A more functional cockpit

There are lots of what's it, doo dads and whatchamacallits, and also buttons, keyboards, gauges, fuses, etc in a cockpit, but most of them do nothing. The only functional parts of the cockpit are the throttle control, the stick, and the hologram panels.

Is it possible to update our cockpit so that when we turn on the lights the person pushes a button for lights. When we fire our trigger the person fires the trigger, when we turn off a module, the person turns around and flips the fuse for that module, etc.

This would really enhance gameplay and make you feel like you are the person in the flight seat actually doing something.

You could also go the extra mile and provide customised flight controls that matches the player's flight stick and throttle. I know some people play with keyboard and mouse, or XBOX controller. They would just have to settle with the default animations.

This would also *really* enhance gameplay in VR, and when some usable VR gloves get developed, the player would be able to actually flip the switch or feel the stick in their hands as if they're actually there.

Just a thought.
 
I'd disagree it would help VR - as soon as your in-game avatar moves in a way your body isn't moving or positioned - strange things happen.

Besides - in VR - it's quite clear that the HUD displays aren't really "there" and are projected at varying distances. I do agree though that it would be fun for them to implement hand tracking and interaction - no need for gloves though, just use Kinect. Such a shame it died out.
 
Functional- I don't think it means what you think it means...
Still, not a bit deal I usually am busy looking through the canopy- avoiding mean stuff and/or space stations.
 
Functional- I don't think it means what you think it means...
Still, not a bit deal I usually am busy looking through the canopy- avoiding mean stuff and/or space stations.


  • r being a functionb : affecting physiological or psychological functions but not organic structure <functionalheart disease>
  • 2: used to contribute to the development or maintenance of a larger whole <functional and practical school courses>; also : designed or developed chiefly from the point of view of use
  • 3: performing or able to perform a regular function

func·tion·al·ly play\ˈfəŋ(k)-shnə-lē, -shə-nəl-ē\ adverb


Merriam Webster
 

  • r being a functionb : affecting physiological or psychological functions but not organic structure <functionalheart disease>
  • 2: used to contribute to the development or maintenance of a larger whole <functional and practical school courses>; also : designed or developed chiefly from the point of view of use
  • 3: performing or able to perform a regular function

func·tion·al·ly play\ˈfəŋ(k)-shnə-lē, -shə-nəl-ē\ adverb


Merriam Webster

Exactly.
It is already as functional as it can be.
 
Is it possible to update our cockpit so that when we turn on the lights the person pushes a button for lights. When we fire our trigger the person fires the trigger, when we turn off a module, the person turns around and flips the fuse for that module, etc.

The Avatar already pulls the trigger when you fire a weapon or scanner, it also responds to other functions like retracting/deploying hardpoints. The most freaky part is the avatar actually breathes when you look you down at it's body.

As far as pulling circuits or pushing buttons, I can't see how that would work in any of the ships, the side panels are floating 42" Holograms, full arms length away in most ships, none of the panels that have buttons are reachable from a sitting position (Even the Eagle)

To give you an example, I am in a Cobra right now in VR, the only additional panels with buttons are on the overhead panel, I have to physically get out of my seat and stand up to reach them. Those same buttons are on the Control panel next to the stick and throttle, I really wouldn't my Avatar getting up and moving around to push buttons, especially not in VR.

Once you try VR you'll understand.
 
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You can expect animations to get added in in large amounts as character customization becomes more and more a part of the game and we make progress towards first person movement.

To be frank Frontier hasn't had the animators necessary to do this kind of work on the project, because they haven't needed them yet, and right now they're busy laying the groundwork so that they can do the nice things you'd like to see.

One of the rare instances in which I will say we owe FD a little bit of time to finish what they're working on, and that the due date hasn't already gone by.
 
Exactly.
It is already as functional as it can be.

Did you actually go to the site and read the full definition? Of note is the simple definition:
" designed to have a practical use"

There's lots in the cockpit that is designed, but have no practical use. Therefore I requested a more functional cockpit so that those elements have a practical use.
 
Would have to be done as options (because people will moan about it taking too long or getting bored of seeing the same animation over and over) and then it would be left off never to be seen again.
 
Would have to be done as options (because people will moan about it taking too long or getting bored of seeing the same animation over and over) and then it would be left off never to be seen again.
Next you'll suggest being able to choose your character from a zillion choices is virtually irrelevant in a first-person view game wearing spacesuits, SPACE MADNESS!
 
But they aren't really there and are just projected? Apart from the orbit lines and targeting just for canopy kicks like...

It's hard to describe. All your HUD elements float. You'll feel a need to reach out and try to touch them. Orbit lines don't. Once you've tried VR you'll know what I mean.
 
It's hard to describe. All your HUD elements float. You'll feel a need to reach out and try to touch them. Orbit lines don't. Once you've tried VR you'll know what I mean.
I do get you, I just think it's intentional. The orbit lines/targeting are (in gameland) projected onto the canopy so that all breaks when it goes but everything else appears to be holographic by intent, there's no screen as such - the text area below the info banner appears and disappears as needed

(it'd make more sense to me if the weapons display stuff went with the orbit lines, they too don't appear to float from a non-vr user perspective at least)
 
I do get you, I just think it's intentional. The orbit lines/targeting are (in gameland) projected onto the canopy so that all breaks when it goes but everything else appears to be holographic by intent, there's no screen as such - the text area below the info banner appears and disappears as needed

(it'd make more sense to me if the weapons display stuff went with the orbit lines, they too don't appear to float from a non-vr user perspective at least)

That's just it. For a non-vr user perspective - nothing floats. You simply have a pretty HUD, and if your canopy gets blown out then the bits that would be projected there are not displayed. In VR - the HUD elements are "present" - they occupy space and are at various distances from you. It's completely impossible to describe unless you've experienced it :D
 
It's completely impossible to describe unless you've experienced it :D
Is it remarkably like the floating hud elements in the other VR games I've played? I'm not new to 3d, just not thrilled enough at it on the desktop for the money. But ok, you're right, I have no idea if you say so
 
Is it remarkably like the floating hud elements in the other VR games I've played? I'm not new to 3d, just not thrilled enough at it on the desktop for the money. But ok, you're right, I have no idea if you say so

What other VR games have tried in the DK2 or CV1?
 
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