For those asking for space legs - what about VR / HOTAS controls?

Now, that you are the highest instance here when it comes to intelligent suggestions, please explain: What about the vast majority of people who get motion sick with walking games because of their "traditional" control schemes, and that now get thrown out of a game they played for years because they cannot continue playing on the newest features? <nope> and stick to what they can handle, or tell them to continue playing without headset from now on? Or rather use a scheme that is not so simple, well thought, discussed, and tested among the community?

The vast majority don't get sick. Those that do get sick can use many of the techniques explained elsewhere to desensitise themselves. Or they can just have a 3rd person view to mince around in.
 
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I do think that using the Touch controllers should work for the Avatar, but I can see why motion sickness might be an issue. I get motion sick when driving around in the SRV (but I do not get motion sick when driving in the RW!). It would not be possible to use the method of movement used in "Robo Recall", as that is a short range teleportation system, and would be tricky to deal with when two or more Players are interacting.
 
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The problems some of you put up are just beyond silly. Just add touch etc support for VR walking. Works fine in other games like Onward. Failing that, WSAD and a trackball/mouse works fine too as does any combination of HOTAS buttons.

i know of no game that uses touch for walking: 'lone echo' is a brilliant example of floating, but that's not walking, 'the climb' makes a great case for just that, climbing (but ideally would need 3 sensors), 'google earth' or 'eagle flight' are decent representations of flying. the other common touch experience, and the one most titles resort to, is teleportation which, tbh, sucks quite a bit. and just using a button or a thumbstick on your controller to move the camera is not using touch.

that said, ofc you can do just that: implement basic movement with any control scheme. that's very likely what frontier would end up doing since the game has to support non-vr users aswell. implementing that is indeed trivial, but controlling how this affects the user experience isn't, not by a long shot, and depends on many factors in the virtual environment, on the camera movement, on the rendering device and on the user. it may have many unexpected side effects that aren't even completely understood as of today, and vary from the thing just looking odd, to feeling weird to people throwing up.

the issue is more complicated. often what we don't understand just seems silly.

then again, movement and control scheme, complicated as they might be, would be actually minor difficulties for space legs, and besides space legs would be the last i would want to see in the game. with the snail development pace we have, and seeing how it is eaten up by variations of minigames and booster packs, we won't have a really interesting and fleshed out galaxy to visit in this century. it's a space game, we have shooters enough.
 
i know of no game that uses touch for walking

From Other Suns
SkyrimVR
FalloutVR
DOOM 3 BFG
LA Noire
Arizona Sunshine
Mages Tale
Minecraft
Windlands
Onward
BAM
Yore
Raw Data
Doom VFR
Serious Sam
Serious Sam 2
Serious Sam 3
Obduction
Technolust
Dead Effect 2
Dreadhalls
Pavlov
Robinson: The Journey
Sairento
The Gallery EP2
Island 359
POLLEN
The Solus Project
Rec Room
Payday 2

To name some - there are more. I'd go as far as to say that nearly every first person VR title now ships with a 'Touch sticks for walking' control scheme. The days of motion sickness mommy coddling are well and truly a thing of the past, the weak bellies were wrong, the vast majority of VR users prefer artificial locomotion and it's here to stay.
 
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From Other Suns
SkyrimVR
FalloutVR
DOOM 3 BFG
LA Noire
Arizona Sunshine
Mages Tale
Minecraft
Windlands
Onward
BAM
Yore
Raw Data
Doom VFR
Serious Sam
Serious Sam 2
Serious Sam 3
Obduction
Technolust
Dead Effect 2
Dreadhalls
Pavlov
Robinson: The Journey
Sairento
The Gallery EP2
Island 359
POLLEN
The Solus Project
Rec Room
Payday 2

To name some - there are more. I'd go as far as to say that nearly every first person VR title now ships with a 'Touch sticks for walking' control scheme. The days of motion sickness mommy coddling are well and truly a thing of the past, the weak bellies were wrong, the vast majority of VR users prefer artificial locomotion and it's here to stay.

Rep to you for that, but this stupid board won't let me give you any.
 
To name some - there are more. I'd go as far as to say that nearly every first person VR title now ships with a 'Touch sticks for walking' control scheme. The days of motion sickness mommy coddling are well and truly a thing of the past, the weak bellies were wrong, the vast majority of VR users prefer artificial locomotion and it's here to stay.

well, then i'll stand corrected and are more than happy.

just checked 'island 359' and that's teleport, actually, though it seems to use touch to climb ladders. anyway some cool games in that list.
 
