"WAIT You need a computer to play spvr with oculus quest?! Pls say no"
No. If you own a Quest, you can either play SimplePlanes VR on Steam (and therefore on a computer), or by buying the Oculus Quest version on Oculus Quest App Lab (you can wishlist it now to be notified when it releases).
If you buy it on Oculus Quest's App Lab, then it runs entirely on your Quest, and you won't need a computer. It's just like playing any other Quest game.
@Ariesthefurry Re: "The Quest is an ALL IN ONE SYSTEM meaning CORDLESS who in the world decided that we have to use the oculus link..."
To clarify some things. The game doesn't require Oculus link at all, it is just supported if you want to use it. SPVR supports any VR device as far as we know, and in any configuration, but of course, that is what this alpha is hoping to determine.
You can use Air Link on Steam as long as your network gear supports it.
We're hoping to support as many VR setups as possible. If your VR gear supports wireless, we'll support it most likely.
And yeah, we'll also have a native Quest build, which will obviously be totally wireless.
SimplePlanes VR is coming to Steam and Oculus Quest this year.
If you want to know when it’s released, you can wishlist SPVR on Steam here. If you plan on buying on Quest, a Steam wishlist is still a good way to be notified when it is available.
Solution: ADD attributes projectileMass and projectileDrag
@WNP78 implemented the trajectory code, but I'm assuming that introducing drag would reduce prediction performance both in terms of CPU overhead and the accuracy of the prediction.
@switdog08 No, updates don't cost additional money. Are you sure that you're logged in? If so, you should probably email Humble support and figure out what is going on.
Do you maybe have a controller/joystick plugged in which is causing it? Try unplugging any that you have and see if that helps...if so they may need remapped.
@Ambarveis Good catch. It is primarily related to drag being capped, when it should be allowed to rise. It isn't as simple "don't cap it", though and would require some non-trivial time to fix. It would also impact all helicopters, not just ones like this. Unfortunately, I doubt it will be fixed with 1.8.
@Rsouissi Normally you just lean w/cyclic using your regular roll controls...you could also slightly tilt the main blades to have the correct amount of sideways thrust built into the system.
@Rsouissi I doubt that is a bug, and is just how helicopters work. The tail is pushing it to the side, so you have to lean to the other side to keep a stable hover. It is due to tail rotor drift
Click on the main blades, and adjust diamer to max.
Click on the tail blades, and adjust diameter to min.
Drag out a Blade T1000 (not connected to anything) and adjust to min
Select main helicopter blades, and adjust to min
Select T1000 and adjust to max.
Drag out a Blade T2000 (connect somewhere on heli) and adjust to max
Select main heli blades, adjust to
Select T2000 and adjust to min.
After doing all this, I'm still not seeing the issue. I'm assuming there is a problem, I'm just doing something differently and therefore it isn't showing up. If the problem does occur for you, which step? If you don't get any problems following these steps, could you give me similar steps to reproduce the error starting from an uploaded design?
@22zxSnakeEyes I think it might not go down if it believes the craft's bounding box is larger than the elevator...it might be a bit too conservative, though. Do you have a link to a design which won't go down? Can you fill us in on how it works @HellFireKoder?
@ThePrototype Can you verify which version you are using? You can find it from the first menu screen (with SimplePlanes log) under the "About" section. And, are you playing on iOS?
@CyberDays Are you on Google Play or Amazon? Amazon is still working through the process and has not been sent to devices yet...Google Play should be sending out to devices but might still take some time.
@ThePrototype I have not been able to reproduce this. Does it happen every time...does it happen even with a new prop engine that you pull out? Can you upload a design where it consistently occurs?
@Epicfail @hfusiwjf29 It doesn't look like you two are all that active anymore, but I just wanted to say thanks for the work on this Apache, it was my workhorse for testing the new helicopter parts in the update. Special thanks to hfusiwjf29 for making the base design...it is beautiful!
@PilotOfTheBoss Have you by any chance used both the Steam and Mac App store version? They store the files in different locations and could possibly get things messed up.
@WNP78 That's cool. Yeah in another life I was Lipoly :) Although I'd used gyros for r/c helis and quads, I wasn't familiar with PIDs until recently. I'd like to take a stab at using 'em to improve the AI, but some sort of auto-tuning might be difficult. It's been a while since I looked, but I think I'm essentially using a PD controller now, but since I didn't take a general approach, that code is comparatively messy, and obviously struggles with a lot of designs.
