Interesting. He looks strangely familiar and I almost felt like I could trust him...and then it was too late when I realized he was just a tactical nuke in disguise.
@Alisuchanka Thanks for the link! Can you copy and paste your craft instructions in a comment here or on pastebin.com so we can see what text you are using when you encounter the error? There might be a special character or maybe it's just the length that causes the issue, but if we have the exact text it might help us recreate the issue here so we can fix it.
Thanks for the feedback guys. I was able to repro it by tapping and holding on the flight stick, and then minimizing the game. When I bring the game back, the virtual stick will no longer provide input to the airplane. I can still control it by grabbing the flight stick in the cockpit, but the virtual stick no longer works.
Very creative idea and beautifully executed. Question: I spilled a little biomatter when plugging the bio pod in. Is it still okay to use or should I switch to the electronic backup?
Great chopper! I'd love to curate this, but it really needs a VTOL control in the cockpit to be usable in VR. If you ever add one to the cockpit, please let me know and I'll review it again for curation.
Nice build. The gauges in the cockpit are not working correctly. Ensure that you are selecting Preset instead of Gauge Face in the Part Properties for the gauge parts.
I checked this out in VR and it is mostly okay except for a few issues. The flight stick is too big and should be scaled back to 100%. The gauges are not working right. Ensure that you are selected Preset instead of Gauge Face in the gauge part properties flyout. If you fix those issues, tag me and I'll review for curation again.
Nice build. Would be nice to have a lever in the cockpit to control the VTOL angle of the engines. Or maybe some instructions. Through trial and error I found out it's AG 2 that rotates them forward.
@AWESOMENESS360 @1918 If I understand correctly, you want to tap and hold on the part connection to highlight the connected part, right? That will work again after the next update.
.
If you want to select the part, then you will need to quickly tap the part connection instead of tap and hold. Personally, I find it useful to click a part connection so I can select a part that might be hidden behind other parts. Do you understand what I mean and how the existing functionality that everyone wants will be restored but now if you briefly click you can select the connected part?
It now selects the part instead of highlighting the other part on mobile. Is that the problem you are referring to? If so, that will be reverted in the next build. Well, it will still be possible to select a part if you click it within 0.25 seconds. If you tap and hold for any longer than that it will just highlight the connected part. Sorry about this change, I can see it has annoyed a lot of mobile players.
@Kangy thanks! I’ve been having so much fun trying out the newest builds in VR. Doesn’t matter if they are whites, golds, plats, you never know who’s going to make a great VR build.
The 1.12 update for SimplePlanes is now live on all platforms. The Steam version of SimplePlanes will not have VR unless you purchase SimplePlanes VR on Steam. If you do, then it will unlock VR mode in the original SimplePlanes so you can easily toggle VR on and off during flight to test your builds out in VR.
@klm747klm747 SPVR supports Oculus Quest on Steam. Just plug your Quest in with a USB-C cable (I actually prefer to use a USB-A to USB-C cable), enable Oculus Link, and launch SPVR. Unfortunately, a 5000 part build is unlikely to run well in VR as it needs to render each part twice (one for each eye) and at a higher framerate (72hz instead of 60hz).
@LtSergei14 There are a few ways to view any airplane you want in VR.
1) If you buy SPVR on Steam, then it unlocks VR mode so you can just stick with the original SimplePlanes and turn on VR mode whenever you want.
2) Copy the URL of an airplane and then press CTRL+L in the menu in SPVR to download that airplane.
3) When you log into your account in SPVR, you can access your favorites list. This is my preferred approach. I add airplanes to my favorites while browsing SimplePlanes.com and then the next time I'm in VR, I just go through my favorites and check them out.
Very nice build. The only thing that could improve the VR experience is the gauges are not working correctly. Ensure that you are selecting the Gauge Type and not Face Type.
Very cool build. I would love to curate, but the yoke and throttle are too large and my hands sink into them when using them. Other than that, it's very cool. If you are willing to make those tweaks, I'd be happy to curate it. Just tag me in the post.
This is a really fun car in VR. I made some tweaks to make it a little easier in VR and uploaded as unlisted here. The steering wheel wasn't giving 100% throttle when pushed in and the camera was too far back. If you are okay with the tweaks, I could update your post's XML with those tweaks and curate this post. Would you be interested in that?
@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.
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.
@AWESOMENESS360 I know and completely understand. I'm just trying to provide some advice to players on how things could be improved for VR since not many have access to SPVR yet. The craft is still flyable in VR but the small size does break the immersion a little. I think if the joystick, throttle, and seat were closer to 100% size and the cockpit was a little deeper on the y-axis (so the chair could be moved down a bit) it would be improved a lot for VR. These are just suggestions, so feel free to disregard. I'm just trying to help and I really appreciate you players who are taking the time to make amazing crafts in our game.
