I've got rather a nice yoke by Aircraft Controls Engineering. Very nice weight and action, so i'm kind of hoping to carry on using that. I would have thought people with a saitek would still rather use that.
Posts by Spit40
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My thought would be to 'grab' the tablet from the seat and hold it on your hand using the Oculus Touch controller and use your finger to swipe to turn pages. Again, just a concept thinking out loud here. No promises
I've never got my head around how this would work swapping between holding the yoke and placing your controllers somewhere they can be grabbed easily. When GloveOne finally release their product then I can see it all working - you just need to sync the placement of the physical yoke with the virtual one.... or just support LeapMotion so you can avoid controllers and just reach out with your hands.
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Thanks Jeff. Preloaded txt files/PDFs placed on that tablet would be a great start. Even if you can't yet fully move the tablet around with the controller(hands) I'd be very very happy with a mouse click toggle option to have the tablet either:
a) on the seat
b) in front of your face / mounted to the instrument panel so you could if needed lean in to see more closely.
Thanks again for the encouraging response on this matter.
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I'm reluctant to post this after such good news about Colorado, but whenever I fly I get this feeling. Actually JvanE first used the term "locked in" to describe how he feels when he flies FS2 in VR, which is the only way I fly. I like to jump in and take a flight from A to B. I like to use GA like the Cessna or Baron but I don't like to use the navigation systemand have green markers guide me all the way. My preference is to use good old fashioned pilotage and VORs. Then I hit the problem of how I note down and access the info while flying. Yes its immersive in VR but you have no hands or reference materials. The Steam app for overlaying a browser window proved to be too flaky and awkward to use.
Am I (and JvanE) the only one who flies this way and experiences this problem?
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Use SimTools. I've built a G-Seat and use SImTools to extract all that stuff and use it to drive servos for heave/surge/roll.
SimTools use the SDK to get the raw physics, so if you knew how to connect with that SDK you could bypass SimTools, but that's beyond me.
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I love that Touch will be used for controlling instruments and interfaces!
Though, how exactly could you use Touch when also having your hands on a joystick and some type of throttle? (haven't checked out the current support to be honest...). I think Touch could potentially work as a combined throttle / hand to manipulate instruments.
I completely agree. However, hopefully the investment they make in enabling Touch to control things will mean that when the all VR gloves come out in the next few months they will also work, and you can still have your hands on the joystick.
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More opportunities to see the 8K. They've just done a youtube showing it with Project Cars 2. We need to see FS2 !
https://steamcommunity.com/linkfilter/?ur…o-and-new-york/ -
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I feel much happier about the ATC delay now
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You are inspiring me Ray. I'm on the verge of jumping in (the mud) and getting a copy of AC3D to build my own airfield too. Geoconvert was nice (more mesh detail please IPACS) but this cultivation is taking it to a new level. Only thing is... is Blender support about to happen? I don't have either, but one it is supported i wonder if the majority of posts/tutorials will be be based on Blender.
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That would be pretty awesome! Maybe we can even animate the pilot body and link it up to VR hand controllers so that you can look over to the copilot seat and wave or something. That could be fun! And then every one in the cockpit could interact with it, change switches maybe even grab onto the throttles and move them...
Absolutely. Imagine flying an old DC3 or something like that and having pilot and copilot, then look behind you to see the flight engineer.
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Well simply put, yes..
Due to the limitations of hardware that is currently used, I would like to develop "universal" and cheap solution based on Arduino platform providing three axis of force feedback for wide range of DC motors. Something similar to what Ian from BFF has done but much cheaper and simpler.
I'm doing intense research on this subject however such task requires highly skilled programmers and it doesn't seems like there's many of them hanging around, having nothing else to do
Once we conquer this enormous challenge and have the basic platform up and running (Arduino code + PC software suite) creating different versions of hardware controls will be a breeze..
Regards Jay
Could Simtools be used to position a servo according to the forces the aircraft is experiencing, and have the servo somehow add appropriate tension to the rudder pedals? Then the only programming needed is a bit of arduino parameter tuning. I have arduino code that talks to simtools and moves servos.
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My experience of running a business that involves software development is that it can be very difficult and time consuming to take new people on especially if the existing team is very small and the tricky stuff is in the heads of a small number of people. A bigger team involves a big learning curve for the new guys, very little productivity during the transition period, much more ongoing communications overhead and often a step change in processes to avoid undermining the benefits. From IPACS reaction now and in the past I wonder if they are really cash strapped or more constrained by factors such as this. In my case my business is small and I don't want to make a step change as it would change my lifestyle and other factors which are as important as revenue. I have developers to do non core things (equivalent to IPACS scenery and aircraft modelling) but the core is very hard to unpack. Too hard/not worth it for me. Given the core is so essential to FS2 and things like better weather are dependent on it, I suspect IPACS are in a similar situation. It would be a big strategic decision to make a step change. Probably they are slowly bringing their non core developers like Jan closer to the core stuff over time, but a big lump of cash wouldn't really help them.
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Its live on kickstarter. $449 for the 8k res. I'd really like to get some clarification of their functionality as this is tempting.
- How good is the dual angled display thing - does it feel natural?
- What's this 75/90 refresh. Which is it?
- Would FS2 support it?
- Exactly what is the resolution increase v. Oculus? Its a bit confusing
- Does it really have full motion tracking using steam lighthouse?
- Is the display bright enough or a bit dull like i think some earlier pimax was?
https://www.roadtovr.com/pimax-8k-vr-he…er-later-month/
Update: if you go to the kickstarter page you can see that there's an 8k and an 8k x, the latter supporting 90hz and requiring at least a 1080ti. Also it clarifies the actual pixel count v vive/oculus. If you need full lighthouse tracking the total price is quite a bit more than $449. As for the effectiveness of dual angled display and the lcd screen brightness, who knows.
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I don't think pricing will be unreasonable based on their 4k. The bigger issue is whether there is any quality behind the headline specifications. The 4k wasn't really 4k, didn't have full tracking and the refresh was too slow. Also the seamless blending of images from 2 screens must be difficult to pull off well. Then there's screen brightness. If they've really cracked all these problems i'll be at the front of the queue, but i'm very cautious.
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The short answer is yes you can. You will need to make at the very least a runway model. There are basic instructions on how to do this in the wiki HERE
However, there will be further advancements to the SDK that will make it easier for users of AC3D. Once this occurs, we will publish some tutorials along with it.
Just for clarification, there's no way of doing this without a modelling tool is there? i.e. in the style of the generic objects library
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I've been waiting a long time for this, but it looks like its finally about to ship. https://www.facebook.com/Gloveone/
Hopefully once they're out Ipacs will look into supporting them. Unlike a touch controller you could use your yoke/stick with a gloved hand as well as reach out in VR to adjust knobs, press buttons etc, and feel contact in your finger tips with the virtual object. The tricky thing is how well the real yoke/hand contact will line up with the virtual one.