Classic Islands

SimplePlanes 1's classic islands, back in SimplePlanes 2, plus Cthulhu and the Brown Pearl.

Version
Version 0.6.0
Works with
SimplePlanes 2 0.7.9
Updated
Category
World
Online
Local onlyExperimental: still has bugs in multiplayer
Contains
8 separate mods (see the list)
Needs
BepInEx 5. The Gravy Mod Menu is recommended.

What it does

SimplePlanes 1's classic islands, back in SimplePlanes 2. Each island is its own mod, so install only the ones you want.

Each island sits in the open sea near the main island. The mods also:

  • add the islands' SP1 start locations, so you can spawn there;
  • optionally restyle them with SP2's terrain textures and trees, kept off the runways, taxiways, aprons and buildings;
  • stream them in from much further out than SP1 did (100 km instead of 42.5 km), so they're there before you can see them.

Preparing an island's SP2 look happens a little at a time while it's still far away, mostly on a background thread, and the result is cached on disk, so flying to an island doesn't stall the game.

Classic islands in SP2 (open larger)
Classic islands in SP2

Islands

Show islandsHide islands
ModIslandPlacement (default)LookVersion
WrightIslesWright Isles~40 mi south of BannockSP2 textures and pines0.6.0
SkyParkCitySky Park City~20 mi south of Wright Islescity platforms (no terrain)0.6.0
SnowstoneSnowstone~60 mi north of DalandSP2 textures, no trees (arctic)0.6.0
KrakabloaKrakabloa~40 mi east of DalandSP2 textures, SP1 palms and banana plants, broadleaf trees higher up0.6.0
Breadcrumbs23 small islandstrails between the islandsSP1's grassy, icy and sandy stepping stones0.6.0
CthulhuCthulhu (easter egg)somewhere in the open oceanSP1's monster, rising from a storm0.6.0
BrownPearlBrown Pearl (easter egg)somewhere in the open oceanSP1's pirate ship, fights back0.6.0
MaywarMaywar Island~30 mi south of Krakabloadesert textures and plants, a copy of Cochran Airport on the north-west plateau, and 25 km of roads0.6.0
Wright Isles (open larger)
Wright Isles
Sky Park City (open larger)
Sky Park City
Snowstone (open larger)
Snowstone
Krakabloa (open larger)
Krakabloa
Maywar Island (open larger)
Maywar Island

SP1 had small stepping-stone islands, about 1 km each and grassy, icy or sandy. The Breadcrumbs mod lays all 23 out as trails between where these mods put the islands:

  • main island → Wright Isles → Sky Park City;
  • main island → Snowstone, turning icy as you head north;
  • main island → Krakabloa;
  • Krakabloa → Maywar, and Cochran → Maywar, both sandy;
  • two more heading out east from Krakabloa.

Leave a trail out with DisabledTrails.

Breadcrumbs (open larger)
Breadcrumbs

Cthulhu

SimplePlanes 1's Cthulhu easter egg is back. The Cthulhu mod puts it out in the open ocean, as in SP1. Finding it is up to you. As you fly in:

  • a heavy storm rolls in and the music fades;
  • Cthulhu rises out of the sea with its tentacles;
  • fly through the tunnel in its head and time seems to stop.

A Cthulhu Approach start location puts you 15 km out, heading straight for it. The storm clears again when you leave.

The storm only rolls in in single player, or when you host and no other players are on the server: the weather is shared with everyone on a server. Online, everything else still happens, just for you.

Cthulhu (open larger)
Cthulhu

Brown Pearl

SP1's pirate ship is back too. The BrownPearl mod puts it out in the open ocean, as in SP1. Fly close and you'll hear "Ye have made a grave mistake!" The ship then sails a weaving course and fires homing cannon shots at you within 10 km until you sink it. The Brown Pearl Hunt start location puts you 12 km out.

