Nice cockpit. There are a few issues preventing me from being able to curate: the flight stick does not work in VR. The throttle and trim levers intersect each other when throttle is at 100%. The air speed gauge is not working correctly. Ensure that you are selecting the Airspeed Gauge Type and not Face Type. If you make those tweaks, tag me on the post and I'll review it again for curation.
Nice build! I would like to curate it, but there's one small issue. When you push the throttle in, it disappears into the dash. If you could move it out a bit or maybe switch to a fighter throttle on the left panel then I'd be happy to review it for curation. If you decide to make that tweak, tag me on the post.
Nice craft. The VR experience for this craft could really be improved if the seats were moved back a bit and if the flight stick and throttles were 100% scale. If you make those tweaks, tag me on the post and I'll review it for curation.
Fun little build. I went ahead and curated this for VR, but the throttle is partially embedded in the panel on the left. Also, it gets really squirrely on takeoff.
@Bellcat XML updating is really just intended for small tweaks. If you're craft's appearance changes drastically you should probably just make a new post.
@Davis Your craft XML has been updated with the tweaks. Now that you are a silver, you can update your craft's XML if you ever want to make any tweaks.
This is a very cool craft. There were some issues I noticed in VR so I made a few tweaks and uploaded as unlisted here. I'd really like to curate this craft and if you are okay with my tweaks I would be happy to update the XML on this post. Or if you'd like to tweak my tweaks, I could use that instead. Would you be interested in either of those options?
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?
@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.
@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.
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.
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 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?
This is a nice build in VR. My only complaint is the dummy on the seat makes it a little hard to see as my view is always clipping through the dummy mesh. Other than that, it's a lot of fun to fly.
@LarryTad It's a new thing we are trying out to create a list of crafts that will be available for SPVR. I have un-curated this so you can edit it. Tag me when you are done and I'll re-curate it.
This is such a great build but unfortunately, the cockpit looks quite small in VR. The seat of the chair is about at my navel. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The gauges are a bit small and hard to read in VR as well. If you ever make any adjustments to this craft and want me to check it out, please tag me on the new page.
@Ahtzee Sounds great. I'd love to curate this craft for VR, but I can't unless the landing gear are more stable. They jitter immediately on the runway on low physics for mobile devices. Unfortunately, there's no way to see how it looks on Windows as low physics on desktop works a bit differently.
Great craft for flying in VR. The only problem is the wheels glitch around a lot because the Quest uses (mobile) low-quality physics. If you added some dead weight to the wheel assemblies it would probably improve quite a bit. Otherwise, very nice build. If you reupload, tag me.
Some suggestions for VR: The cockpit feels very large in VR and the flight stick is very sensitive. Also, the tooltips for buttons are a great place to explain what they do.
The cockpit feels pretty good in VR. The wheels struggle with (mobile) low physics, which is what the Quest uses. This could probably be improved by adding some dead weight to the wheel assemblies. Tag me if you reupload.
I played around with this in VR tonight. It's FAST. I was able to take out the destroyers and carriers with no problem. Couldn't quite land on the carrier as it was sinking, but gave it my best shot. Suggestions for VR: At those high speeds it's very touchy on the flight stick, but that is somewhat expected. Also, the camera is positioned a bit too far back in the seat and I need to recenter myself a bit to get it where I want it. Also, the gauges are not correctly configured. I think maybe you set the Gauge Face instead of the Gauge Type. It's confusing, but we plan to do something about that in v1.12. Tag me if you re-upload a new one.
Very nice tanker, but the landing gear bounce around a lot on low physics on mobile and Quest. This can be fixed by adding about 500lbs+ of dead weight to the wheel assemblies.
No, sorry, but you can't pick stuff up like that.
Nice build. Only thing that seems a little off in VR is the fighter throttle is too large so the player's hand sinks inside of it when grabbing it.
Curated
No, sorry, curation just means your craft will be accessible to players in SPVR. We have about 150 curated crafts right now.
I'd like to curate it, which means that it will show up in the airplane browser inside SimplePlanes VR so players can download and play it in VR.
Nice cockpit. There are a few issues preventing me from being able to curate: the flight stick does not work in VR. The throttle and trim levers intersect each other when throttle is at 100%. The air speed gauge is not working correctly. Ensure that you are selecting the Airspeed Gauge Type and not Face Type. If you make those tweaks, tag me on the post and I'll review it again for curation.