@Falkenwut It's tough to know how things will look unless you strap on a VR headset, so that's why I'm trying to help give players feedback because not many have access to SPVR yet. I will make a post sometime soon with some general tips on making a cockpit feel comfortable in VR.
This is a very nice build and I enjoyed trying it out tonight. I do have some suggestions that might improve it for VR. The cockpit is too small and it looks like the seat has been scaled down to 70%. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The button layout is really cool, but unfortunately, it's a little dense in front of the throttle and it can be hard to be accurately push those buttons. Also, tooltips on the buttons would be helpful for the pilot. Clever idea with the landing assist function.
I tried this in VR tonight. The flight stick is way too high and the seat is a little too tall. Looks like you scaled it vertically. Seats and flight controls should stay at 100% scale to look best in VR. Other than that, it's a nice build.
@jamesPLANESii 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.
Thanks for letting us know. I have bought a (used) Chromebook that reproduces the issue and we will investigate and see if there's anything we can do to fix the issue. It's difficult when platforms have a sliding window of supported devices, but we'll see what we can do.
@BeastHunter yes, we are making a special version just for Oculus Quest devices so you can play it without a PC. That version will be available on the Oculus Quest store through their App Lab program. We'll post more about that later.
Interesting. He looks strangely familiar and I almost felt like I could trust him...and then it was too late when I realized he was just a tactical nuke in disguise.
+2@Zaineman Very nice work on the X-Wing!
+2@Alisuchanka Thanks for the link! Can you copy and paste your craft instructions in a comment here or on pastebin.com so we can see what text you are using when you encounter the error? There might be a special character or maybe it's just the length that causes the issue, but if we have the exact text it might help us recreate the issue here so we can fix it.
+2I’m sorry to hear that. Please send us the craft and the craft instructions and we will investigate.
+2@HuskyDynamics01 Thanks for playing so many of our games!
+2Thanks for the feedback guys. I was able to repro it by tapping and holding on the flight stick, and then minimizing the game. When I bring the game back, the virtual stick will no longer provide input to the airplane. I can still control it by grabbing the flight stick in the cockpit, but the virtual stick no longer works.
+2Very creative idea and beautifully executed. Question: I spilled a little biomatter when plugging the bio pod in. Is it still okay to use or should I switch to the electronic backup?
+2That's a good point. I have increased the unlisted upload limit to 20. Hopefully, that will help.
+2Great chopper! I'd love to curate this, but it really needs a VTOL control in the cockpit to be usable in VR. If you ever add one to the cockpit, please let me know and I'll review it again for curation.
+2Nice build. The gauges in the cockpit are not working correctly. Ensure that you are selecting Preset instead of Gauge Face in the Part Properties for the gauge parts.
+2This is a really nice build but unfortunately, the cockpit is far too large to work in VR.
+2I checked this out in VR and it is mostly okay except for a few issues. The flight stick is too big and should be scaled back to 100%. The gauges are not working right. Ensure that you are selected Preset instead of Gauge Face in the gauge part properties flyout. If you fix those issues, tag me and I'll review for curation again.
+2Nice build. Would be nice to have a lever in the cockpit to control the VTOL angle of the engines. Or maybe some instructions. Through trial and error I found out it's AG 2 that rotates them forward.
+2@AWESOMENESS360 @1918 If I understand correctly, you want to tap and hold on the part connection to highlight the connected part, right? That will work again after the next update.
+2.
If you want to select the part, then you will need to quickly tap the part connection instead of tap and hold. Personally, I find it useful to click a part connection so I can select a part that might be hidden behind other parts. Do you understand what I mean and how the existing functionality that everyone wants will be restored but now if you briefly click you can select the connected part?
It now selects the part instead of highlighting the other part on mobile. Is that the problem you are referring to? If so, that will be reverted in the next build. Well, it will still be possible to select a part if you click it within 0.25 seconds. If you tap and hold for any longer than that it will just highlight the connected part. Sorry about this change, I can see it has annoyed a lot of mobile players.
+2@Leehopard Congrats! You are the third and final player to complete the challenge!
+2Curated
+2@Kangy thanks! I’ve been having so much fun trying out the newest builds in VR. Doesn’t matter if they are whites, golds, plats, you never know who’s going to make a great VR build.
+2It took me a little while to figure how to fly it, but it was pretty cool when I get the hang of it.
+2Okay, enough of that peek! Lips are sealed!