@WNP78 Regarding the tail...I agree it can be a bit frustrating to not have the tail weathervane at all. It is coded up as a heading hold gyro. I'd like to add additional options, like a rate gyro, and perhaps even full-manual so you have to trim for a baseline torque and then just deal w/it manually when you pull collective.
For now, though you can adjust the PID controller gains for the tail and get it to kinda, sorta, but not quite behave like a rate gyro by reducing the integral gain to nearly zero.
You can adjust the PID gains in the xml where the x=proportional, y=integral, z=derivative. The gain displayed in the designer just uniformly scales them all.
@PlanesAndThings2 Linkage speed is the time it takes for the tail rotor's linkages to physically move to their extents. If it is too slow you will have tail oscillations as it overshoots in either direction. Adjusting it just gives the tail a slightly different feel to allow you to dial in whatever tail response you're going for.
@Xzenozilla : "What time of day will it release?"
+3At approximately 7AM(UTC-6). Here is a handy countdown timer.
@Deethebeast420: "It says item is no longer available for quest store."
When is it saying that? Immediately after clicking the link?
@Gudboyyy, @klm747klm747
"WAIT You need a computer to play spvr with oculus quest?! Pls say no"
No. If you own a Quest, you can either play SimplePlanes VR on Steam (and therefore on a computer), or by buying the Oculus Quest version on Oculus Quest App Lab (you can wishlist it now to be notified when it releases).
If you buy it on Oculus Quest's App Lab, then it runs entirely on your Quest, and you won't need a computer. It's just like playing any other Quest game.
"Will there be a VR mode in SimplePlanes itself, or will I have to get SP VR itself to do that?"
+1@CoalMan I updated the "Key Info" list. Hope that helps.
@Captiandaves SimplePlanes VR will be on Quest 1 and 2. This alpha is only for Steam, though.
+1@Ariesthefurry Re: "The Quest is an ALL IN ONE SYSTEM meaning CORDLESS who in the world decided that we have to use the oculus link..."
+2To clarify some things. The game doesn't require Oculus link at all, it is just supported if you want to use it. SPVR supports any VR device as far as we know, and in any configuration, but of course, that is what this alpha is hoping to determine.
You can use Air Link on Steam as long as your network gear supports it.
We're hoping to support as many VR setups as possible. If your VR gear supports wireless, we'll support it most likely.
And yeah, we'll also have a native Quest build, which will obviously be totally wireless.
SimplePlanes VR is coming to Steam and Oculus Quest this year.
If you want to know when it’s released, you can wishlist SPVR on Steam here. If you plan on buying on Quest, a Steam wishlist is still a good way to be notified when it is available.
@Kyokutyo Try restarting Steam. It can sometimes take Steam a while to update otherwise.
Should be fixed on Mac...let us know if you have any issues. Thanks for reporting it, and sorry about that!
+4Anyone interested should wishlist/follow on Steam so you get notified when it is released and when we post updates!
Hey man, nice shot!
+2@ChisP
@WNP78 implemented the trajectory code, but I'm assuming that introducing drag would reduce prediction performance both in terms of CPU overhead and the accuracy of the prediction.
+1@hobbitfrog Thanks, I was able to reproduce the issue w/that craft, and fixed the bug.
Does this craft exhibit the cannon bug from your report, or do I need to make changes? I did not have any problems firing the cannon w/this craft.
Looks great. She's pretty quick of the line :)
@switdog08 No, updates don't cost additional money. Are you sure that you're logged in? If so, you should probably email Humble support and figure out what is going on.
@switdog08 HumbleStore should have the latest version...did you re-download it?
Do you maybe have a controller/joystick plugged in which is causing it? Try unplugging any that you have and see if that helps...if so they may need remapped.
@jamesPLANESii @InternationalAircraftCompany Yep, the game is on sale right now :)
+1@jamesPLANESii Which version are you on?
+1@Ambarveis Good catch. It is primarily related to drag being capped, when it should be allowed to rise. It isn't as simple "don't cap it", though and would require some non-trivial time to fix. It would also impact all helicopters, not just ones like this. Unfortunately, I doubt it will be fixed with 1.8.
@Chancey21, @BoeyingOfficial Noted :) It is a good suggestion.
+4@Rsouissi Normally you just lean w/cyclic using your regular roll controls...you could also slightly tilt the main blades to have the correct amount of sideways thrust built into the system.
