_Acoustic_ Posted February 13, 2016 Posted February 13, 2016 Back to the Oculus...Clickable cockpits are really vital, there's no question there. I would really like all of the cockpits in DCS to be clickable, the F15 being one of them. I like to have my most important-to-use functions readily available on a button, but many others are easier to use simply by looking down at it and using it just like in real life. Agree completely. I just bought the F-15C with my bonus points because I wanted an afterburner aircraft for when I get the rift (for speed reasons) since I only fly the A-10C and P-51. It was actually harder to fly and more frustrating not being able to click on things for some reason.
DerekSpeare Posted February 13, 2016 Posted February 13, 2016 ED really needs to update all of the planes without a clickable cockpit to have a clickable cockpit. If anyone here is using FlyInside for FSX/P3D they will know how good it is to use. There, the control information flyout banner is also quite easy to read, unlike in DCS. Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
hansangb Posted February 13, 2016 Posted February 13, 2016 Derek is spot on. I'm building a switch box *JUST* to support Rift. While looking at buttons in DCS (clickable cockpit) is quite intuitive, I just want to reach down and arm the lasers etc. And now I'm even looking at rotaries to help with the A10 functions. Derek your rotaries on the FLT2 (or 1), do you use them for changing freqs, or Steer Pts? hsb HW Spec in Spoiler --- i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1
hansangb Posted February 13, 2016 Posted February 13, 2016 But we're beholden to DCS/ED to implement it, right? I'll buy one if DCS supports it *and* it's much much much more accurate than Leap. hsb HW Spec in Spoiler --- i7-10700K Direct-To-Die/OC'ed to 5.1GHz, MSI Z490 MB, 32GB DDR4 3200MHz, EVGA 2080 Ti FTW3, NVMe+SSD, Win 10 x64 Pro, MFG, Warthog, TM MFDs, Komodo Huey set, Rverbe G1
DerekSpeare Posted February 14, 2016 Posted February 14, 2016 Dat pri$e!!! 460 Euros! :music_whistling: I like the technology, but this segment has a LONG way to go. @hannibal - Encoders work great for any function that is dual in nature and through which you want to adjust quickly. Radio freqs are one :) Derek "BoxxMann" Speare derekspearedesigns.com 25,000+ Gaming Enthusiasts Trust DSD Components to Perform! i7-11700k 4.9g | RTX3080ti (finally!)| 64gb Ram | 2TB NVME PCIE4| Reverb G1 | CH Pro Throt/Fighterstick Pro | 4 DSD Boxes Falcon XT/AT/3.0/4.0 | LB2 | DCS | LOMAC Been Flight Simming Since 1988! Useful VR settings and tips for DCS HERE
_Acoustic_ Posted February 14, 2016 Posted February 14, 2016 Haha yup, not there yet but the tech is cool. Plus you'd need an animation in game for the movements.
Frusheen Posted February 14, 2016 Posted February 14, 2016 Haha yup, not there yet but the tech is cool. Plus you'd need an animation in game for the movements. There is an issue with animating the glove as part of the pilot avatar. I'd love to have a haptic glove of some sort for switches but when you have your hands on your actual controls where is the glove rendered and how do you do the animation? Consider if your physical controls don't match up perfectly with those rendered in game (desktop hotas setup used for several different aircraft for example). I think a transparent virtual glove which can emulate a crosshairs and be rendered in 3D space would be a better option initially. It's going to require clever implementation to not be a distraction in the virtual cockpit. __________________________________________________Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051
_Acoustic_ Posted February 14, 2016 Posted February 14, 2016 Yeah for sure. As far as the animations, I was mainly thinking of people not even having a RL switch, but the glove being animated to mock your movements, and then in VR world once your animated hand had reached the switch or whatever you'd get the feed back in the glove so it would feel like you are touching the switch even though in RL you'd just look like you are groping thin air. The next 5 years are going to be entertaining and exciting to be a part of as far as technology and gaming are concerned.
