touch controller bindings.

So i want to use the quest 2 touch controllers and get used to using them, does anyone have a link to to the default touch controller bindings ED uses, like a picture or chart or something.
 
Like HumpZ said - ED doesn't support VR controllers. I guess you could use the ministicks and whatever, similar to a gamepad - but then again, there are default bindings for the XBox gamepad.
If you want to see if anyone has published a mapping for your controllers, your best bet is probably EDrefcard: https://edrefcard.info/
 
I saw this title and my heart jumped a bit in the hopes that maybe it was referring to my long sought after "fix" for controller issues. But sadly, it was just another fellow ED player looking for a solution to a problem that appears to defy a solution. So I soldier on still seeking a fix. 😾

Trying to use VR Touch in any flight sim in my experience is kind of like banging one's head against the wall. It feels great when you stop. :ROFLMAO:

Truth is, there is no advantage and every disadvantage to using VR controllers in VR flight sims. Even those flight sim games I've tried that directly support VR controllers sucked!!! One promising title was X Rebirth VR Edition. This was a AAA title with the full backing of Egosoft. But it's gameplay was hampered by the fact that they implemented VR controllers as the primary control Interface. As an ED fan, I so wanted to love that game, Open Universe, Flight Sim, Space combat, Commerce? What's not to like? However, after playing it for a few weeks with my Rift, I abandoned the game. Also there was no HOTAS. How can you claim to be making a flight sim and not support a joystick? Baffling!!

The reasons VR Controllers don't work in space sims is simple. VR controllers are perfect for mimicking real world hand gestures. However, when you have you headset on, the reproduction of your hands - if the app supports it - is just too imprecise for practical control of the cockpit Joystick. For that, there is no substitute for a HOTAS but if one must, a Xbox Controller or Steam Controller are a good second best.

What's more, since VR has been such a small market for the past 6 years, ALL not some but ALL the titles that weren't specifically made for VR have only made a half- effort to support controllers. Even then, they usually only support Vive because in 2016 when VR started to take off, that really was the only game in town for serious gamers. I have both an original Rift and now a Reverb G2. If the VR industry wants to succeed, they have to get their sh*t together and start seriously supporting some standardization of controller inputs. Valve is as of this writing, setting the gold standard of both emulating legacy controllers via the SteamVR controller utility, as well as their ground-breaking Index Knuckle Controllers. HP has taken a 3-generation step backward with their WMR approach or more the case, non-approach. HP released this product clearly as a headset only and added the controllers as an add-on afterthought.
 
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I feel your pain.

I think having a joystick in your hands [oi oi!] feels good. In games like Skyrim I build my characters to be dagger, bow and arrow or spell casters because that feels right compared to zero resistance of swinging a sword through a body. (No amount of clever visual/audio/haptic feedback convinces me otherwise.)

For VR controllers, my ultimate benchmark is using a keyboard. I don't think any motion controller will ever get there tbh.

I think for lesser goals, it's hand tracking that will get close. On the Q2 for instance, I think it's already pretty good. I recon it's easily good enough for most flight sim functionality, especially when it comes to flipping switches, pressing buttons and even turning dials. Keyboards on the other hand, not sure because often your finger tips are obscured by other fingers. :(

However that massive keyboard in ED cockpits would probably be doable. :)
 
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