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Do we need a thunk or a dunk ?


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HagarTheHorrible
Posted (edited)

Given the rip roaring success of my last topic about VR I thought it high time to add another.

 

I don't know if the cockpit canopy will restrict or limit VR head movement in IL2 but if it does, when our virtual heads hit the canopy do we need a suitable sound to remind us why we aren't able to move our view any further ?

 

P.s I like obscure thread titles in order to stoke curiosity or interest, but then you've probably already guessed that. :-). It's called being old and having a warped sense of humour.

Edited by HagarTheHorrible
  • Upvote 1
Posted

While I doubt it would be much of a priority, it would be kinda neat to hear.

HagarTheHorrible
Posted

I do agree, but rather than just being cool to hear I think there is occasionally a problem with expectations and results and when expectations aren't met then it can end up being a little confusing and therefore time consuming unless you know why. A thunk, or a dunk, might help with that process.

 

"THUNK" Oh!, I've hit the canopy with my helmet ( No sniggering at the back there) that's what prevented me from looking around properly.

 

Given the very tight restrictions with the 109 canopy it will be very interesting to see if restrictions are indeed implemented.

Posted

Would be cool to have it tested at least. Good indication that you have reached the limit. Might be a bit annoying if you looked around close to the glass a lot though. "thunk thunk thunk thunk" for each intersection with the collider.

 

... Or how about if you get up from the chair a bit fast it goes thud, and then black xD

Irgendjemand
Posted

Given the rip roaring success of my last topic about VR I thought it high time to add another.

 

I don't know if the cockpit canopy will restrict or limit VR head movement in IL2 but if it does, when our virtual heads hit the canopy do we need a suitable sound to remind us why we aren't able to move our view any further ?

 

P.s I like obscure thread titles in order to stoke curiosity or interest, but then you've probably already guessed that. :-). It's called being old and having a warped sense of humour.

 

interesting thought. However I think restricting the movement would possibly cause nausea.

Would be interesting to hear what an actual developer would say about that.

Also restricting the movement would make looking back in VR even harder. Its pretty hard to look back already due to the limited FOV. If you want to actually look anything close to your six you have to turn your whole upper body. You cant do that without leaning to the sides a little wich would cause your virtual head to get stuck.

 

All in all using VR in competetive MP I would consider a big disadvantage from my current experience in other sims.

 

Posted (edited)

My head is outside the canopy constantly in WT. Some kind of audio indicator would be helpful to retrain myself with this naughty habit.

 

 

von Luck

Edited by von-Luck
  • Upvote 1
Posted

that'd be a very curious detail, to have a "thump" when your head hits the canopy -- even better if you'd hear the shoulder harness going "shlak" when you reach the forward limit, and "qhwff" against a padded headrest behind... 

 

not super important, but they do say "the devil's in the detail" 

 

 

I really like it that il2 has a realistic "keep your arms and legs (and head) inside the ride at all times" implementation - it'd be very fake (and kinda cheaty) without that :good:

1./KG4_Blackwolf
Posted

 

I don't know if the cockpit canopy will restrict or limit VR head movement in IL2 but if it does, when our virtual heads hit the canopy do we need a suitable sound to remind us why we aren't able to move our view any further ?

 

You'll be happy. :)

itsmecamille
Posted

Stopping the head movement and leaving it where it was in game while the player's head still moves is a big trigger for sim sickness and nausea for sure - blacking out (even partially) would be preferable I would think - and then it's a matter for the player to train himself and avoid collision. Having a sound effect to indicate the collision sounds good to me in theory, although as others have said it could be really annoying, especially early on, when you try to keep visual contact with an enemy plane and end up bumping into the canopy every second. 

 

As often in VR the only way to know what works is to experiment. Either way I personally think I'll be fine whatever they implement - I'm almost 100% immune to sim sickness so I'm not too worried about that. Hopefully we'll get to test all of that for real soon.

  • Upvote 2
Posted

My head is outside the canopy constantly in WT. Some kind of audio indicator would be helpful to retrain myself with this naughty habit.

