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Steer With Controller VR setting question

Jun 18, 2021 Militant Atheist link
Years ago I tried VO in Gear VR with my Samsung Galaxy S6. I loved it but the only problem was my phone would overheat in about ten minutes, but what a glorious ten minutes it was, so much so I resorted to charging my phone to full charge and then shutting it off and sticking it in the fridge for about half an hour to give it a nice chill to give me a bit aof a thermal head start. That extended my playing time to about twenty minutes. Still not enough of course.

That's when I decided to I really needed to build a decent gaming rig and get a proper VR headset. I started saving my money and over time finally built my gaming computer and bought what at the time was the best VR headset that was still affordable which was the Oculuc Rift S.

But at that time there was no version of VO that would run on it.

SO here I am a couple years later and there's VR support in beta and because I've been waiting so long I'm trying desperately to make this work some how.

The biggest problem I'm having at the moment is trying to have the hud locked to the ship so I can turn my head and look in a different direction than my ship and hud are facing while steering the ship with my CH Combat Stick.

In the VR settings there are Four options under the heading "Steer with Controller", well Five if you count "OFF"

Aim to Steer, Hud Locked to head
Aim to steer, Hud locked to Ship
Fixed World, Hud Locked to Head
Fixed World, Hud Locked to Ship

Based on the wording there I would think that Fixed World, Hud locked to Ship would be what I want but when I select that and click apply and go back to the game the hud and apparently the ship as well are locked to my head and my CH Combat Stick is ignored.

If I try "Fixed World Hud Locked to Head" I get the same result which isn't surprising since that one actually says locked to head but still the my CH Combat Stick is ignored.

if I try "Aim to Fly, Hud Locked to Ship" then Finally My CH Combat Stick does work but unfortunately so does The Rift S controller's orientation in space so if I try to set down the Rift S controller to start flying my ship with my CH Combat Stick that new orientation of the Rift S controller sitting face down on my desk sends my ship spinning out of control.

I can't uncheck the "Use UI with head tracking" check box to try to get the game to ignore the Rift S controller because the second I do the pointer functionality of the Right Rift S controller dissapears and if I lose that I can't leave the station because as things stand the only way i can "Launch" is to use the pointer from the Right Rift S controller to point at the "Launch" button and hit enter on the keyboard. Not even sure if that would solve my problem anyway.

Anyone have any ideas on how I can make this work?
Jun 18, 2021 Luxen link
if anyone else has this issue, I created this plugin that lets you bind launch to a button on your controller, or just type /launch in the chat.

With this plugin, use /bind <your controller button here> launch. that's it.
Jun 19, 2021 Moonzy link
Hey Matt, please go to discord so I could try helping you. I have Rift (not S) and can fly with motion controllers fine with hud locked to ship so I can look around. Unfortunately, I can't rebind the controls due to the reason mentioned in discord by Luxen; so, I use gamepad (preferred) or mouse/kb.
Jun 20, 2021 Militant Atheist link
New information, Now that I can Launch from the station in VR thanks to BindableLaunch the next roadblock I've run into is my ship immediately pitching the nose down forever tumbling end over end.

Obviously in this state it's not only unplayable but impossible to redock with the station to log out normally. Trying to log out out in space doesn't work either since the logout attempt is immediately aborted because of the tumbling.

So I have to Alt-Tab to bring any other app to the front and use my mouse to right-click on the VO icon on the taskbar and select "close window" and then relaunch VO in non vr mode to be able to dock.

There's a few things I should point out here.

One, In VR mode the ESC key only brings me directly to the options menu while inside a station. Out in space the esc key brings up the pda and I can't Tab/Enter my way through the pda because Tab only changes the page of the pda instead of cycling though all the visible interface elements.

Two, VR settings don't show up in in the settings when the game is running in non vr mode.

Three, Scrolling doesn't work in VR mode so things that have a long scrollable list like changing keyboard bindings has to be done in non vr mode.

So, every time I leave the station if I immediately start tumbling out of control I have to kill the game from the task bar and relaunch in non vr mode and redock with the station. And while in non vr mode I take that opportunity to review my keyboard bindings to see if there's anything that I can change that might help since I won't be able to in vr mode.

Then I logout normally and quit the game and then relaunch in vr mode and while still in the station I'll hit the esc key to revisit the VR settings and my Joystick configuration and try to think of what I could change there that might help then I launch from the station only to find myself tumbling out of control again.

