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Oculus GO (VR) Flight Assistance Toggle?

Dec 31, 2018 odi0n link
Greetings,

Some issues here. I am playing on Oculus Go, using Oculus Go controller.

First, thank you for providing us the option to control the ship view with controller and not our heads (no neck snapping or neck aches)

Here’s my issue:

I am trying to bind flight assistance toggle onto my Oculus Go Controller. I went into the Options/ Controller Settings/ Multiclick Options:

It is here where I can supposedly bind functions to controller keys.

When you enter the area that allows us to bind, it states, press the button you’d like to setup for binding, which I did. But when leave out of the options after “Pressing Ok” nothing happens.

What am I doing wrong here?
For me, this game is bad in VR without the option of allowing us the ability to disable or enable flight assistance in real-time. Controlling the ship on X,Y,Z axis feels rigid, compared to the Newtonian physics of disabled disabled flight assistance.

Someone please advise what am I doing wrong here.

Lastly,
Does this game work with Hotas? Oculus Go VR does support Hotas.
Thank you.
Dec 31, 2018 incarnate link
I'm not sure on the flight-assist toggle binding issue, off the top of my head, I'll have to check into that.

But, in terms of the HOTAS question, the Go apparently supports USB OTG, which people have used to build some pretty elaborate HOTAS systems.

Whether the given HOTAS configuration is "supported" or not really depends on the particular joysticks chosen, and if those are recognized by Android. That is pretty hit-or-miss, as I mentioned in my response on the above Reddit thread.
Dec 31, 2018 odi0n link
Regarding you looking into the binding of disabled flight assist for Oculus Go controller - thank you.

Regarding Hotas, I will definitely check out the link.

Hope you guys release for Oculus Wuest, I will be migrating there upon it’s release.

Happy New Year!
Jan 01, 2019 SlashGorden link
Have you considered using an Xbox One S controller via Bluetooth ? I'm using that and you can easily remap the controls. I think you'll struggle to control flight well enough with the Go controller.
Jan 02, 2019 odi0n link
I tried it, (actually with Nimbus Steelserie controller) same concept in practice, a controller in hand.

it feels unnatural for me, my hands clamped together, to tiny analog sticks controlling the ship movement, just doesn’t feel right, pulls me out of the cosmos, immersion disappears..

I may be in minority, hope not - but I prefer the Go controller, feels like a real ship lever inside cockpit. Especially when I’m rotating along the X,Y,Z axis. Though limited to 3DoF, the immersion factor is way more impactful than a traditional controller in my hand designed around flat gaming.

I’ll eventually migrate over to the Hotas Stick (I have the one shown in the image, on the thread, incarnate linked) but that may be a minute before I set it all up. The Quest maybe out by then, which I am eagerly awaiting!

—Wishing—
I prefer, they get everything working (seamlessly) with the top purchased/preferred Hotas Sticks in time for the Oculus Quest release.,

Or, we can use our Oculus Touch controllers and truly interact with the ship onscreen nav (if they add such a interface) i’m Thinking like Star Trek Bridge Crew in VR (maybe not as sophisticated) but, convincingly enough.

Oculus Quest I Think will be a game changer for this genre.

I truly hope @incarnate and crew are looking into it, (stay current) spruce up the graphics a bit more, maybe some metallic reflections, some “slightly” more realistic looking particles. And by all means - make it amazing and CHARGE us for it... it takes many man hours, labor, testing, Q&A to get these things working right. I understand that as an educated consumer.

That said, I want my virtual worlds to be fully convincing and able to meet the expectations of human familiarity within VR, and for that, I will gladly pay. (ps. Add some race courses)
Jan 03, 2019 Wind Employment link
(p.s. race courses exist - look at sedina B-5)
Jan 04, 2019 odi0n link
Wow! So there are races? Nice!! Thank you I will go there.

I’ve been looking at the link @incarnate posted.

Currently I use a powerbank from ankle for my gaming sessions. I forget the Ohms, but my oculus Go survives 12 hours easy. With enough leftover afterwards.

The goal now, is to get a micro usb Hub, very light in weight, since I would have to attach everything to the HMD. Don’t need excess weight on my face or head.

So the plan,
• A micro USB Hub with USB ports (light weight).
• My powerbank
• My Hotas Stick.
• Some mag safe clips, so everything stays in place.

Then I’m off to those races in Sedina B-5

I appreciate everyone who contributed to this this thread.

Pretty much, this thread got me to expedite my Go & Hotas Stick ambitions.
Jan 09, 2019 odi0n link
Flight Stick is a go! (I have the same exact one the dev provided on the link) a few posts up.

