Jump to content

TFS

Members
  • Posts

    224
  • Joined

  • Last visited

Posts posted by TFS

  1. Just now, Soggy said:

    Should already be included with your Quest Link install.

    The path should look something like:  C:\Program Files\Oculus\Support\oculus-diagnostics  

    Perfect found it and turned that bypass on, hopefully that works around it. I play with Link Cable anyways so it's not like the HMD would ever lose power if left on. Thank you for the workaround if this works. I don't know what changed in the recent months. 

  2. Hello y'all, been using the Quest 3 since launch in DCS and I have always been able to take the headset off and leave for either a break, or a brief moment to do something on the PC and return to the game no problem. As of the past few months anytime the internal sensor isn't blocked and I leave the headset while in game, it is a 100% guarantee DCS crash due the headset going into whatever mode it does when you take it off. This was never the case.

     

    I use link cable, I have Virtual Desktop but Link is better for me in DCS. This is a pain as if I am flying quite the distance and need or use the restroom or take care of something it's a guaranteed crash to desktop for DCS. This is the only game this occurs in. I tried taping over the sensor and this did not work. 

     

    Anyone else encounter this, or have any ideas?

    Thank you.

  3. On 12/8/2024 at 6:46 AM, Hadeda said:

    1) when going to an external view my mouse is still 'tied' to the slugmice, so the view moves around wildly even with the slightest movement of my hands. Quite nauseating! Not sure what can be done apart from re-assigning external view movement to my HOTAS but don't really have the buttons to spare

    To combat this, I moved my mouse out of the Quests camera FOV, so my hand isn't captured by the tracking, this is purely an HTCC feature, Slugmouse is merely mouse clicks. 

    • Thanks 1
  4. On 11/30/2024 at 7:58 PM, MurrayCod said:

    This has a high probability of making it on to my Wishlist for 2025.  Does anyone have experience with using it in the Apache?  I'm hoping it will be a game changer for interacting with the keyboard unit and MFDs.

    Sorry haven't been around past few weeks. 

     

    Yes I have the slugmouse, had it for a few months now, used it daily in DCS, I use it in the Apache a lot. I've gotten extremely good and quick with using it. I just can't get the power levers to move to idle so I use voice attack command for that. Otherwise everything works smoothly and I can't... I repeat CAN'T play without them in DCS. 

    Just imagine the benefit of flying with a cyclic in vr in a helicopter and not having to take your hand off the cyclicbto find the mouse, find the cursor. I just use my left hand for basically everything unless I am in a trimmed hover or on the ground. 

     

    Any specific questions hit me up, I'll try and pay more attention to the forums. Had some changes in life lately so I've been away from my pc. 

    • Like 4
    • Thanks 1
  5. I have the slugmouse and use HTCC. It does work very well and I've become extremely good at them together. Having my hands tracked visually would be neat, using just the cursor is fine but my Quest is already tracking my hands so if someone figures a way to cross the threshold that'd be cool. 

    As for being able to move your hand, with inside out headset tracking there's no way around that without external tracking separated from the headset. 

    • Like 2
  6. 14 hours ago, Rogue Trooper said:

    I do get why it is done, it is done to restrict Neck saver and Track IR cheats that allow you to look further than a IRL pilot could.... in some ways I find this valid.

    Needs tuning though. 

     

    Idk, this is a video of max VR movement I can produce in a chair and using neck safer. This is in the CH47, which like the 64 is made by ED. They did it correctly on the 47, like the other helos. It should be this way consistently as it works and is has no visual conflicts. Just remove the head rendering in VR....

    • Like 1
  7. 1 hour ago, BIGNEWY said:

    Hi, 

    this will happen when the players head moves outside the limits of the model and is intended. If we limit the movement to the model it can be jarring for users and create motion sickness. 

    thank you 

    Intended? This is not the case on other helicopters though, so what's the thought behind it on the Apache? The other helicopters just don't have a pilots head in VR. It's already a thing, just not the Apache so far as I've noticed on the helicopters I own. 

     

    This saddens me to see this is on purpose, I feel like it's an oversight really. Otherwise a workaround is fly with pilot models off, which defeats the purpose altogether. 

    • Like 2
  8. I have this issue that I can replicate time and time again in VR. When tilting my head IRL my view exits the pilots eyes and I can see the head and helmet. This does not occur in any of the other helicopters as I believe it appears the pilots head does not render in the other helicopters to avoid this precise issue. I've included a simple demonstration to showcase this. 

×
×
  • Create New...