BALSA Model Flight Simulator

BALSA Model Flight Simulator

XCNuse 19 Jun, 2020 @ 3:55pm
Demo has me less confident about this game...
Thanks for the demo at least! Can't say I was expecting it, but seeing that is a huge + to me!

But... let me go down a list of issues I've already found, some may be demo related, but others I know will not be.

For starters, it's a bit of a weird experience in 2D. I didn't catch if the demo has VR support but things are a bit wonky on a monitor, including but not limited to a very strange walking simulation to where you can walk around, but only if you hold a key down? I'm not sure I follow how it's supposed to work, I understand WHY it exists, but having to hold a key to then walk around makes for a super strange experience on 2D.... just let me walk... all the time.

Keybinding. This may be a demo issue; I bound a VKB Gladiator to the game, and it saw it just fine; but I had to REBIND EACH FLIGHT! Yeah... it forgot I had it plugged in EVERY SINGLE TIME. I'm assuming this is a demo bug, but this is.... HUGELY SIGNIFICANT.

Building: Snapping parts together is... frustrating to say the least; it basically doesn't work. The demo tutorial wants you to use a cylindrical body, and there's literally no snap point that makes the wings remain horizontal.
A benefit however is anyone familiar with KSP will absolutely feel right at home here, the translation and rotation tools are also there, but will screw things up [snapping other parts to] later on if you aren't careful. But not being able to snap wings horizontally to a cylinder is... incredibly problematic, and will create a HUGE frustration to any players, as it made me incredibly mad trying to learn the controls and realizing some are shared with KSP (not everyone is coming from KSP so it will be annoying not being able to make your wings straight....)

Customizing wing parts is ... super cool... I love it.

But then you realize wings basically don't snap together, so you have these awkward edges everywhere. But I can overlook this in translation and rotation edits.

Modable wings right click.... rotation "sliders"
Who on earth decided to make these rotors instead of sliders??????

FOR THE LOVE OF GOD THESE NEED TO BE SLIDERS!!!!!!
You set it to 100% and it instantly flips between 100% and 0% and they're so close to each other it's just another so.... so.... so frustrating thing that makes literally no sense to me who designed this to be like this.

I finished up my glider, checked CG, comparing to where it should be with other realistic RC gliders.

Aaaaaaaaaaaaaaaaaaaaaaaand..... CG is like in the dead center of the body, and the wings hardly move it.

Well that's wrong...........

Moved wings until CG was where it should be in relation to wings (roughly 1/4 way back from beginning of wings), and moved on.

Let's go for a test flight!

Pick up and toss (awkward in 2D but it's whatever, I get it, it was meant to be a VR game).


Instantly drops like a rock..... erm... ok.

Not sure how to start over, so back to rebuild, and press fly again.

Rinse repeat until I'm utterly mad at the game.

Load up a preset vehicle, toss it, engine off.... glides like a dream.... despite being 5x heavier than what I built.

wtf?

Oh by the way, this whole time I was trying to use my joystick only to realize the game FORGOT it was bound.

Builds another SUPER LIGHTWEIGHT huge wing glider.....
try to put the CG suuuuuuuuuuuuuper far forward with batteries I don't need.... but it won't move.

There's something very wrong about the demo and building I guess?

Toss new glider... joystick still not working because it forgot again.

Still drops like a rock.

Alright, let's try this powered default airplane.
Eventually realize I can use WASD Shift/Ctrl and Tab to power an engine.

Glides better than my glider for whatever reason, but moving on...

Powered flight.

My only complaint here is the physics feel incredibly poor.... not AWFUL, just... poor.

Running an RC airplane, yaw will absolutely allow an aircraft to roll over complete, but this game will not allow this, and this is my biggest complaint.

Rudder authority might as well not exist.....

and with gliders, there's no induced yaw from rolling... also very wrong.

Only other thing I want to complain about is... are thermals a thing?
I couldn't tell if wind was an option, if so I'm not sure where it was.

But I can promise I don't really want to buy this game knowing it won't have thermals for RC Gliding or ridge lift for RC Gliding...


All in all... Building is fun, but snapping is next to not working at times, controllers in demo straight up do not work / function ONCE, aerodynamics are.... weak.... and something is very wrong with my built glider weighing nothing that fell like a stone but the heavier prebuilt models flew just fine.


I'm not sure where I end up on this coin toss.

I'll play with the demo again, but it has me far less convinced now about buying this game.

The flight model is certainly worse than what I was hoping for, the building is frustrating, only default keybinds seem to work, and everything is a bit of an awkward experience, and GUI can be very frustrating at times.

