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Update 0.7.6 | Sticking The Landing

SimplePlanes 2 · Community Announcements · July 23, 2026

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After nearly a month of public beta testing, SP2 version 0.7.6.1 is now LIVE, with brand new Procedural Landing Gear, bay doors, the new Coughinton Refinery location, and a whole host of performance improvements and bug fixes! You can find the full patch notes here, or on the bottom of this post if you're reading this on Steam.


Procedural Landing Gear

The star of this update is our brand new highly customizable procedural landing gear parts, with tons of styles that can each be customized into countless shapes, new bay doors that carve holes into fuselages and make doors, and customizable animations with keyframe editing. Getting fully into the weeds of the new gear would make this a ginormous post, so let's try to abridge things a bit.

Gear Leg

In the parts list there are now 17 different gear styles; 4 relatively simple styles for general aviation, 5 nose gears, and 8 rear gears. Most of these have a variety of options to change, including but not limited to: suspension tuning (like the double wishbone for cars), support strut/support strut style, torque link/torque link style, and catapult connector.

Wheel Assembly

The Gear Leg and Wheel Assembly are separate parts, so you can move or edit them independently (for your convenience, all of the gear prefabs in the parts list come with a Wheel Assembly preinstalled). Much like the car wheels, the Wheel Assembly has a ton of options to accommodate a variety of landing gear needs. One wheel, two wheel, four wheel, whatever your heart desires there's a good chance it's in there! It also doesn't have to be attached to a leg and can be attached to fuselages or wings on its own, so you could ignore its intended application for landing gear and use it for a motorcycle or something instead as I've seen at least one person do.

The Gear Leg and the Wheel Assembly are intertwined, so if you move an attached Wheel Assembly the Gear Leg and all its mysterious mechanical bits will do their very best to procedurally adapt in order to connect with the wheel. This means there's genuinely an endless variety of shapes and configurations you can do for your landing gear, so much more than was ever possible with the procedural gear we made for Juno many years back.

Gear Bay

The Gear Bay is like the hole and window cutting parts you're used to, except doors are placed in the hole, allowing you to conveniently stow away your landing gear without needing to mess with rotators and slicing and all that complicated stuff. You can have a left door, right door, front or back, doubles, whatever you want!

Animation Editing

For those of you who really like to get into the nitty-gritty with your crafts, the new gear parts support custom animations using an in-game keyframe-based animation editor. Here, you can make create keyframes, each of which define a different position and rotation at a specified point in the timeline for the wheel, doors, main strut, support strut, and probably some other stuff I'm forgetting. The gear will then interpolate between these keyframes to make an animation! The animation timeline is based on the input of the parts, so you should be able to combine custom animations with FunkyTrees to do some really advanced stuff with the right know-how.


New Location

On the northernmost point of the map, north-east of Vetusta City, a new location has been spotted...

Coughinton Refinery

The construction on Vetusta Island has finally finished, and now the Coughinton Refinery is available for you to play around in! It's a large oil refinery covered in buildings, smoke stacks, tanks, intricate pipes, and a port. It's been in our pipeline for a long time, and we're happy to have finally gotten it done! Most of the assets were done by Emmanuelle Le Nouaille, who you may recall us working with for several other parts of the game! She's once again been an amazing help, and we hope you all have fun exploring.


Performance

In addition to new content, for this update we've spent some time looking into ways we can improve performance, and you should notice significant framerate improvements in multiplayer and the designer in a lot of cases. Feedback and bug reports help us a lot with diagnosing performance problems, so keep them coming!


And that's a wrap for this post! This update ticked multiple items off our Roadmap, so if you voted for any of the stuff in this update your votes will get freed up to use for other things. Thanks for playing!


Patch Notes:

New: Procedural Landing Gear

A completely new landing gear system built from three parts that snap together, driven by a new keyframe animation system that gives you full control over how your gear folds away - across the leg, wheels, support struts, and bay doors.

Wheel Assembly

Built on our new wheel physics, with a style option to cycle through configurations: single, dual, tandem, and multi-wheel bogies (quad, six-wheel, and Single Arch). It steers for taxiing, and since it's its own part you can pair it with the new gear legs or drop it onto your own custom landing gear. Includes a range of tires and rims.

Gear Leg

A suspension leg designed to work hand-in-hand with the Wheel Assembly: several prebuilt styles, procedural sizing, and tunable suspension (travel, spring, damping). Pick support strut and torque link types right on the part and they bend and follow along automatically as the gear extends, retracts, and steers. Animate it simply by rotating the Main Strut. Includes catapult launch bars that swing down to connect to carrier catapults, with stowed, ready, and connected states.

Gear Bay

Drops onto a fuselage and automatically carves a clean hole with matching procedural bay doors (fuselages only for now - wing holes aren't supported yet). Sculpt its shape freely (depth, height, width, taper) by dragging handles or typing exact values, or flip on Auto Size to wrap it around your gear leg's retracted footprint. Choose single or double door styles, animate on the same keyframe system, and link several bays onto one shared timeline.

Environments

Performance

Physics

Weapons

UX / UI

Designer & Fixes

Misc

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