The cannons only fire in single player, or when you host and no other players are on the server (AI aircraft don't count), and never in peaceful mode. Their shots are the game's own networked missiles, which could hit anyone online, so the ship only appears for the host and stays peaceful while others are there.

The ship gets a rebuilt controller that works the way it did in SP1:

  • it patrols a wavy circle at about 20 knots;
  • it can be locked onto;
  • it fires its cannons;
  • at critical damage it lists and sinks.

Speed, patrol size and firing range can be changed in its .cfg file.

Maywar's airport

SP1 never had an airport on Maywar, so this mod adds a copy of SP2's Cochran Airport on the north-west plateau:

  • the terrain is flattened under the pavement;
  • approach corridors are cut down;
  • the runways are 07/25 and 03/21. Runway 03 has a hill on approach, so prefer 21.

It's a local copy: Cochran's networked parts (crates, fire truck, parked cars, spawners) are left out.

Landing at Maywar's airport

Maywar's roads

Four drivable roads join the airport, Egyptian City, the harbour, the pyramids and Mirage Speedway (25 km). They follow the route map that was picked for them:

RoadFrom – toTypeLengthVersion
Airport Roadairport landside – Egyptian City, along the north coastprimary road, 2 × 4 m lanes8.8 km
Harbour StreetEgyptian City – the waterfrontcity street, 7 m0.35 km
Pyramid RoadAirport Road (south of the city) – the Sphinx and pyramidssecondary road, 7 m3.3 km
West Coast RoadAirport Road (below the airport) – Mirage Speedwaysecondary road, 7 m12.7 km
  • Proper road surfaces: Airport Road has dark asphalt with white edge lines and a dashed centre line; the others look like SP2's country roads and city streets.
  • Gentle grades: at most 10 %, and 12 % on the short, steep stretches down the airport escarpment and over the west coast hills, where the roads take smooth bends instead of hairpins.
  • The ground follows the roads: cut and filled to the road surface, with soft shoulders and embankments back to the natural ground (up to about 14 m on the escarpment). Trees are cleared off them.
  • Junctions have a flat asphalt pad; dead ends a round turning area. Next to the airport the roads meet its levelled ground. The runways, and 600 m beyond each runway end, stay clear.
  • The roads are on the game's road layer, so cars and crafts drive on them like on SP2's roads.
  • With Night Traffic installed, phantom cars drive them (head and tail lights at night, low-poly cars by day) and street lights line the whole of Airport Road, Harbour Street and Pyramid Road. The West Coast Road is a country road: it's lit near the airport and at Mirage Speedway, and all along with Night Traffic's Country Roads setting.
  • The game's own cars don't drive on them: their spawning is networked and tied to the main island's road network.

Switch them off with Roads → Enabled in Maywar's .cfg file (takes effect on the next flight).

Maywar at night (open larger)
Maywar at night

Multiplayer

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Experimental online. This mod runs in multiplayer, but it still has bugs there that aren't fixed yet. It works best in single player for now.

Local only. Other players don't need the mods. The two things that could reach other players, Cthulhu's storm and the Brown Pearl's cannons, only happen in single player or when you host alone.

  • Islands, Breadcrumbs: the islands exist only on your computer. Nothing is sent to other players, and the mods work the same whether you host or join. Players without the mods see you flying (or parked) over open ocean where the island would be; if you crash into an island they see you explode in mid-air. Friends with the mods see the same islands if you all keep the default positions.
  • Maywar's airport is a local copy with all of Cochran's networked parts removed.
  • Maywar's roads are local meshes and local ground edits. They don't touch the game's (networked) car system, so the game's own cars don't use them in single player or online.
  • Cthulhu is only on your computer, and only your own craft wakes it; other players see nothing. The storm it summons only happens in single player or when you host alone (AI aircraft don't count); online, the weather stays as the host set it.
  • Brown Pearl only appears for the host (players who join don't load it), and only fires in single player or when you host alone (AI aircraft don't count), never in peaceful mode. It never fires at anyone in multiplayer: shots still in the air when someone joins are removed.

