Can they switch cameras?
I'm building something and trying to get in on that sweet, sweet curated bonus, but things are getting a little cluttered with my layout.
Can VR users switch to another camera to simulate a second crewmember? Realistically, my craft wouldn't be controlled by one person so it's a bit unrealistic to have both the piloting and shooting done from one position.
Question about VR users
35.8k Graingy
8 months ago
@AshdenpawTG22 incomprehensible
have a nice day
@Graingy it’s booblily woop glop shlip gomiplywomp
@AshdenpawTG22 Yes, but assuming you mean a conventional controller alongside VR motion controllers, what layout?
Just curious.
@Graingy I’m talking about the Quest 3 :P
@AshdenpawTG22 A XBox or A Nintendo?
Yes you can change cameras with one of the buttons. I forgot what the layout of the buttons are at the moment. Pretty sure it’s the A button, B is like recalibrate center. It’s a super trippy game at first
Might be a while tho.
@PlaneFlightX Oh, wonderful.
I'll exist at some point during that!
@Graingy I'd be happy to test it/make it work, just on my own schedule.
Sometime from this afternoon to the heat death of the universe.
@PlaneFlightX Hm.
I don't know any.
Except for you, apparently, but I don't pay well.
Or at all.
@Graingy I would assume it does. Probably best to have a VR player test it before you post it though.
@PlaneFlightX Yeah, I've noticed.
Control bases are frustratingly tricky.
I haven't managed to replicate the magic of the Gator 2 MGs, but is that needed if it "just works" for VR? I'm taking it isn't.
Still would be nice to have for myself though...
@Graingy If you grab a base, build anything, and slap a cylinder grip on it, it will just... work.
To make a cylinder grip draggable on PC/mobile is a different story and requires xml black magic that I just copy from another existing cylinder grip.
@PlaneFlightX So what you're saying is that they actually work in VR?
Since cylinder grips don't work by default.
Hm.
Now if only I could get that damn base to work, I'd have functional MGs.
Pain in the ass, I tell you. Can't even turn the damn things without everything going to hell.
@Graingy I guess so. They do improve moving stuff in VR (your hands "snap" to things, so it feels more realistic) though. (Although you don't need the xml magic to grab them in VR unlike you do on a screen)
@PlaneFlightX huh.
So cylinder grips are really just so non-VR users can interact with objects in fancy ways?
@Graingy Also something, cylinder grips just work out of the box in VR. The fancy XML magic is just so you can interact with them outside of VR.
I don't think there is a weight limit. Due to physics reasons, control bases actually do have a limit to their power, but it's set ludicrously high by default. I've made control bases do black magic like hybrid spring-rotators or better springs by modifying some of this, but I have no idea how to explain it.
@PlaneFlightX Ooh.
Well, I should still try to find a solution to the MG issue, but that's still quite interesting.
Sounds like quite a wonderful way to incorporate easter eggs, if I do say so myself.
I assume there's no weight limit?
@Graingy Yes hehe. Made it myself using the 6dof control base.
"Anything" literally means anything that is connected to a control base. You can slap a fuselage on a control base and grab it in VR (although without a grip your hand doesn't "lock" to the grip, but rather just follows your hand).
@PlaneFlightX I beg your pardon is that a tablet!?
Also, does "anything" apply to only things with grips? I'd assume it would.
The MGs on Gator 2 are something I've tried and failed to replicate. Made a post about it, but got no responses.
@Graingy Basically anything you grab with your virtual reality hand follows your hand (or at least tries to). Example 1 Example 2
@PlaneFlightX "In VR, everything perfectly matches where our hand is. Since the game is 3D, and VR is also 3D, things just... match what your hand is doing."
Pardon my stupidity, but I don't follow?
In VR, everything perfectly matches where our hand is. Since the game is 3D, and VR is also 3D, things just... match what your hand is doing. In fact, you can slap anything on a control base and it just... works (following the control base's defined axis tho).
@Graingy They do, just keep in mind the orientation of the hand displayed on them. In VR, our virtual hands snap to things like levers and throttles if we grab them, which includes the orientation.
The path a mouse takes is always up/down, but I'd assume VR is different.