Forums » Suggestions
VR Native Controls
I recently bought Vendetta Online on the Oculus Go and already it is taking up a lot of my free time. I have been trying different control styles with both the Go's controller as well as a XBox 360 controller plugged into the headset. I'm planning on buying a bluetooth gamepad for other VR titles but so far I have found the most enjoyable flight using the Go's controller and a swivel chair. The only problems I have encountered have been using multiple ports and 3 DoF style flight using the Go's limited controller abilities.
Currently using my view to aim only lets me fire one weapon, laser, or scanner unless I map multiple ports to trigger one. My first idea is choosing what ports fire on auto aim and which ones fire on trigger press, my other would be implementing a menu in the cockpit to choose predetermined loadouts.
Flying with VR controls has been a great experience, I've tried both fixed world and aim to fly. I find myself recentering myself often while using aim to fly but it does give more flight freedom. Fixed world has been great so far but the limitations dues to controls I think there is more possible. I often find myself finding a bearing on the axis I want to travel and then use my boosters. My suggestion to allow more freedom would be to lock the HUD to the orientation of the ship during boosting. An example would be to look directly up while wearing a VR headset, activating boost, and then return their head to rest and keeping the vertical orientation.
Currently using my view to aim only lets me fire one weapon, laser, or scanner unless I map multiple ports to trigger one. My first idea is choosing what ports fire on auto aim and which ones fire on trigger press, my other would be implementing a menu in the cockpit to choose predetermined loadouts.
Flying with VR controls has been a great experience, I've tried both fixed world and aim to fly. I find myself recentering myself often while using aim to fly but it does give more flight freedom. Fixed world has been great so far but the limitations dues to controls I think there is more possible. I often find myself finding a bearing on the axis I want to travel and then use my boosters. My suggestion to allow more freedom would be to lock the HUD to the orientation of the ship during boosting. An example would be to look directly up while wearing a VR headset, activating boost, and then return their head to rest and keeping the vertical orientation.
My suggestion to allow more freedom would be to lock the HUD to the orientation of the ship during boosting.
It actually does this now, by default, for the look-to-fly + hud-locked-to-head mode. We added this a few weeks ago. There should be an option in VR Options related to it.
It actually does this now, by default, for the look-to-fly + hud-locked-to-head mode. We added this a few weeks ago. There should be an option in VR Options related to it.
Sorry if I didn't explain fully, what I'm suggesting would be for that new orientation to be locked after the release of the booster. So far I have been enjoying the current method but always returning to the same plane in VR due to staying on the same plane in real life has its limits.
Are you asking us to re-orient the world after you release turbo, aligning it to a new orientation based on your last turbo direction?
I'm not entirely clear on this.
Fixed-world is not ideal, but it serves specific goals of accessibility to new users and people with motion sickness issues. But, you can turn off fixed-world if you prefer..
I'm not entirely clear on this.
Fixed-world is not ideal, but it serves specific goals of accessibility to new users and people with motion sickness issues. But, you can turn off fixed-world if you prefer..
Yes, that is a perfect summary of the suggestion. In my experience aim to fly isn't as reliable as fixed world and my attempts at using a gamepad were not as enjoyable as with the Go controller. I think if tested it could show as a positive increase of mobility for those who use it, while not compromising the goal of accessibility.
Oh, I'm pretty sure your suggested solution would make a lot of people sick. It's the very fact of keeping the "horizon" stable and fixed that improves things for people. So, no, it's not likely to be the most accessible.
But, I'm not against having alternative flight models, for people to try. We'll take a look, when we get some extra time.
Honestly, though, any Go Controller solution will always be deeply inferior to a good Bluetooth gamepad, simply due to the lack of button and input options. Once one delves into deeper combat, secondary weapon groups and other factors, I think people may find they hit the limitations of the "puck" controller, and outgrow it pretty quickly.
Still, we'll see about adding an option, when we can.
But, I'm not against having alternative flight models, for people to try. We'll take a look, when we get some extra time.
Honestly, though, any Go Controller solution will always be deeply inferior to a good Bluetooth gamepad, simply due to the lack of button and input options. Once one delves into deeper combat, secondary weapon groups and other factors, I think people may find they hit the limitations of the "puck" controller, and outgrow it pretty quickly.
Still, we'll see about adding an option, when we can.
Thank you for any consideration, I realize the VR users are a very niche group. I'm planning on buying peripherals to use in conjunction with the Go controller but having more mobility and weapon control with the native VR controller could be positive for those new VR users looking for a space/flight simulation.