The days of motion sickness mommy coddling are well and truly a thing of the past, the weak bellies were wrong, the vast majority of VR users prefer artificial locomotion and it's here to stay.
Thank you for that! I feel confident in where space legs and walking in VR can go in the future (and I'm not talking room scale, treadmills, or teleportation).
 
Totally agree that ED is a cockpit game and should continue to play to its strengths. Blimey there is so much potential for pure cockpit gameplay

I know for a fact there are multiple ways of comfortably using the touch for locomotion (currently hopelessly addicted to SkyrimVR) BUT can anyone concieve of a practical way of doing this? Transitioning from seating HOTAS or twin stick rudder etc to standing with touch.

Unless the touch controllers replace the joysticks... but would there be enough buttons, even with VA? Soz, ramblings of a madman
 
I still hold to the notion that "space legs" should only exist with a few caveats.

1: it should only be possible to use the feature in 0g.
2: It would have to be a vr exclusive feature.
 
Why and why?

No idea, other than VR itself, no feature will ever be exclusive to VR in this game... FDEV would never waste that much development time and funds on a small subsection of its player base.

Space legs would mean walking around in any location really, be that in the simulated gravity of a station to the natural gravity of a planet or moon and anywhere inbetween such as the 0g environment of your ships interior while fly through space.

Tor, if space legs are ever developed they will be developed for their primary userbase - 2D players - with some considerations made for VR. And by "considerations" think 'SRV', a comfort option or two at most (FOV shrinking or maybe teleport). At the end of the day it will boil down to "if you don't like the feature and the options we provide do not help you then don't use it", much like the SRV content. Based on other content in the game it's almost a given that the transition from cockpit to feet will be a typical 'fade out to black - fade back to game' type affair, I'd forget about any type of seemless get up out of the chair type stuff.
 
Obsidian Ant has taken on the subject (though not the locomotion issue)

[video=youtube;wkFwsiPHeR4]https://www.youtube.com/watch?v=wkFwsiPHeR4[/video]
 
From a development/engine perspective some of the First Person elements are already in the game and have been for some time e.g. you used to (and possibly still) have two representations of your avatar in game i.e. the headless animated avatar tied to your movements (currently just stick and throttle) that you see from your DX camera perspective and then a "multiplayer" 3rd person avatar, which includes the head, which everyone else sees, although I haven't yet multi-crewed to see what animations that has. The main point being though that having a headless and full body avatar is a classic first person (shooter) engine trick (IDTech/COD uses this amongst others). The split avatar technique avoids certain complications with animation/control and player/DirectX "camera" and also allows for some predictive techniques to be applied in multiplayer to mitigate warping and positional update errors. The other way is the way Arma does it, but that comes with its own set of issues and is fairly rare in the industry.

So technically the bones are there - I expect the larger challenge is the environmental asset creation side of things (that's buildings, rooms, landscapes, station interiors etc. etc. etc.) even with procedural generation and once you start opening up those areas players will in the usual locust fashion be wanting more and more. Whilst what we have are really nice, the variety and introduction of environmental assets has been one of the slowest development streams and I only hope that there is a ton of that stuff hoarded up over the last 4 years, whilst other areas have been worked on, waiting for other dependencies to complete, so that it can be released.
 
Tor, if space legs are ever developed they will be developed for their primary userbase - 2D players - with some considerations made for VR. And by "considerations" think 'SRV', a comfort option or two at most (FOV shrinking or maybe teleport). At the end of the day it will boil down to "if you don't like the feature and the options we provide do not help you then don't use it", much like the SRV content. Based on other content in the game it's almost a given that the transition from cockpit to feet will be a typical 'fade out to black - fade back to game' type affair, I'd forget about any type of seemless get up out of the chair type stuff.
Of course I know this.

That doesn't mean I'm not right.

Honestly I don't think there are going to be "legs" at all.
Ever.
Eve online keeps popping up as a comparison for a.
Ed like eve has a set. and established game play. yes locked to a seat perhaps. but it's one that works.

When eve added legs it was hated.
Before you would just use desktop like ui to find missions, Swap ships modules etc even had keyboard shortcuts.

Now the idea was you should walk, a lumbering slow pace, to a ratty couch. and awkwardly activate the same functions. But since people where still having to just get done the old interface was still present.

Guess which was used ?
They had lofty ideas but they all came to nothing, and now they have shut off that part of the game.

Adding space legs to ed would end up just as unwelcomed.

Any one game that ends up trying to cater to everything ends up doing everything badly.
 
Could not disagree more the main reason I backed this game was for this option (Space Legs) as that is what was advertised. It would give the game the missing immersion that it is currently missing, I mean why build all of these big beautiful stations/planetary locations & ships if not to explore them & experience what it would feel like to actually be there....Iam still waiting & hope they don't give up on it.
 
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