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About J2_NobiWan

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  1. Rgr, thanks for reporting. DCS is driving me nuts... 🙄. It would help if you could check if you still see this when you headsets direction is well aligned (arrow on the ground in steamVR pointing straight forward).
  2. First post updated Update v2.04: better default autorot values fix for validation check of autorot values fix for hang up if SteamVR is not responding.
  3. My starting order is: SteamVr (which starts Oculus in my case) -> VRNS -> IL2 With the current version, when VRNS is started after the game, it hangs and prevents the next trys to start VRNS. It needs to be killed manually via Taskmanager before starting it again. I'll prepare a new version later today that might help here.
  4. A red box indicates that the entered value is invalid. In that case the value will not be saved and the next time you start VRNS it will be reverted to the last valid one. For example, a value can be invalid when it is negative, or the "de" value is higer than the "act" value, or the "de" value is lower than the previous "act" value in the line above. Problem is, that the validity check is bugged in VRNS 2.03. So currently you might get red boxes even though all the values make sense. It is already fixed for the next version, but currently you might need to enter the values in a dif
  5. It really isn't explained very well in the first post and I should make it more intuitive. The stages are defined by the activation ("act") value (60,70,80,90,... in the picture on the first post). These values define at which physical head rotation (degrees) the snaps will happen. The "rot" values (10,20,30,40... deg) define how much the view will snap (rotate) at the corresponding "act" value . The "de" values define when the snap angle will revert back to the last "rot" value when the head is turned back again. Simply set these to the previous "act" value +1 as in the
  6. Well, it looks like my ramblings were for nothing. No "tilt up" option for now. Short explanation: It's not possible in SteamVR/OpenVR, because it does not allow to pitch or roll the virtual universe, only yaw rotation is possible. Longer explanation: Because VRNS can not directly manipulate the values of the view direction inside the game, it uses the "trick" to rotate the universe in the steamVR environment. To my surprise, this turns out to be only possible for the yaw orientation. Thinking about it, it does actually makes sense, since the accelerometer inside the go
  7. LOL! Great that you find it useful! To have VRNS work with your Rift-S in DCS you have to start DCS in SteamVR mode: "DCS.exe --force_enable_VR --force_steam_VR". This will cost you some FPS though...
  8. Oh yes, I totaly agree with the neck breaking potential of looking up high. But I think it is a bit more complicated here. Since the inner ear organ in the head can only measure rotational yaw speed (acceleration actually) and not absolute yaw orientation (e.g. north), we get away with "jumps" in the visual yaw position. It's only important that the rotational speed is not messed with, so that there is no nausea inducing discrepancy between visual and inner ear rotational speed. This is different for the pitch motion. Here we have an absolute sensor for the "down" direction, b
  9. Hi Wichow, thanks for your comments. I would love to have the "flashlight" (or "passthrough" for oculus) on a joystick button but really have no idea how to achieve that... I will look into it but i'm not very optimistic that it is doable. Yes, autorotation can do this, have a look at the newly added explanation at the first post. It will however not ramp up the rotation continuously like TrackIR does, but in steps. This is necessary to avoid nausea. For me the sweet spot seems to be about 10 deg per step starting at 60 deg head rotation, but you can configure it to
  10. Another problem in the past has been a too old SteamVR version...?
  11. Are you using SteamVR? VRNS is not working with OpenComposite... Play around with starting SteamVR first/last. It seems that different Headsets behave different.
  12. By coincidence I just added some explanations to the first post a few hours ago...
  13. Oh, looks like you are right. I can see that issue in DCS too. But only if my viewing point is not centered (arrow in SteamVR not pointing straight ahead). I thought that I compensated for this but it looks like I'll have to check it again. For now please try resetting your Headset so that the Arrow in SteamVR point straight forward. I'll look into it over the Weekend.
  14. Update v2.03: small fix: corrected fwd translation when autorotating to left
  15. Thats good to hear! Well, I want to stop autorotation during zoom and with 2 zoom levels thats 2 buttons already. In addition to that I want to be able to generally disable autorotation. I'm doing that with a third button (with the toggle option). The 4th button is a spare... 😄
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