OR Touch and Vive Controller Support?

Does anyone know if FD is planning on supporting the Touch Controls for the Rift or the controllers for the Vive? Because that would be straight up awesome! How cool would that be?
 
I haven't seen anything regarding hand tracking at this stage. For me, it'd get in the way - how do you track your hands when you have a HOTAS setup?

Touch is great ergonomically for most simple actions, the Vive wands a little less so, but having to put down/pick up the controllers would be a pain.

For me at least, (in the pilots seat) a glove-type tracking system would have the best chance of working with ED.

Now, for multicrew, with possibly a engineering/monitor screen to control, turrets etc, Touch/wands might work well!

Perhaps the Thursday Multicrew live stream will show us some more possibilities?
 
Imagine you'd have to control the virtual HOTAS in the cockpit by holding your hand controllers in the right position.
That would become pretty tiring after a few minutes - and accuracy would go out of the window as well I assume. [hotas]
 
I love the Vive controllers - but for a game like this it would be impractical. It's actually one of the reasons I got myself a HOTAS, so I would have all the functionality in places I got in muscle memory while I had my headset on (a keyboard setup would be REALLY unusable in VR in this game).
 
Yeah I can't see the benefit for this game - especially as I managed by fluke to build a near perfect rig that puts the throttle and stick exactly where they are when you look down.
That, plus the only other games that float my boat are driving / racing games for which I have a wheel meant that the lack of the (yet to be launched at the time) touch controllers was no issue for me.
 
leap motion support for navigating through the panels would make more sense to me, but so few people have that so most likely never be implemented.
 
Why can't the controllers act like the HOTAS? They have sticks on them. I would like to see that. Also, turn the cockpit into more of an interactive zone. Similar to today's Cirrus Aircraft.
 
Why can't the controllers act like the HOTAS? They have sticks on them. I would like to see that. Also, turn the cockpit into more of an interactive zone. Similar to today's Cirrus Aircraft.

The touch/Vive sticks/pads could do the job, but HOTAS and good practised muscle memory is hard to beat (although mouse control does have some benefits).
 
They will need to do something, IMO. I've been playing this and star Citizen and I can see an issue when it comes to the transition from seated to legs. The swapping of controls will be cumbersome, so an integrated control in the touch control would solve that problem.
 
There's an Oculus Touch configuration in the game now (at least in Beta 2.3, don't know if it's in earlier versions). It works pretty much like a gamepad (i.e. the triggers map to triggers, grip to buffers, etc.) so the actual tracking part isn't used.

I'd really love to see a 'virtual HOTAS' mode to these:

* Pressing and holding the grip activates the 'virtual HOTAS' mode for the given controller.
* While held, tilting (or moving) the right-hand controller left-right would roll. Front-back would pitch. Twist would yaw.
* Pushing the left-hand controller forward or backward would adjust throttle.
* Allow deadzones and sensitivity to be adjusted in the control schemes.

This would free up the thumbsticks for other uses (like thrusters, pip management, etc). Shame we can't do this through a virtual joystick.
 
^^^ Ultrawings uses exactly the kind of virtual HOTAS control as you describe. Works much better than I imagined, I have to say.
But I also found it has its limits when it comes to quick action. In an ED dogfight you'd be at a serious disadvantage with that kind of control.
Also on longer flights it will become strenuous.
 
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^^^ Ultrawings uses exactly the kind of virtual HOTAS control as you describe. Works much better than I imagined, I have to say.
But I also found it has its limits when it comes to quick action. In an ED dogfight you'd be at a serious disadvantage with that kind of control.
Also on longer flights it will become strenuous.
I guess how controllable it is would depend on the deadzone and sensitivity settings. I'd very much like to experiment with a virtual joystick plugin, but unfortunately I don't know of a way to get hold of the Touch state / pose data from outside of the running application (I don't think it's possible).
 
I guess how controllable it is would depend on the deadzone and sensitivity settings. I'd very much like to experiment with a virtual joystick plugin, but unfortunately I don't know of a way to get hold of the Touch state / pose data from outside of the running application (I don't think it's possible).

Well the problem is more that you have no tactile feedback when you have reached full range in either direction. For example when you have reached the maximum position to the right hand side nothing is stopping you from moving your hand further to the right. Then game can then react to this by either ignoring that movement or by letting your virtual hand detach from the virtual joystick. In either way if that happens without you noticing (because you don't want to look at your hand all the time), you will get an unexpected reaction once you want to move the stick back to the left.
I noticed this while playing Ultrawings. It's fine when things are going slow so you always have time to glance at your hand to check its position. In a situation that requires concentration and quick reaction you can't do that very well.

In addition you are having the freedom to move your hand in all directions with a virtual joystick while a real joystick prevents your hand from moving in vertical directions. That makes it harder to control your movements with fine precision.
 
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