next upload and I'll check it out and see if I can curate it.
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.
@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.
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.
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.
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.
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.
Suggestions for VR: The cockpit camera might be a little too far back. There are some labels that are floating above the surface underneath. The flight stick is very touchy at high speeds. Other than that it's a really nice build for VR.
Suggestions for VR: The cockpit camera is positioned too far back and a little low. The throttle might be a tad too far forward. The airspeed indicator doesn't appear to work correctly but could probably be fixed by changing it to the Speed 600 Gauge Type. Would be nice to have a switch for landing gear in the cockpit and any other functions it has.
Suggestions for VR: Throttle is positioned too far forward. Some labels are floating above the surface underneath. The flight stick is a bit too tall. Other than that, it's a nice build and fun to fly.
It looks like you scaled the seat down to 60%. I would definitely recommend keeping the seat and controls at 100% scale. Anything smaller feels off in VR.
I tried this in VR and the seat and controls are a bit small. Also, the flight stick is very sensitive and gives max roll and pitch within about an inch of movement. Other than that, nice build!
@Baldovino This is the expected behavior because we want SimplePlanes to use simple colliders during flight for performance. You can improve the quality of that fuselage collider by using the new collider attribute and setting it to ConvexMesh using Overload or just straight XML modding. Example here.
@Zacc513 it’s unfortunate but the resolution of some VR headsets does cause the displays to appear blurry at about the default distance. There is simply not enough pixels to render the gauges crisply at that distance. It is baffling because just moving your head forward a few inches is often enough to clear it up. I’m used to it now and hardly even notice. My head is moving all around when I’m flying and dropping countermeasures while dodging incoming missiles and gunfire.
+1Great build! I tweaked your XML to fix an issue with the airspeed gauge. Make sure to select Preset instead of Gauge Face when selecting a gauge type.
+1@klm747klm747 We don't have any plans to do that, but I agree that would be nice.
+1I know it's hard to get the scale right if you don't have access to SPVR, but everything in the cockpit is about 2x too large. Other than that, it's a nice build and I can tell you have put a lot of effort into it.
+1@woodwinds11 No, unfortunately, there's no way to zoom on mobile but it's on the todo list for v1.13.
+1@Zaineman Downloading and flying planes is a lot of fun, but flying something that you built really is something you have to experience to fully understand how awesome and fun it is. I'm glad to hear you are enjoying the game to its fullest!
+1@V The fix has not been included in a beta build and is unlikely to make the update this Friday, but it will be in the next update.
+1I tweaked the XML on this to fix some issues in VR. The yoke was not providing full input for roll or pitch so I couldn't fly it in VR. Also, I fixed the compass and airspeed gauges. It's an awesome build and I just want to make sure SPVR players will be able to enjoy this when SPVR launches. If you are unhappy with my changes, let me know and I'll roll the XML back to your version.
+1@KnightOfRen You're right, it was confusing. I edited my comment to be a little more clear.
+1@ReinMcDeer Yes, the URL ID will need to match this post, so you'll need to make sure it says:
url="c5cS78"
+1@FlyingPatriot Ideally, flight controls and seats should remain at 100% scale to feel best in VR. I have some other tips here.
+1@Falkenwut No, the trim is not interactable. Everything else is fantastic though. Very nice build!
+1@Sm10684 random
+1The camera position is very hard to get right without viewing it in VR. XML has been updated.
+1XML for this post has been updated with the XML from your unlisted post.
+1This is a fun craft for VR, but there are a few issues that are preventing me from curating it. One is the seat is too small and too high. If you can just nudge it down nearly to the floor and increase the scale a bit I think that would feel more immersive. Also, the plane is very touch with the flight stick. If you want to make those tweaks, tag me in the next upload and I'll check it out and see if I can curate it.
+1Very 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@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.
+1This 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@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.
+1I 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.
+1This 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.
+1@Formula350 for scale, the new stock crafts are a good reference.
+1@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.
+1This 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.
+1Fun craft to fly in VR, but it is very sensitive on roll and pitch.
+1@Sergio666 You're welcome! Thanks for playing!
+1It's a really nice build, but I'm just trying to provide some feedback for builders since not many have access to SPVR yet.
+1@Falkenwut I would think if you were laying down they would be a little harder to reach than they are now.
+1The throttle and flight stick is a bit hard to reach but other than that it's a very cool craft to fly in VR.
+1Very nice craft and really fun to fly in VR. The only thing I noticed is the gauges are a bit small.
+1Really nice build. Very fun to fly in VR. My only suggestion is the cockpit camera is a little too low.
+1Suggestions for VR: The cockpit camera might be a little too far back. There are some labels that are floating above the surface underneath. The flight stick is very touchy at high speeds. Other than that it's a really nice build for VR.
+1Suggestions for VR: The cockpit camera is positioned too far back and a little low. The throttle might be a tad too far forward. The airspeed indicator doesn't appear to work correctly but could probably be fixed by changing it to the Speed 600 Gauge Type. Would be nice to have a switch for landing gear in the cockpit and any other functions it has.
+1Suggestions for VR: Throttle is positioned too far forward. Some labels are floating above the surface underneath. The flight stick is a bit too tall. Other than that, it's a nice build and fun to fly.
+1It looks like you scaled the seat down to 60%. I would definitely recommend keeping the seat and controls at 100% scale. Anything smaller feels off in VR.
+1I tried this in VR and the seat and controls are a bit small. Also, the flight stick is very sensitive and gives max roll and pitch within about an inch of movement. Other than that, nice build!
+1@Default4 I really appreciate that. I'm not sure if we can fix it, but we'll give it an honest effort.
+1@Zue5s Unfortunately not. The upgrade has not fixed the issues that prevent us from allowing mods on Android.
+1@KnightOfRen @PapaKernels I believe the Google Play beta should be available to you now. If it is not, then let me know.
+1@Baldovino This is the expected behavior because we want SimplePlanes to use simple colliders during flight for performance. You can improve the quality of that fuselage collider by using the new collider attribute and setting it to ConvexMesh using Overload or just straight XML modding. Example here.
+1Right-click SimplePlanes in your Steam Library -> Properties -> BETAS -> select Public Test from the dropdown.
+1@One2 Mobile resolutions are so high that they really don't have much of an aliasing problem, but I suppose we could look into it if we have time.
+1