Lather rinse repeat.

One thing that I noticed during one of these reps was that what ever is causing my ship to tumble out of control also effects the virtual mouse cursor if I check the checkbox for "Force gamepad for UI Navigation" in VR mode the virtual mouse cursor immediately get's dragged to the bottom of the screen. I can move it up by pushing forward on my joystick but it flashes as what ever erroneous input that's been causing the problem keeps trying to drag it back down to the bottom of the screen.

Also worth noting is that while that check box does give me a virtual mouse cursor that I can move with my joystick, none of the buttons on my joystick serve to simulate a click of the left mouse button rendering the virtual mouse cursor useless. Hovering the virtual mouse cursor over a button and pressing enter on the keyboard just makes the virtual mouse cursor disappear until I move the stick again, then it reappears in the center of the screen. SO that doesn't work either.

So, Scrolling and the virtual mouse not working in vr mode and the joystick not having a calibration screen and not being able to access the options menu while in space in vr mode are all annoyances to be sure but not the actual roadblock I'm facing. It's the tumbling out of control as soon as I launch from the station that's the real roadblock at the moment. VO in vr mode is somehow perceiving erroneous pitch down inputs and I haven't the slightest clue what's causing it or how to fix it.
Jun 20, 2021 Luxen link
in non-vr mode, what does the calibration tab show for your inputs? sounds like your *something* is a control item giving input, and you might need to inbind it?
Jun 20, 2021 Militant Atheist link
https://imgur.com/dgXdl9P

https://imgur.com/Sc2lU7u

Turns out the problem was the Oculus Rift S controllers still sending inputs to the game even though they were disabled in the games vr settings. Or maybe more accurately the game was still responding to inputs from them even though they were disabled in the games vr settings.

The solution was to take out the motion controller batteries to prevent them from sending inputs.
Jun 20, 2021 Moonzy link
While the above works for the tutorial poster, you definitely don't need take out the batteries out of motion controllers as a requirement to play VO in VR using Oculus Rift/Rift S (source - myself).
Jun 20, 2021 Militant Atheist link
Okay, Found my next road block.
I can't plot a course on the Nav Map. So if I'm content to just tool around the starting sector shooting training bots with my training blasters than were all good but If I want to go anywhere I need to find a way to plot a course.

I can check the checkbox for "Force Gamepad for UI Navigation" which gives me a virtual mouse cursor that My Joystick Controls and that would work well enough but there is currently no way to simulate a click of the left mouse button that I can see. Neither Hitting enter or Activate work for this.

Moonzy, Have you figured out a way to do that?
Jun 20, 2021 Moonzy link
I use motion controllers for navigating the menus (right hand controller) - I just point the option and press A-button. I can also use a D-pad on my gamepad (which I use for flying) with A-button as "enter"/left click.

When I don't need the motion controller, I just set it aside. It doesn't affect my ship in any way even when it is ON.

I can try getting screenshots in vr mode to show you my exact settings.

There is also an assortment of COVAS (cockpit voice assistant) apps to make life easier when flying in VR. I don't use one myself, but you can try one of reputable ones like https://voiceattack.com/ (free trial and $10 unlimited version). Guide - https://www.youtube.com/watch?v=4r6QXvcLjFA
Jun 20, 2021 Militant Atheist link
I've tried that with my motion controllers but none of the buttons A or otherwise function as a left mouse click.

I know the Rift controllers are different from the Rift S controllers so it might be the fact that what little controller support VO has is for the Rift Controllers. That might explain why my Rift S controllers don't have a Left Mouse Click button.

As for my Stick I can think of two possibilities. One, the wording of that checkbox "Force Gamepad for UI Navigation" might mean that that's only intended to work with gamepads and not joysticks.

Or 2, My Joystick is old and does have some odd behavior in that some of the buttons don't work when the stick is centered or near centered and I have to push the stick roughly halfway though it's range in any direction to get those buttons to work so it might be that it does have a left mouse click button but it just isn't working because the stick was to close to centered at the time.

Fortunately I have ordered a new stick that will arrive in a few days so I'll just have to wait for it to arrive before I can test that hypothesis.

I do have one of those voice activation programs you mentioned but the only mic I have is the one built in to the VR headset which doesn't work most of the time and it's always a huge fight to figure out how to get it to work so I'd rather not have to resort to that.