@sheepsblood That's good to hear!
@Rsouissi I doubt that is a bug, and is just how helicopters work. The tail is pushing it to the side, so you have to lean to the other side to keep a stable hover. It is due to tail rotor drift
+1Can you look at this?
@ThePrototype I've not yet been able to reproduce this. Can you do me a favor and go through these steps and see if it happens?
After doing all this, I'm still not seeing the issue. I'm assuming there is a problem, I'm just doing something differently and therefore it isn't showing up. If the problem does occur for you, which step? If you don't get any problems following these steps, could you give me similar steps to reproduce the error starting from an uploaded design?
I really appreciate the help, thanks!
@vtads Stop spamming, please. I've removed the extra messages.
+1@ThomasRoderick What device do you have, which is having issues w/the keyboard?
@22zxSnakeEyes I think it might not go down if it believes the craft's bounding box is larger than the elevator...it might be a bit too conservative, though. Do you have a link to a design which won't go down? Can you fill us in on how it works @HellFireKoder?
+1@tylerdeveneuxmusic Thank you for sharing that info. So glad you got things worked out!
+1@ThePrototype Can you verify which version you are using? You can find it from the first menu screen (with SimplePlanes log) under the "About" section. And, are you playing on iOS?
@CyberDays Are you on Google Play or Amazon? Amazon is still working through the process and has not been sent to devices yet...Google Play should be sending out to devices but might still take some time.
@ThePrototype I have not been able to reproduce this. Does it happen every time...does it happen even with a new prop engine that you pull out? Can you upload a design where it consistently occurs?
@ThePrototype I will look into it...it is certainly not intentional for them to work that way.
@Epicfail @hfusiwjf29 It doesn't look like you two are all that active anymore, but I just wanted to say thanks for the work on this Apache, it was my workhorse for testing the new helicopter parts in the update. Special thanks to hfusiwjf29 for making the base design...it is beautiful!
+2@shipster I just checked and unfortunately, Amazon may not be approved until Sunday, or possibly even Monday...sorry.
+1Ok, Amazon probably won't hit devices until later tomorrow, unfortunately. Sorry about that.
+1@shipster Are you talking about the Google Play store?
+1Where did you download it from?
@PilotOfTheBoss Have you by any chance used both the Steam and Mac App store version? They store the files in different locations and could possibly get things messed up.
@Subnauticafan1 It might take a few hours. And please don't spam similar questions, I've removed them.
+1@Jacobdaniel It's officially out, but a patch is already in the works. No major features will be in the patch, though.
@dootdootbananabus Glad it's working...which mod was causing it?
@WNP78 That's cool. Yeah in another life I was Lipoly :) Although I'd used gyros for r/c helis and quads, I wasn't familiar with PIDs until recently. I'd like to take a stab at using 'em to improve the AI, but some sort of auto-tuning might be difficult. It's been a while since I looked, but I think I'm essentially using a PD controller now, but since I didn't take a general approach, that code is comparatively messy, and obviously struggles with a lot of designs.
@dootdootbananabus Are running the newest beta? What device are you using?
@WNP78 Regarding the tail...I agree it can be a bit frustrating to not have the tail weathervane at all. It is coded up as a heading hold gyro. I'd like to add additional options, like a rate gyro, and perhaps even full-manual so you have to trim for a baseline torque and then just deal w/it manually when you pull collective.
+1For now, though you can adjust the PID controller gains for the tail and get it to kinda, sorta, but not quite behave like a rate gyro by reducing the integral gain to nearly zero.
You can adjust the PID gains in the xml where the x=proportional, y=integral, z=derivative. The gain displayed in the designer just uniformly scales them all.
As an aside...here is a pretty cool video on pid controllers if you're not familiar with them.
@TNTlord1 The new beta should be out for Android now. @AerialFighterSnakes Hopefully soon!
@Freerider2142 Thanks, glad 'ya like them :)
@PlanesAndThings2 Linkage speed is the time it takes for the tail rotor's linkages to physically move to their extents. If it is too slow you will have tail oscillations as it overshoots in either direction. Adjusting it just gives the tail a slightly different feel to allow you to dial in whatever tail response you're going for.
@Gestour Yep, there was a bug w/the T2000 engines, an update was just pushed about 30min ago w/a fix. Glad it worked for 'ya!