![]() ![]() Laser grabbing also turns out to be really handy for airliners – the gear handle is a stretch from the captain’s chair in the 737 now you can grab it by laser. It’s a little harder to use than grabbing the controls directly (because small wrist motions are amplified by distance) but it lets you get at controls that would otherwise be blocked. To solve this, we’re adding the ability to “touch” cockpit elements from a distance via the controller lasers. This happens if you are flying the Cessna and have a CH Products Yoke, for example. We heard about this case in the private beta: users with touch controllers and physical hardware have a problem when the virtual control is located inside the physical control in the real world. (This capability is useful for two-controller use cases users with one controller and physical hardware will probably want to keep most of the VR controller buttons mapped to VR-specific functions, as some of these cannot be moved to a conventional joystick.) With this, you can map rudder onto your joystick or D-pad, and also use some of those buttons for common functions. Tyler is working on making the touch controllers configurable as joystick devices. There’s no way to input rudder right now if you don’t own physical pedals.With that said, we’re looking at providing both a “realistic” mode (where motion tracks the virtual yoke, matching our other manipulators) and an “ergonomic” mode, where the control is always a joystick and you can fly from any virtual hand position. This reduces the fatigue that would come with having to hover your hand over the exact position if you were using the yoke in a realistic way. Chris’s always-a-joystick choice was based on ergonomics: since it’s fully based on angle, you can move your hand to rest on something while flying without changing your pitch. Lots of users complained that the yoke movement in VR is always a joystick motion (rotation controls pitch and roll), even if the aircraft has a yoke you pull toward you to climb.There are some rough edges that we are looking at. The case that works best in VR1 is a “fully virtual” work-flow – take two touch controllers and sit in your room and you can operate the entire aircraft. We can view VR interaction in terms of four use cases: fully virtual, virtual with touch and hardware, no touch controllers, and HOTAS. In this post, I want to share our thinking and what we’re working on for VR2. In this preview, we’re still actively working on the features!)Ī lot of the discussion has been about how you interact with the virtual world Chris and I have spent literally hours discussing this since VR1. In a Beta, we expect the features to be mostly complete, though perhaps with some bugs. (Just a reminder, this is a PREVIEW, not a Beta. We’ve also received tons of bug reports, emails, and Chris has even sat down and watched endless video commentary on Youtube about our VR preview. I don’t think there’s been a subject that has attracted as much attention on the developer blog as VR – 274 comments on the announcement and another 90 on the next VR topic. ![]()
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