+2The 1.12 update for SimplePlanes is now live on all platforms. The Steam version of SimplePlanes will not have VR unless you purchase SimplePlanes VR on Steam. If you do, then it will unlock VR mode in the original SimplePlanes so you can easily toggle VR on and off during flight to test your builds out in VR.
+2@klm747klm747 SPVR supports Oculus Quest on Steam. Just plug your Quest in with a USB-C cable (I actually prefer to use a USB-A to USB-C cable), enable Oculus Link, and launch SPVR. Unfortunately, a 5000 part build is unlikely to run well in VR as it needs to render each part twice (one for each eye) and at a higher framerate (72hz instead of 60hz).
+2@LtSergei14 There are a few ways to view any airplane you want in VR.
+21) If you buy SPVR on Steam, then it unlocks VR mode so you can just stick with the original SimplePlanes and turn on VR mode whenever you want.
2) Copy the URL of an airplane and then press CTRL+L in the menu in SPVR to download that airplane.
3) When you log into your account in SPVR, you can access your favorites list. This is my preferred approach. I add airplanes to my favorites while browsing SimplePlanes.com and then the next time I'm in VR, I just go through my favorites and check them out.
@MajorFreischmidt Thank you for letting us know.
+2Very nice build. The only thing that could improve the VR experience is the gauges are not working correctly. Ensure that you are selecting the Gauge Type and not Face Type.
+2Looks great! Thanks for making those tweaks.
+2@Falkenwut yes, if you attach a cylinder grip to what you already have it should work.
+2Very cool build. I would love to curate, but the yoke and throttle are too large and my hands sink into them when using them. Other than that, it's very cool. If you are willing to make those tweaks, I'd be happy to curate it. Just tag me in the post.
+2The camera position is very hard to get right without viewing it in VR. XML has been updated.
+2This is a really fun car in VR. I made some tweaks to make it a little easier in VR and uploaded as unlisted here. The steering wheel wasn't giving 100% throttle when pushed in and the camera was too far back. If you are okay with the tweaks, I could update your post's XML with those tweaks and curate this post. Would you be interested in that?
+2@Flask correct, you will be able to get it from the Quest store.
+2This feels pretty good to me in VR. Thanks for making the tweaks, we appreciate it! Let me know when you're ready for me to curate this post.
+2@Kieks123 yes, we added a new in-game airplane browser so you can download airplanes right from within the game.
+2@DESMONTHEWOLFIE $9.99 USD
+2@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.
+2Yep, good enough.
+2Some 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.
+2@LieutenantSOT yes, you can switch between cameras and what you are suggesting will work in VR.
+2@AWESOMENESS360 I know and completely understand. I'm just trying to provide some advice to players on how things could be improved for VR since not many have access to SPVR yet. The craft is still flyable in VR but the small size does break the immersion a little. I think if the joystick, throttle, and seat were closer to 100% size and the cockpit was a little deeper on the y-axis (so the chair could be moved down a bit) it would be improved a lot for VR. These are just suggestions, so feel free to disregard. I'm just trying to help and I really appreciate you players who are taking the time to make amazing crafts in our game.
+2@Falkenwut It's tough to know how things will look unless you strap on a VR headset, so that's why I'm trying to help give players feedback because not many have access to SPVR yet. I will make a post sometime soon with some general tips on making a cockpit feel comfortable in VR.
+2This is a very nice build and I enjoyed trying it out tonight. I do have some suggestions that might improve it for VR. The cockpit is too small and it looks like the seat has been scaled down to 70%. Seats and flight controls should ideally be left at 100% scale to feel best in VR. The button layout is really cool, but unfortunately, it's a little dense in front of the throttle and it can be hard to be accurately push those buttons. Also, tooltips on the buttons would be helpful for the pilot. Clever idea with the landing assist function.
+2I tried this in VR tonight. The flight stick is way too high and the seat is a little too tall. Looks like you scaled it vertically. Seats and flight controls should stay at 100% scale to look best in VR. Other than that, it's a nice build.
+2Nice plane. I tried it in VR and the only problem I have is the cockpit camera is too low and too far back. I can't reach any of the controls.
+2@Sjwnwbwnjwjwjjw that’s the thing, in VR I will put it on myself.
+2@Default4 sure thing. Thanks!
+2@jamesPLANESii 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.
+2Thanks for letting us know. I have bought a (used) Chromebook that reproduces the issue and we will investigate and see if there's anything we can do to fix the issue. It's difficult when platforms have a sliding window of supported devices, but we'll see what we can do.
+2@SajabAerospace Thanks for the feedback.
+2@BeastHunter yes, we are making a special version just for Oculus Quest devices so you can play it without a PC. That version will be available on the Oculus Quest store through their App Lab program. We'll post more about that later.
+2