Frusheen Posted February 14, 2016 Posted February 14, 2016 Yeah for sure. As far as the animations, I was mainly thinking of people not even having a RL switch, but the glove being animated to mock your movements, and then in VR world once your animated hand had reached the switch or whatever you'd get the feed back in the glove so it would feel like you are touching the switch even though in RL you'd just look like you are groping thin air. The next 5 years are going to be entertaining and exciting to be a part of as far as technology and gaming are concerned. I didn't explain it very well. I'm also talking about people without physical switches. There is no issue at all with what you describe until you put the gloved hand back on your hotas controls/joystick. If the hotas or joystick aren't positioned in the same physical space relative to your glove as the virtual controls in the rendered VR cockpit are relative to the avatar then there will be an issue. While your hand is on a physical stick or throttle the virtual animated hand could be floating in the completely wrong place. __________________________________________________Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051
TOYKILLA Posted February 14, 2016 Posted February 14, 2016 (edited) Hm, I see now that my post probably sounds a bit sarcastic, but I really think that you are missing a lot if you have a spring joystick :) Warthog is nice and very expensive, however it has a spring which is big NO imho. And, no offence but talking about toys, SimXperience Stage 4 motion Simulator looks like massage chair gone crazy. Google '6dof motion platform', that should be much better for CV1. No,Seatmover are the best choice when you play Simracing and Flightsims . I can not Drive or Fly in VR without motion . I will get Motion sickness and with a Motionsim you don't need FFB anymore,you Feel the Jet or Car with your Body... I own the G940 flight system by myself, but It was not great to fly with it.. The FFB was only Cool for Trimming the KA50,but for Jets it wad horrible.. The Plastik Feel and the to close Rudder Pedals was nothing for me.. I bought I new but I sold it after only a few weeks later. Edited February 14, 2016 by TOYKILLA [sIGPIC][/sIGPIC] Thrustmaster Warthog SLM - F/A-18 , MFG Crosswind V2 , Cougar MFD`s , HP Reverb , PointCtrl , i9@5,1Ghz/2080Ti, :joystick: DIY 2DOF Motionsimulator with 4Ch Simshaker :joystick: https://www.facebook.com/micsmotionsimulator
dot Posted February 14, 2016 Posted February 14, 2016 No,Seatmover are the best choice when you play Simracing and Flightsims . I can not Drive or Fly in VR without motion . I will get Motion sickness and with a Motionsim you don't need FFB anymore,you Feel the Jet or Car with your Body... I own the G940 flight system by myself, but It was not great to fly with it.. The FFB was only Cool for Trimming the KA50,but for Jets it wad horrible.. The Plastik Feel and the to close Rudder Pedals was nothing for me.. I bought I new but I sold it after only a few weeks later. Seatmover is the best choice for flight sims and racing sims :D lol. Guys, I know you must like your toys but you have to be able to look beyond your shopping cart. TOYKILLA, do you know what dof means and why you would need 6dof to have a realistic simulator, as opposed to seatmovers 2 or 3dof? Notice I mention realism, you can sit on a washing machine and have a great time, but I'm trying to talk about realism here...
