Pilot feet and legs should move when pressing pedals

I don't know if this topic has already been covered, but I haven't found it. For VR is great to see the pilot hands moving the joystick and the throttle the same way we do it in our room/cockpit. But I miss the pilot feet and legs moving when pressing my pedals, it would add a lot to the immersion. I know it's not the most important matter right now, but it would be great if possible.
 
I think the pilot does everything with his Hotas.
I'm on a laptop at work now, does the pilot has pedals?

Doeg Dree
 
The throttle has always been "wrong" for me. I use a toggle button for forward/reverse but my avatar pulls the lever back when I am pushing forward (in reverse). And I have a twist grip, rather than pedals and he doesn't do that either. So the pedals thing would be another disjointed thing - if they ever bother about this they should try and cover a few bases, not just pedals.
 
OP, I whole heartily agree with you. I guess that the foot rests on the pilot seat are indeed the yaw controls of the future. Even if they are pressure activated and not the standard push with your feet yaw we're used to - I'd be happy to see them animated!

Jabokai, I agree to a point. It would be nice to have the option of a full throttle / button to reverse or pedals / twist animation check boxes as options.
 
Immersion is a pressing issue to us VR aficionados! This is one of my pet peeves.

I also use the right pedal brake to hold FA Off and I press the left one down in synch to keep symmetry. The best thing would be if we could map the animations to desired axes so we could customize them.

ED is the only game outside roomscale where it feels like I actually embody the avatar by it replicating more or less 1:1 what I do, but that only works for the flightstick atm (I don't have a throttle).
 
I have to admit this is a bit of a low priority for me. Usually when I'm flying, I'm looking everywhere except my feet or hands.

It would be cool to have, but I'd rather they fix the aliasing problem Elite currently has, as well as the problems others are reporting as well.

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Immersion is a pressing issue to us VR aficionados! This is one of my pet peeves.

I also use the right pedal brake to hold FA Off and I press the left one down in synch to keep symmetry. The best thing would be if we could map the animations to desired axes so we could customize them.

ED is the only game outside roomscale where it feels like I actually embody the avatar by it replicating more or less 1:1 what I do, but that only works for the flightstick atm (I don't have a throttle).

That's funny, for me the right toe brake controls boost and forward thrust, while the left toe brake controls reverse thrust.

I'm just picturing the graphics menu options, where we have to set the axis on our HOTAS to the virtual controls in the game. :eek:
 
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I don't know if this topic has already been covered, but I haven't found it. For VR is great to see the pilot hands moving the joystick and the throttle the same way we do it in our room/cockpit. But I miss the pilot feet and legs moving when pressing my pedals, it would add a lot to the immersion. I know it's not the most important matter right now, but it would be great if possible.

Totally agree. All the other controls are beautifully mapped in terms of movement and really make you feel that you are holding them, but it does feel very odd using the rudder pedals, then looking down to see the feet haven't moved...
 
Totally agree. All the other controls are beautifully mapped in terms of movement and really make you feel that you are holding them, but it does feel very odd using the rudder pedals, then looking down to see the feet haven't moved...

If you agree with the OP then you're wrong. ;) If they ever spend the time on this then they need to cater to more than people using pedals for yaw - see above posts.
 
To avoid further issues with immersive control mappings the pilot's movements should be mapped to input axis, and not to ship movements.
For example if it were to reflect my setup (i use pedals for roll, allowing much more precise yaw control on the stick)
- right stick X = mapped to 1st device X axis (my Warthog stick)
- right stick Y = mapped to 1st device Y axis
- throttle Z = mapped to 2nd device X axis (that's my Warthog throttle)
- pilot foot pedals = mapped to 3rd device X axis (my Saitek Pro Flight pedals)
That's because from the game point of view it has no means to know which device is what. Or it could use the trick from Eve Valkyrie where you manually assign a "role" to each device so the game knows which is the throttle, stick and pedals.. That's the better idea but requires more work to implement.
 
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