Jump to content

VR FlightSim

Members
  • Posts

    65
  • Joined

  • Last visited

Everything posted by VR FlightSim

  1. This is so pathetic... You've lost my money right here ED. I'll enjoy the thing for what it is but I ain't buying any more dlc's. I would much rather invest in a platform that actually appreciate and enjoy its audience. Good luck!
  2. It's been six weeks since I posted this thread. All I'm asking is a simple damn statement on the state of this issue. Yes, No, Maybe.. Are you seriously so ignorant to your users or you still gonna pretend that nobodys home??
  3. Helloooo.. one line from ED would really make a difference! Many people are frustrated with your mouse integration. DO YOU NOT CARE ABOUT YOUR FAN BASE ??
  4. Just realised, would it not be possible to "untie" the mouse pointer in the config file? Anybody here understand the file enough to investigate this option? Jay
  5. So again.. "BREAKER BREAKER, ANYBODY OUT THERE EAGLE DYNAMICS?" Jay
  6. or, you can support our request to "untie" the head movement from the mouse pointer ;) https://forums.eagle.ru/showthread.php?t=226659
  7. Completely agree. I run my own flight sim web and in my humble opinion, communication is the key to a happy audience. I do realise that this is not how things work here, I'm just saying that it is very disappointing for a newcomer... Jay
  8. To be honest I am very disappointed so far. As for my first thread in the forum I was expecting some active communication with dev representative (as I'm used to from different sims) but seeing this and observing other threads, it makes me really sad. It is actually quite rude though! Jay
  9. Exactly right! Annoyingly bizarre and utterly wrong! ED please give us a sign that you are real... Jay
  10. You will not lose the pointer if it's done right. Look at the video few pages back. It kind of feels like "throwing peas against the wall" here. Response from ED would be very helpful! Jay
  11. Thank you;) Have a look at the video example I've made (previous page). I can't think of better solution. Jay
  12. I've read some older change logs and I think the "free mouse" was already implemented once (at least internally). We can also see that the tech is already there (menu mouse behaviour) so I would think this could be an easy one. There is a lot of complains about this feature scattered across many forums so I wanted to group these voices here to express an interest in such improvement and perhaps we will get it...
  13. That does not solve the problem. Whilst you can use the mouse in the limited space of your FOV, the pointer is being hijacked by HMD's movement. You need to keep your head very still to aim good. Not natural at all and really frustrating. Jay
  14. Don't take me wrong, I have no intentions underestimating the power of "people that matter" or meaning to take the attention above others, however, the thread you mentioned is six weeks old and there's no single reply from ED. Also, the thread seems more like an argument to me, about "which is better" and I didn't wanna go into all that. This one should have been different. Something like "here is an amazing solution that works great. Would you like it?" Jay
  15. Can we PLEASE get some response from ED dev team? Jay
  16. Yes, I've seen that one too. I'm hoping to get this one to the developers though:pirate:
  17. Gentleman, don't worry about "lost" mouse. It's dead simple. If you leave it for awhile, it will disappear and no matter where you looking next, you touch the mouse again and the pointer will pop up right in front of you. This simple but effective mechanics are used very successfully by other sims. I'll make a demo video (hopefully tonight). Jay
  18. I just realized that the ordinary mouse arrow in menus and over the initial screen actually has the freedom (not tied to VR tracking) so one would assume that the tech is already there thus not much work to allow pointer (crosshair) to behave in the same way. Can somebody from the dev team respond to this please? Or should I contact them directly somehow...? I really mean to keep pushing on this issue as it spoils the experience for me big time! Jay
  19. Yes, that's what I'm proposing here. I respect the fact that many people like it as it is but there's also many users who find it very distracting so simple option "pointer following head tracking ON/OFF" would be absolutely great. Is someone from the developers actually reading these posts? I would like to see what they think about it. It's quite an old issue discussed across many forums though. Jay
  20. Hi Let me first say that I absolutely love DCS. Since version 2.5 and it's brilliant VR support I'm finally enjoying this platform to its full potential. Thank you! There is, however, one very annoying feature that I would like to highlight here. I'm talking about "mouse pointer being somehow connected to head tracking" (VR and trackIR). I've searched through tons of threads and different forums last night and found out that there are many many people complaining about this specific issue over and over again. I also understand, there are users whose opinion on this subject is different simply because they got used to it and some perhaps even prefer this way of control. So before we start another hot argument about which one is better. I would like to state that I am NOT proposing changes to the existing system but simply adding another option for many of us crying out loud for this feature for a very long time. Can you please please dedicate some of your valuable time to look into this? Simply disconnect the mouse pointer from head movement. It will make many lives much easier. Other flight sims use this kind of "mouse freedom" in VR and from my personal experience, I totally understand why. At the moment this is the biggest immersion breaker that makes me really pissed off. Kind regards Jay
  21. @ Berhiyh Why would you lose precision with gears and belts? One hall sensor directly mounted to stick's pivot axis, reading exact position and providing data for motor at the same time.. I don't see any reason for inacuracy..
  22. I wasn't seriously suggesting use of direct drive, it is obviously no go direction.:doh: As for my big stick model, you are right. I didn't care to much about such detail as belt tensioning or even bearings as it was mainly focused on component layout. I need to mock up simple rig for one axis first, including identical gearing, motor, and 500mm stick shaft, to see how it really feels and perhaps after that I can figure out the other details. Jay
  23. Actually, I do need to read data from the sims but that's completely different story and additional software for such purpose is going to be developed independently. The main benefit of OSFFB for me, is to have the arduino recognized by directX as generic USB ffb joystick and that's exactly what I think your intentions are. Correct me if I'm wrong. Two axis are fine, one duino per device. Good enough for me:smilewink: Did you solve the center part of your gimbal or does it still jamm? Jay
  24. Torque vs Money You can surely use direct drive instead of gears, the only problem is the budget. If you are to spend a grand for two BLDC motors, drivers, and PSU, you can have it mate:smilewink: But I don't think it would get any more compact though.
×
×
  • Create New...