SRV mapped to head tracking/headset?

Is it possible to map your head movements to the SRV turret controls. I find artificially rotating the turret the only thing in Elite that makes me want to blow chunks. Its also impossible to use on an X52 (non pro) so I have to use my mouse, which is off to one side while my Joystick is in use and being blind difficult to find in a hurry.

I feel like mapping the actual turret to where the pilot is looking would go a long way to making it useable in VR and far more comfortable. I don't have any issues flying or driving, just using the turret and no issues with those mediocre turret games on the gear VR where you look to aim (Eve Gunjack ect.).

I got the Oculus Rift, which I know is currently a bit too closed off for anyone's liking so grabbing that data for bindings might be hard.
 
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Don't know if you can map SRV turret to headset, but I'm using my X52 non pro successfully in ship and when driving the SRV, including turret. I didn't change any key bind settings and all work fine out of the box. Possibly I didn't understand your issue with the X52?

BTW mapping headset and turret is not a bad idea at all :)
 
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I find the default bindings work but are clunky and very jarring in VR. I guess I'll have to keep using a mouse for now and keep a bucket near by.
 
Is it possible to map your head movements to the SRV turret controls. I find artificially rotating the turret the only thing in Elite that makes me want to blow chunks. Its also impossible to use on an X52 (non pro) so I have to use my mouse, which is off to one side while my Joystick is in use and being blind difficult to find in a hurry.

I feel like mapping the actual turret to where the pilot is looking would go a long way to making it useable in VR and far more comfortable. I don't have any issues flying or driving, just using the turret and no issues with those mediocre turret games on the gear VR where you look to aim (Eve Gunjack ect.).

I got the Oculus Rift, which I know is currently a bit too closed off for anyone's liking so grabbing that data for bindings might be hard.

I don't think its possible in ED to map your head tracking data to the SRV turret - that's not the Rift's fault (Eve:Valkyrie has head-mapped guns and cannon).

Its possible FD didn't map head tracking because it'd be an unfair advantage, but given SRV's don't usually go into combat with each other, that's a meh argument.
Would love to see it.

I don't get any motion sickness using the SRV or turret - I use the mouse to aim aswell (and still have throttle control to move about a bit)
 
I don't think its possible in ED to map your head tracking data to the SRV turret - that's not the Rift's fault (Eve:Valkyrie has head-mapped guns and cannon).

Appologies what I meant was I havn't found a way to get the CV1 Rift to work with tools like open track and free track that would allow us to remap that input into a useable format by elite (ie. trick it into thinking our head is a mouse). I have no doubt FD could give us the option of head mounted turrets if they wanted.

What is limited by the CV1 version of the rift is it no longer works with a lot of the third party tools that used to work with the DK2 and older. Due to whatever dimwit thought the rift needed to be a closed system.
 
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Obviously they wouldn't be able to do 1:1 head-tracking, unless you're a character from the exorcist. :) But there's no reason they couldn't do head-tracking with limited swivel range (as they do inside the ships, for head-trackers; not sure about VR users).
 
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