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jrmichel2000

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  1. Makes sense. Ok, I'll probably assign wheelbrakes to another analog button for now. Thanks for the info! Great community!
  2. Haha! :p I do have the HOTAS and I was thinking of getting rudder pedals but I also sim race and don't want to have to switch pedals all the time. Might eventually get some anyway. :)
  3. Yep, both at the same time. Feels like they can go up or down. Same result?
  4. Hi guys, Newbie here. Got the Hornet and I'm going through the training sessions. Freakin' awesome experience with vive Pro! I don't know much about planes yet. I noticed that if I twist the stick left or right, the pedals will flip up or down, as compared to the paddle on my throttle, which pushes the rudder pedals back and forth. I know what pushing the rudder pedals back and forth does on the ground and in the air, but what does flipping the rudder pedals up or down do?
  5. Yep, the challenge remains the placement of things around you in the real world. However, in VR, you could still set things up so that there is generally nothing around you and only the joystick and throttle controls would be of concern. If you can set your flight stick between your legs somehow, chances are it won't conflict with anything in the virtual cockpit. (I'm not sure how I could have avoided all that innuendo). You might have to move it a little to access the ejection lever in some aircrafts. The throttle's position would be more challenging since you would have to place it in a way that it wouldn't block any of the buttons around it in the cockpit, or somewhere out of the way that would still be comfortable for you. Regardless of where you would place both controllers, with virtual hand tracking, you would still have to "disappear" them once movement on either controller is detected, just so you don't have floaty hands not matching with stick and throttle animations and position in the virtual cockpit.
  6. Come to think of it, if hand tracking were to be implemented one day, that would be the ultimate solution! (as long as hands disapear when movement is detected on hotas, if you are using one, or else hand positioning would likely not match)
  7. Aaaah, that's what I was missing. Thanks! I re-read your earlier post and now I understand that it's not actually the HDM moving the mouse, but the mouse cursor is actually immobile on a 2d plane while the 3D view behind it shifts with head movement. It'll be unavoidable as long as the mouse remains outside of the 3D environment. I still think it's a bug. It's just a complicated and controversial one. ;)
  8. Does the Touch controller take control completely away from your head tracking, or can you still screw with it by moving your head? If it's the former, I assume my Vive wands would do the same (?). I'd rather be using the mouse, but that would be fine if it did away with the conflicting controls...
  9. This issue is the only thing preventing me (and perhaps others?) from purchasing any aircrafts with clickable cockpits, which are the only viable options in VR (the only way some of us are interested in playing DCS), unless you want to voice a bunch of commands, which is far from ideal as well. I don't think this is just a QoL modification. It's a bug by any software development standard. You can't be controlling a cursor two different ways at the same time, with both manners in conflict with each other to boot. In my humble opinion, this issue shouldn't be downplayed and doesn't belong in a wishlist. It belongs in a report as a medium severity/priority bug. Am I missing something?
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