Nice build! I would like to curate it, but there's one small issue. When you push the throttle in, it disappears into the dash. If you could move it out a bit or maybe switch to a fighter throttle on the left panel then I'd be happy to review it for curation. If you decide to make that tweak, tag me on the post.
Nice craft. The VR experience for this craft could really be improved if the seats were moved back a bit and if the flight stick and throttles were 100% scale. If you make those tweaks, tag me on the post and I'll review it for curation.
Okay, thanks! I’ll check it out later today.
Fun little build. I went ahead and curated this for VR, but the throttle is partially embedded in the panel on the left. Also, it gets really squirrely on takeoff.
@Bellcat XML updating is really just intended for small tweaks. If you're craft's appearance changes drastically you should probably just make a new post.
@AWESOMENESS360 Once it's curated the title and description can't be changed, so we should probably change that beforehand.
Yes, but you'll also need to edit the URL parameter in the XML. If you tag me in the unlisted post I can swap the XML for you on this post.
@Davis Your craft XML has been updated with the tweaks. Now that you are a silver, you can update your craft's XML if you ever want to make any tweaks.
@EchoWhiskey11 If you decide to fix the buttons you could update your XML on this post and tag me and I'll mark it as curated.
@BsetAutomotiveFan2022 Curate means the craft will show up for players when they are browsing for airplanes to download in SimplePlanes VR.
This is a very cool craft. There were some issues I noticed in VR so I made a few tweaks and uploaded as unlisted here. I'd really like to curate this craft and if you are okay with my tweaks I would be happy to update the XML on this post. Or if you'd like to tweak my tweaks, I could use that instead. Would you be interested in either of those options?
@LarryTad sure you can tag me.
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.
Merch store is here.
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?
@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.
Please let me know if you encounter any issues with the new feature.
@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.
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.
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.
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 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?
I tried this in VR and the only issue I had was the dummy would obstruct my view. Other than that, works well in VR.
@GuyFolk I believe that would work. Tag me when you post it and I'll check it out.
@V Those are good tips. Thanks!
@ssenmodnar I don't have any specific tips for a prone-pilot aircraft, but if you build one, tag me in it.
This allows you to download your craft's XML file.
This is a nice build in VR. My only complaint is the dummy on the seat makes it a little hard to see as my view is always clipping through the dummy mesh. Other than that, it's a lot of fun to fly.
@DrenasPort No, I can't pick up the harpoon. I can grab onto it, but I can't move it.
@KingOfTypos The complete version looks really nice! If you want me to test any in VR, just tag me on the post.
Please, only one tag is necessary. It is re-curated now.
@LarryTad It's a new thing we are trying out to create a list of crafts that will be available for SPVR. I have un-curated this so you can edit it. Tag me when you are done and I'll re-curate it.
This is such a great build but unfortunately, the cockpit looks quite small in VR. The seat of the chair is about at my navel. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The gauges are a bit small and hard to read in VR as well. If you ever make any adjustments to this craft and want me to check it out, please tag me on the new page.
@Ahtzee Sounds great. I'd love to curate this craft for VR, but I can't unless the landing gear are more stable. They jitter immediately on the runway on low physics for mobile devices. Unfortunately, there's no way to see how it looks on Windows as low physics on desktop works a bit differently.
Great craft for flying in VR. The only problem is the wheels glitch around a lot because the Quest uses (mobile) low-quality physics. If you added some dead weight to the wheel assemblies it would probably improve quite a bit. Otherwise, very nice build. If you reupload, tag me.
Some suggestions for VR: The cockpit feels very large in VR and the flight stick is very sensitive. Also, the tooltips for buttons are a great place to explain what they do.
The cockpit feels pretty good in VR. The wheels struggle with (mobile) low physics, which is what the Quest uses. This could probably be improved by adding some dead weight to the wheel assemblies. Tag me if you reupload.
I played around with this in VR tonight. It's FAST. I was able to take out the destroyers and carriers with no problem. Couldn't quite land on the carrier as it was sinking, but gave it my best shot. Suggestions for VR: At those high speeds it's very touchy on the flight stick, but that is somewhat expected. Also, the camera is positioned a bit too far back in the seat and I need to recenter myself a bit to get it where I want it. Also, the gauges are not correctly configured. I think maybe you set the Gauge Face instead of the Gauge Type. It's confusing, but we plan to do something about that in v1.12. Tag me if you re-upload a new one.
Very nice tanker, but the landing gear bounce around a lot on low physics on mobile and Quest. This can be fixed by adding about 500lbs+ of dead weight to the wheel assemblies.
I can check the error log. Do you remember about when you published it?