TOYKILLA Posted February 14, 2016 Posted February 14, 2016 (edited) Seatmover is the best choice for flight sims and racing sims :D lol. Guys, I know you must like your toys but you have to be able to look beyond your shopping cart. TOYKILLA, do you know what dof means and why you would need 6dof to have a realistic simulator, as opposed to seatmovers 2 or 3dof? Notice I mention realism, you can sit on a washing machine and have a great time, but I'm trying to talk about realism here... Can you post some pics of your simulator with the G940 Flight system please ? I don't say,a 3Dof Seatmover is the best option for flightsims,but it is the best Option, if you play Races Simulations and Flightsims all in one Simulator... You Know nothing about it,if you don't test it. VR without Motion is useless for me,and a G940 Plastiktoystik don't change that :-) Edited February 14, 2016 by TOYKILLA [sIGPIC][/sIGPIC] Thrustmaster Warthog SLM - F/A-18 , MFG Crosswind V2 , Cougar MFD`s , HP Reverb , PointCtrl , i9@5,1Ghz/2080Ti, :joystick: DIY 2DOF Motionsimulator with 4Ch Simshaker :joystick: https://www.facebook.com/micsmotionsimulator
dot Posted February 14, 2016 Posted February 14, 2016 Can you post some pics of your simulator with the G940 Flight system please ? Unfortunately, It's still under construction but I'll be more than happy to post pics and video when I'm done. I am building a 6dof motion platform with DC motors so it won't be quite as powerful as this one: [ame] [/ame] It will be probably closer in specs to this (also 6dof): [ame] [/ame] It will be racing/driving sim. For driving I have T300 and T500 thrustmaster wheel and ClubSportV2 pedals (with rumble :). For flying, you bet :) force feedback with G940 all the way! I also have MS SideWinder FF2.
TOYKILLA Posted February 14, 2016 Posted February 14, 2016 No pics of your own sim ? You can see my Simulation in my Signature an I using Motionsims since 2011 [sIGPIC][/sIGPIC] Thrustmaster Warthog SLM - F/A-18 , MFG Crosswind V2 , Cougar MFD`s , HP Reverb , PointCtrl , i9@5,1Ghz/2080Ti, :joystick: DIY 2DOF Motionsimulator with 4Ch Simshaker :joystick: https://www.facebook.com/micsmotionsimulator
Frusheen Posted February 14, 2016 Posted February 14, 2016 @Dot and Toykilla how do you get over the head tracking issue with a motion platform in VR? For example your platform tilts back to simulate acceleration - the rift tracking now thinks you are looking up so your view changes upwards in game. Any videos I've seen of motion platforms with VR the view is jumping all over the place. Wouldn't that be very distracting or even sickening? __________________________________________________Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051
dot Posted February 14, 2016 Posted February 14, 2016 No pics of your own sim ? You can see my Simulation in my Signature an I using Motionsims since 2011 You successfully purchased a motion platform, we'll done! Hope you paid for it yourself, not your parents ;)
dot Posted February 14, 2016 Posted February 14, 2016 @Dot and Toykilla how do you get over the head tracking issue with a motion platform in VR? For example your platform tilts back to simulate acceleration - the rift tracking now thinks you are looking up so your view changes upwards in game. Any videos I've seen of motion platforms with VR the view is jumping all over the place. Wouldn't that be very distracting or even sickening? Excellent question, there are people working on extracting the motion data from the platform.and adding it to head tracking movement in game, effectively canceling the motion of the platform. I'm also going to try using camera stabilisers, (camera is very light so you don't need big stabiliser. If that fails I have 1080p 3D projector (ill be projecting on 3m curved screen.