I know this is a long read, but hopefully something can be done, as this game looked fascinating for so many years, up until I tried the demo.
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Showing 1-7 of 7 comments
freakhealer 20 Jun, 2020 @ 6:30am 
you should try it a bit harder. i have build a glider . did you care to learn the process? this aint ksp (if you into that), i first was confused but i managed to build a glider and my wings stick nice to the model, it glides well. if your glider doesnt glide check the aerodynamics and see if its at good angle and have good lift at all speeds.

yaw allow a model to roll? you mean turn back ? for roll you have roll controls but if you wanna turn back yaw aint the best option you should manouevre using roll and pitch but anyway if you want to use yaw you can use it, i did it just to test it worked. you have to have in consideration the angle you're at, since when you are at an angle the wing lift will make you turn by itself so if you are slightly angled in the oposite direction when you yaw it seems to not work but its just counteract the forces, yaw its very weak at this scale. unless you make a model specifically thinking in using yaw to turn your model.

i actually like the engine. there are a few bugs for sure but they warn us.

happy builds
XCNuse 20 Jun, 2020 @ 7:34am 
Angles were all good after checking etc.
I will say I was only using the cylinder body, which I could never find straight and level; I'll try the more rectangular one.

But that point still remains; if it's that difficult to make things "straight and level" we've got a bit of an issue.

One thing I will add to that, the arodynamics helper thing is... what are we looking at? Knowing what it's trying to tell me besides straight and level would be nice, I saw yellow and blue but no idea what those shapes and colors meant.

As far as Yaw goes; I mean a 3 channel RC Plane has pretty normal control.... in that demo, none of the prebuilts had nearly enough yaw control compared to what an RC Plane actually would give.
Not talking about 4 channel + with ailerons, just pitch and yaw.

But at scale, yaw is actually a massive force in super light, slow, RC crafts.

I'll try the demo out again but, I'm still fearful of where my expectations were, and where this demo has ended up.
XCNuse 20 Jun, 2020 @ 8:33am 
Okay, so not sure where I was going wrong yesterday, but have managed to make a working glider, it feels ok.

Still feel like visually the CG is... incredibly wrong but that's not a huge deal. (I guess because these non-powered models aren't considering where battery weight would be). I think yesterday's issues had a lot to do with wing thickness issues and a lot of other things.


So my faults that still stand:

Building can be awkward; snapping basically doesn't work the way I feel as it should.
Things don't center, things don't line up (even the vertical rounded rectangle body sections don't line up when you snap them together!!!), it just feels a little wonky.

Lack of wind and ridge lift.... really kind of ruin any "extended" fun. Right now we have a chuck glider sim if you want to glide, alternatively, you HAVE to use powered flight, which is a bit of a shame.

Walking is still very weird, but I'm willing to look past it now, but having seperate controls for it would be nice.

Binding... works just fine on my XBox controller...? I don't know why my stick broke every time unless I opened the menu, but here we are.

Yaw still feels lacking to me, just a little bit at this point, again, not sure what I managed to do yesterday but apparently I've figured something out overnight.

Choosing what control surfaces do what.... these sliders are ... bad.

Take it from KSP; if the game thinks surface X should have aileron input, and I have it where an elevator is, just allow me to "disable" all inputs besides elevator. It works great in KSP, just make it the same here.

Not everything has to be a slider, and that mentality is making things still kind of frustrating!


That said, I think it's just the lack of wind, thermals, and ridge lift that are now really killing it for me. The world feels empty, and despite hearing wind, and there being none, and not seeing a way to make it exist is kind of strange.
Preppy 21 Jun, 2020 @ 10:58am 
I played the demo , and I was a bit disappointed when your rc plane couldn't take off from the ground , and there's no retracting the landing gear . Another thing I wanted to point out , the game didn't recognize my game pad . I'm hoping the full game is different , and I still plan to play this game when it comes out .
Dabbelju 22 Jun, 2020 @ 12:32pm 
Originally posted by XCNuse:
Binding... works just fine on my XBox controller...? I don't know why my stick broke every time unless I opened the menu, but here we are.
I have a VKB Gunfighter Modern Combat Pro stick and also had problems with my VKB stick, while the others work fine.
After some digging around, I noticed that the VKB stick is known to Windows under a name with a leading and trailing space. Why VKB adds these spaces? No idea.
The spaces later get lost when the name is used inside Balsa and/or stored in the configuration file. So Balsa thinks it has found a new joystick, over and over again.
I contacted Balsa's developer on Discord and he already has a good idea where and how to fix it.
madmacs 25 Jun, 2020 @ 9:36pm 
Of course I find out about the demo after its been removed from Steam. As a KSP player, I'd be right at home playing Balsa. As the early access game is due out "summer 2020", I'm guessing that means August or September. :( I'd still like to get the beta.
XCNuse 27 Jun, 2020 @ 12:36pm 
Yeah, my expectations are August as well; hopefully the demo makes the release go smoother though; particularly with the controllers that forgot inputs instantly.

I'd more importantly however like to hear about any wind and lift generation though.... and what's going on with VR support.
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