The issue:
The only GUI onscreen they have button mapping is the gamepad. Thus, I am not able to distinguish which button on flight stick joystick trigger would be the gamepad version, so I can map it correctly.

SADLY, I cannot get primary fire weapon mapped to the joystick trigger - dear dev how do I go about this?

I already switched the flight inputs, (pitch, strafe, throttle) that was easy, started off weird, because throttle was mapped to pitch, changed that to joystick - real fast. Unfortunately, this section where you map (pitch, yaw, strafe) does not allow me to map firing, turbo, or buttons associated with our ship to do things. (Turbo,.. etc)

I wish pressing buttons on the flight stick would activate and show me in real-time, where it’s buttons are, on that gamepad GUI, the devs are using.

SADLY, nothing happens when I press the flight stick buttons. Which is weird, because the only I way, I was able to change the flight movement controls (pitch, yaw, strafe) was due to the fact, I had real-time response, meaning every time I would move throttle or joystick around, I would see the sliders on the GUI move about in real-time with my inputs, thus directing me directly to that buttons interface, so I may map it.

Why is there not a similar real-time feedback for the buttons dealing with the other ingame mechanics?
Please help I’m trying to immerse myself in your universe dev.

Thank you.
Jan 09, 2019 incarnate link
The gamepad GUI is only intended for gamepads, and not for flight-sticks or HOTAS controllers.

Generally, for flight-sticks you need to use the traditional "Keyboard" and "Joystick" areas of the Controls menu (Options -> Advanced -> Controls, I think, on the Go).

These interfaces are not the most intuitive. For instance, you might not think you need to use "Keyboard", but you do. Basically "Keyboard" means "buttons" and "Joystick" means "axes" (like a left/right controller axis). If a control has axes, it will be in Joystick, while button-definitions go into Keyboard. Which controls have axes vs buttons depends entirely on the device.. and some devices can actually display themselves in multiple ways (PoV hats can sometimes be axes, sometimes be buttons, and sometimes "either").

The "Keyboard" button-binding interface can also be awkward when you're pressing the button you want to define. The whole UI really needs to be completely re-done. But, it should be fundamentally capable of doing what you want.

We would like to make this whole situation a lot better and cleaner, but to be clarify.. it's unlikely that there will ever be a GUI that shows you where the buttons are, on your joystick, in real-time (like the Gamepad UI). This is basically infeasible with Flight Stick and HOTAS gear, as there is no standard for "which button goes where" on PC controllers. What we see reported as "Button 1" might be on the base for one joystick, be the trigger on another joystick, and be "forward" on the top-hat for another. To have a nice clear GUI we would need to pre-configure and store imagery for every flight-stick ever.. which is unrealistic.

Actually, even gamepads are kind of a mess as well, the same device will report different controls and layouts on different platforms, etc. But, they're at least "limited" enough in variation that we can build something like the gamepad GUI, and have it be reasonably functional.

We do also try to auto-detect and auto-configure certain joysticks that the game "recognizes". However, this is totally a random assortment of joysticks from different periods in time, based on whatever manufacturer happened to send us free joysticks at that moment. Auto-detection isn't 100% certain across platforms, either, as sometimes the same device will have different "names" on different platforms. Lastly, the controls are usually based on whatever I happened to think was probably a "reasonable default" for that joystick, and may not be optimal for everyone's play style.
Jan 10, 2019 Wind Employment link
Yes, you need to use the "keyboard" menu to bind the triggers, unless the game detects a gamepad then you can also use the dedicated "gamepad" screen.

And although I really thank you for the game Incarnate and think you guys are super clever to be able to not just make this game but also keep it running with so much competition in the market (etc etc) but I do have to say. The default gamepad/joystick bindings are terrible! I cannot envision what kind of controller these were devised for, but turn/pitch should ALWAYS be the primary stick - just like any flight sim - and in a game where 360 movement is not just possible but needed, the second stick should always be strafe!

Could the "keyboard" menu not be rename to something more universal? Like "Bindings" or just simply "Control"?
Jan 10, 2019 odi0n link
Thank you for the response Incarnate.

I visited the keyboard binding area. Unfortunately, I have no way of telling which of the flight stick buttons is mapped to what. Since there is no real time response.

I’ll press the flight stick buttons (to see which one is where) I’ll get a response that states something along the lines of: flight assist is already mapped here would you like to re-map, I choose cancel, I like where flight assist is currently binded.

I press another button and I will get the same response. This is the crazy part, the other button I just pressed, is where the primary weapon is mapped to, but I would get “flight assist is mapped to it, would I like to remap.

Incarnate, when you mapped it onto your flight stick how did you go about it? I should be able to to replicate your technique.
Jan 10, 2019 odi0n link
Please close this thread. Opening up a new one.