Settings

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In the Gravy Mod Menu, the Modded Islands tab has one switch per installed island: Breadcrumbs, Brown Pearl, Cthulhu, Krakabloa, Maywar Island, Sky Park City, Snowstone and Wright Isles. That's all the menu has, so islands can't be moved around by accident.

  • Switching one off takes effect on the next flight; the island stays where it is until then. Its start locations stay in the location list until you restart the game.
  • Switching one on adds it straight away.

Everything else is in each mod's .cfg file in BepInEx/config (for example rygar.sp2.island.wright.cfg). The defaults are what the islands are made for; only change them if you know what you're after. Placement settings take effect on the next flight.

SectionSettingNotes
IslandEnabledThe island's switch (the one in the menu)
IslandCenterX / CenterZMove the island anywhere in the world
IslandLoadDistanceHow far from its centre (km) the island starts streaming in. Default 100; SP1 used 42.5. Lower saves memory
LoadingFrameBudgetMilliseconds per frame spent preparing the islands' look while they're far away (default 2.5). One budget is shared by all islands: the largest value in any island's config is used
LoadingNearbyFrameBudgetThe same when you're on or next to an island, e.g. after spawning there (default 8; shared the same way)
LoadingDiskCacheKeep the prepared look in BepInEx/cache/ClassicIslands so later loads only upload it. Delete the folder to rebuild it
SP2 LookEnabledSP2 textures instead of SP1's
SP2 LookTrees / TreeSpacing / TreeDensityVegetation
SP2 LookPaintResolutionGround texture blend-map resolution
Airport (Maywar)EnabledThe Cochran copy
Roads (Maywar)EnabledMaywar's roads (default on)
BreadcrumbsEnabled / DisabledTrailsThe switch, and trails to leave out
CthulhuEnabled / CenterX / CenterZThe switch, and where it is
CthulhuRestoreWeatherOnLeaveClear the storm when you fly away
Brown PearlEnabled / CenterX / CenterZThe switch, and where it is
Brown PearlSpeed / PatrolRadius / FireRangeThe ship's speed, patrol circle and cannon range. The cannons still only fire in single player or when you host alone

Known limitations

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  • Islands only appear on the main SP2 map.
  • Moving an island with CenterX/CenterZ moves its spawn points too, but don't overlap it with other land.
  • The game itself still loads each island's terrain in one frame, so there can be one short hitch when an island streams in (far away, with the default LoadDistance). The log reports how long that frame took.
  • Spawning right on an island shows SP1's ground textures for a moment, while its SP2 look is prepared (or read from the cache).
  • The breadcrumb trails and the default spots of Cthulhu and the Brown Pearl follow the islands' default positions. Moving an island with CenterX/CenterZ doesn't move them, so keep moved islands clear of the stones.
  • The Maywar airport's runway edge is made flush by reading Cochran's runway mesh back from the graphics card. If that isn't possible on your system, the log says so and the runway keeps a thin edge in places.
  • Maywar's junctions are flat asphalt pads, not SP2's junction pieces, so the lane markings stop at a junction. There are no bridges, tunnels, guard rails or road signs.
  • Maywar's roads only reach the north coast. The Windmill Farm and Rattlesnake plateaus are ringed by cliffs; a road up would need tunnels.
  • If a game update changes the road surfaces, the roads are drawn in plain grey asphalt and the log says so.

Requirements

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  • SimplePlanes 2 0.7.9
  • BepInEx 5 (5.4.x, x64 Mono build) installed in the game folder. On Linux/Steam Deck with Proton, add WINEDLLOVERRIDES="winhttp=n,b" %command% to the game's launch options.

The Gravy Mod Menu is recommended: most mods keep their in-game settings and status there. Without it, edit the .cfg files in BepInEx/config/.

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