Can steamvr autostart? Don't run in steam mode but just starting steamvr can enable your preferred audio options including mirroring. I'm not fond of this option myself as i don't like extra processing running or windows open
Posts by Spit40
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I was wondering about the tray tool. Does it apply the settings in Oculus Home > Settings > Devices or does it do its own audio redirect? I ask because the Oculus Settings > Devices now has a nice audio mirror option to send output both to headphones and another output.
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Just tried the latest google earth in VR. Absolutely amazing. Anyone without VR who gets to try this will surely be hooked
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My plan, when i hit the limit, is to move Steam and all Steam games onto a separate drive. I've read there are tools for that.
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I think i'm seeing something, but wouldn't call it horrendous. I'll watch more closely now.
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I like flying the Robin for the slow speed, short runway requirement, great visibility, and good manners. Kinda like I would use a helicopter for looking around airports and scenery.
Regards,
Ray+1
Mostly, I like the visibility in VR. A Cessna style Knots ASI is also appealing as it is simpler and clearer to read in VR than the current KMH one. -
whitav8 Fantastic! Thank you. Until we get ATC and more realism, its things like this that are providing the fun factor for me in FS2
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CavendishD - So if the positional tracking was fixed (with this http://www.tomshardware.co.uk/nolo-motion-co…news-54920.html ) and the software was upgraded to use true 4K (I reckon hardware can handle it), do you think the 60hz would become a minor issue or still a big distraction?
Double res on the instruments is very appealing to me.
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Yes you have to edit the .tmc files to "ContactSpheres", we changed that in one of the latest Aerofly FS 2 updates.
Hmm, I wonder if that's what is breaking the motion simulator plugins at the moment. I'm sure the plugin problems started around the time the DR400 started appearing at 13,000ft. The plugin guys haven't sorted it yet, so anything to help them zero in on possible problems would be appreciated. -
When I downloaded the latest SDK and ran the converter it failed, then I reinstalled it and accepted the default install location (or by chance installed it where expected - can't remember now) and everything was fine. It does seem that a whole range of problems crop up if the SDK isn't installed where IPACS expect it to be. Perhaps a big notice at the start of the info PDF encouraging default location install, and for those who can't use that location a thread would be useful to document the necessary config tweaks.
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I also recommend team viewer for this sort of thing. It's very effective for sharing someone's screen and taking control of their mouse and keyboard - when allowed of course. Security is strong and its a free download for non commercial use. Much better than Skype.
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Hi Rodeo,
Reading earlier that IPACS plan to add a rotate parameter, is it feasible that non modellers could download a generic runway, easily determine some geo co-ordinates, modify runway length and orientation and incorporate it, using only notepad++ ?
Phil
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whitav8 - please explain. I'm getting rather excited. How real is it? Have you modelled/converted this and got it working? Download coming soon?
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Its fascinating to me that so many people using Aerofly FS2 are interested in motion platforms. I don't think I've ever seen the subject brought up so often in relation to a specific simulator, or to be honest, at all.
I think it's the amazing VR. It feels so close to 'real' that i just want to maximise the immersion. -
+1 depth first. I just fancy one of those old prop liners.
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Is it possible IPACS has this reasonably well modelled already, or just a cosmetic prop? Can you find out dr hotwing?
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Ooooh, I like that.
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Good motion simulation that fits what you see shouldn't add nausea AFAIK.
When I get this working... I'm looking forward to feeling cross-winds and yaw with the 3rd DOF.
2DOF = typically Pitch & Roll + simulated Heave/G-into-seat (bit of pitch back i.e. seat lifts) + simulated surge (pitch forward, seat back presses against you)
3DOF (depending on design) adds yaw + simulated sway
The bit that is most interesting is how in VR you don't actually know what pitch/roll you are on at a particular time, as the visual is more dominant than the body's sense of what angle it is at. What you do notice is the acceleration/force, so the smarter new interfaces let you map seat pitch/roll not to actual pitch/roll but to rate of pitch and rate of roll. This solves the problem of how to handle a full 360 roll as you don't need to be upside down to feel upside down.
See
https://www.xsimulator.net/co-ordinate-system/
and
https://www.xsimulator.net/community/faq/…tor-for-me.214/ -
'Yes' means that the interface between FS2 and my platform (and i suspect NLM) works in non VR, but crashes in VR. Just replied to the steam thread too.
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See this thread. This guy has one. Some tempoary hiccup at present.
http://steamcommunity.com/app/434030/dis…58593404274791/
Short answer is yes.