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Neurowork

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  1. Exactly my thought for item #1 in my list but I understand that from a dev standpoint it may be more expansive than just adding a button mapping. Either way I'd be satisfied.
  2. Being able to use your head to steer the VR Pointer and operate the cockpit buttons is incredibly useful. However, while it works great for the front cockpit/radio, reaching the side console is really really inconvenient, requiring awkward head tilt angles. 2 solutions to fix this: Slightly offcenter the VR Pointer to follow the head movement. Perfect solution to me. Provide a button mapping to switch on/off the Use Mouse feature. Less ideal but cheap in terms of development. Providing the mapping allows to quickly switch from the comfortable VR Pointer to using the mouse to reach the side console buttons.
  3. Bump ... Anybody hear any news on this elsewhere?
  4. Remember that we have 20% sales tax in France :). 400$ at today's conversion rate is about 360 euros x 1.2 that's 432 euros. Still a bit less than 450 but hey :)
  5. True. I tried that to begin with. The issue is that sometimes, the pointer moves around and it doesn't work in menus. Also, the amount of off-centering needs to be manually adjusted depending on what you want to interact with. It'd still want the pointer to be centered for interacting with UFC for instance. I need to give the Touch controllers a go. Last time I used it, I found that the hand representation was way way to big in reference to the cockpit. Maybe they fixed that. Also you still need to grab that controller and put it down to return your hands on the HOTAS which is cumbersome.
  6. Having to take yours hands off the hotas, I guess yes but there's nothing immersive in moving it around to point to something to interract with IMHO. I'm a Private Pilot, I'm used to interacting with cockpit switches. First thing I notice is that I know the cockpit through and through, interactions have to be FAST. If we decompose what we humans do to interact with something, it'd look like this Turn head in general direction Turn eyes/gaze to specific switch Move hand Activate control We currently can do #1 in DCS but we can't do #2. #1 can't be a general direction, it needs to be accurate to point to the right switch which in some cases is really inconvenient. I'm proposing to simulate #2 to make it more convenient/faster to get to things. You can add realism by making the button you click with away from your Hotas (#3) or map a hotas function to make it there even quicker :). Cheers,
  7. Amen to that but it requires new hardware. What I'm proposing doesn't require any and is the second best solution IMHO.
  8. Humm I don't think I'm getting my point accross. I'm saying the same thing. It is faster to point, well look and click than using a mouse or reaching out to touch something physical. Although in my setup, I find that it is better for immersion to reach out to tap a physical button to perform the click action (through UI Layer mappings) The only problem is that today, the pointer in VR is centered in the field of view, which makes side panels switches hard to reach without being unconfortable. I'm proposing a solution for this problem by making the center pointer gradually come off-center in the direction of the head mouvement to help reaching side panels without having to crank the head to make the switch at the center of the field of view. To your point, I guess you could theoretically use the oculus track to emulate a mouse but I don't think that you can have 2 separate processes use the oculus tracking at the same time (DCS and the mouse emulation software). I might actually do some more research on that. Cheers.
  9. Interesting. I have no issues what so ever holding my head still to look and click, even in cockpit like the Mirage 2000c where switches are quite small. In fact the head is one of the most precise part of the body. It is much much faster than operating a mouse and keeps the immersion intact. Going forward with eye tracking-enabled VR headset, I imagine just being able to look at a button to click. What I’m proposing is the second best thing. Say you want to operate a switch near your left thigh, when interacting with an actual cockpit, the natural behavior is to rotate the head in the general direction of the switch to operate. The eye then move down to home in on the precise location. What I’m proposing is to emulate that behavior where if you look straight ahead, the pointer is centered but as you move your head, it gradually moves off center in the direction the head is moving to simulate the gaze adjustment. I wish I had A way to script this though LUA, I would have implemented it myself but looking at what’s available, I wasn’t able to find anything.
  10. Exactly, custom scaling to control how far off-center the pointer goes as the head moves would be awesome as well.
  11. Only the pointer that allows to interract with the buttons would be impacted. Not the whole view of course :) I don't think it would introduce any motion sickness.
  12. Hey Guys, I don't know whether someone already requested that but I posted a nice feature request that would certainly help making interacting with the cockpit in VR easier. Voice your approval if you think it is a good idea. https://forums.eagle.ru/showthread.php?p=3802542#post3802542 Cheers,
  13. Hey guys, I fly VR most of the time without the mouse setting enabled, meaning that I get a pointer at the center of my view that remains centered as I move my head and that allows for cockpit interaction. I find that with a proper Hotas configuration, the ability to point with my head and interract with the cockpit buttons is the most efficient, short of having an actual hardward cockpit with all of the buttons. However, one thing that drives me nuts is that when trying to reach for buttons with my head, it sometimes get to the point where it is unconfortable far down/left/right, having to cranck my head down to make that centered pointer reach buttons. A nice solution and honnestly not that hard to implement (being a software engineer myself) is to provide the option for the pointer not to stay centered but rather a trackIR-like configuration capability where downwards head movement gradually make the pointer move off-center down to make it easier to reach cockpit buttons. Conversely, Upwards movement would gradually move the pointer off-center up to make the radio easier to reach as well. That would be a nice feature to have and a step closer to a full mouse-less VR experience. I hope this gets into the product someday. Cheers,
  14. Just received the Analog stick kit and Installed it. It's definitely an improvement over the original. However, I'm a disappointed with the resolution. Do I have an issue with my unit ? See attached the JoyTester output. I have a vague recollection that the resolution is 8bits which might explain that. Also sometimes, in game steering the TGP, when I scroll left or right to the max deflection of the thumbstick, it just stops for some reason. Up-down continues to work but I have to recenter for it to register left-right movement. Am I the only one ? Thanks.
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