Frusheen Posted February 14, 2016 Posted February 14, 2016 (edited) Excellent question, there are people working on extracting the motion data from the platform.and adding it to head tracking movement in game, effectively canceling the motion of the platform. I'm also going to try using camera stabilisers, (camera is very light so you don't need big stabiliser. If that fails I have 1080p 3D projector (ill be projecting on 3m curved screen. I have seen that project but without integration in the oculus SDK it's useless for closed titles such as DCS. I think ultimately the best solution is for oculus themselves to release a second IMU which could be mounted on the platform (it could be contained in the existing camera case and auto detected by the runtime). The values from the IMU in the headset could then be corrected. It's not something I expect to see released in the near future though. That is why I abandoned my plans for a 6dof platform. Edited February 14, 2016 by Frusheen __________________________________________________Win 10 64bit | i7 7700k delid @ 5.1gHz | 32Gb 3466mhz TridentZ memory | Asus ROG Apex motherboard | Asus ROG Strix 1080Ti overclocked Komodosim Cyclic | C-tek anti torque pedals and collective | Warthog stick and throttle | Oculus Rift CV1 | KW-908 Jetseat | Buttkicker with Simshaker for Aviators RiftFlyer VR G-Seat project: http://forums.eagle.ru/showthread.php?p=2733051#post2733051
dot Posted February 14, 2016 Posted February 14, 2016 I have seen that project but without integration in the oculus SDK it's useless for closed titles such as DCS. I think ultimately the best solution is for oculus themselves to release a second IMU which could be mounted on the platform (it could be contained in the existing camera case and auto detected by the runtime). The values from the IMU in the headset could then be corrected. It's not something I expect to see released in the near future though. That is why I abandoned my plans for a 6dof platform. It's still early days, but I think it will get sorted soon. 6dof motion and 6dof head tracking is the way to go if you want personal racing/ driving holodeck :)
TOYKILLA Posted February 14, 2016 Posted February 14, 2016 You successfully purchased a motion platform, we'll done! Hope you paid for it yourself, not your parents ;) Look at my page... I build the first one in 2011 by myself :-) I think you are a toy boy with a cheap Plastic logitech Joystick,that never will own a Motionsim . [sIGPIC][/sIGPIC] Thrustmaster Warthog SLM - F/A-18 , MFG Crosswind V2 , Cougar MFD`s , HP Reverb , PointCtrl , i9@5,1Ghz/2080Ti, :joystick: DIY 2DOF Motionsimulator with 4Ch Simshaker :joystick: https://www.facebook.com/micsmotionsimulator
TOYKILLA Posted February 14, 2016 Posted February 14, 2016 (edited) @Dot and Toykilla how do you get over the head tracking issue with a motion platform in VR? For example your platform tilts back to simulate acceleration - the rift tracking now thinks you are looking up so your view changes upwards in game. Any videos I've seen of motion platforms with VR the view is jumping all over the place. Wouldn't that be very distracting or even sickening? This is no problem. We test a lot with the DK2 in my Motionsimulator and the seatmover replicates the moment of your Body in real life would do,so it feels absolutely natural. Can't wait for April to get my CV1. VR is a new area for Simulator fans . Edited February 14, 2016 by TOYKILLA [sIGPIC][/sIGPIC] Thrustmaster Warthog SLM - F/A-18 , MFG Crosswind V2 , Cougar MFD`s , HP Reverb , PointCtrl , i9@5,1Ghz/2080Ti, :joystick: DIY 2DOF Motionsimulator with 4Ch Simshaker :joystick: https://www.facebook.com/micsmotionsimulator
Flamin_Squirrel Posted February 14, 2016 Posted February 14, 2016 Excellent question, there are people working on extracting the motion data from the platform.and adding it to head tracking movement in game, effectively canceling the motion of the platform. I'm also going to try using camera stabilisers, (camera is very light so you don't need big stabiliser. If that fails I have 1080p 3D projector (ill be projecting on 3m curved screen. Can't you just strap the camera to the moving part of the platform? Or is that what the stabilisation bit is for?
dot Posted February 14, 2016 Posted February 14, 2016 Look at my page... I build the first one in 2011 by myself :-) I think you are a toy boy with a cheap Plastic logitech Joystick,that never will own a Motionsim . Well done! You are just missing a a few dof for 6dof simulator then :) Logitech G940 came out it 2009 and although it's plastic, still gives you a lot more feedback than your spring, with spring you have the same level of feedback from the game is if you were using a plunger, or a thumbstick on a gamepad (a gamepad without rumble to be precise).
dot Posted February 14, 2016 Posted February 14, 2016 Can't you just strap the camera to the moving part of the platform? Yes, the problem might be with excessive vibrations, or with gyrocsopes and accelerometers in the headset, currently I believe it's hard to determine if you are moving your head left - right or if the platform (and you on it) are moving left- right.
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