 

https://youtu.be/ApmxOjUL5sY

 

von Luck

Is zat warthunder? Graphic is not bad at all.

I was wondering for a moment why my graphic isnt as eyecandy as the one shown there.

Posted (edited)

Is zat warthunder? Graphic is not bad at all.

I was wondering for a moment why my graphic isnt as eyecandy as the one shown there.

It is a great looking game indeed, but it lacks a bit when it comes to flying.

 

And for some odd reason it crashes on my pc 90% of the time on startup what ever I do. I came from WT when I first found BoX, and I never really looked back. Have had a few sorties after VR support though. Still fun!

Edited by kissklas
Posted (edited)

WT has its own issues. Being free means there's a grind, being casual means mousers crash your SIM battles. Having premium planes from different factions means you get to see American A6M2's or 109F4's. SIM battles include arbitrary aircraft simply because WT doesn't want to exclude it's premium planes.

 

von Luck

Edited by von-Luck
Posted

Well with trakir you cant poke your head outside of the cockpit if it is closed. Why would VR be different? Isn't that limit already in place?

 

To answer the OP though; a thunk would be awesome! even now with trakir!

Posted

Well with trakir you cant poke your head outside of the cockpit if it is closed. Why would VR be different? Isn't that limit already in place?To answer the OP though; a thunk would be awesome! even now with trakir!

I agree however unlike track IR VR makes this more jarring. Some kind of audio will help what will certainly be an uncomfortable experience.

 

 

von Luck

Posted

Well to me this reaches into the realm of unfair advantage territory.  If those with VR get to leave the cockpit to help them track enemies I for one will be hoping for VR proof mp servers.

itsmecamille
Posted

Yes, the difference with tackIR is that in VR a mismatch between what you see and what your body feel in term of movements (proprioception) is likely to trigger nausea and bad reactions. In VR you often get simulation sickness which occur when your vision tells you that you're moving while your body is not, but you also get motion sickness when your body perceives movement but your vision tells you that you're immobile. The case we're talking about is the latter, and while I'm pretty immune to sim sickness (I can play 1st person shooters in VR and feel no issues - most people will be sick fast though), I find that motion sickness can make me feel bad quite fast. So anything that can shorten this mismatch by alerting me would be welcome indeed.

1PL-Husar-1Esk
Posted

Playing quake in VR on gamepad was little disorienting while strafing because I was looking at other directions but my brain use to it pretty fast. Dogfighting while sitting in the plane cockpit which motion is predictable and only can be curved from forward motion has no issues for me. BTW I wasn't able to move my head out of cockpit.

HagarTheHorrible
Posted

Bumming around in CAP2, doing refuelling, I looked to see if the canopy prevented poking your head out. It's quite a roomy cockpit so your head wouldn't ordinarily hit the canopy anyway but it does stop your head if you try, with a tiny bit of pushback on contact, no sound though, which is noticeable by it's a absense. That said contact between canopy and bone dome would not happen with any frequency so a sound might be far more acceptable than when you might be constantly hitting your head which could possibly become boring real quick. it'll be interesting to see how it pans out in they're confines of much smaller cockpits, particularly the 109.

itsmecamille
Posted

If I remember rightly, earlier last year when we got the temporary VR mode in IL2 BOS I experienced have my head movement blocked (and it happened to me relatively often - but back then I was concerned with testing head tracking smoothness so I was probably moving my head a lot more than if I had been focused on normal flying tasks).

1./KG4_Blackwolf
Posted

It is blocked, just like Track IR.

Posted

It is blocked, just like Track IR.

Good to know.

Posted

Ok i really need to buy a vr set.

 

Which one is better for bos?

 

Rift or vive?

HagarTheHorrible
Posted

Ok i really need to buy a vr set.

Which one is better for bos?

Rift or vive?

That really depends.

 

Both are very much the same in capability and personal taste is probably as much of a factor over any perceived benefit of one over the other. If you intend only playing sims then the Rift, without the controllers is possibly better, because, without the controllers it has a price advantage, if you want to do other things, and you will, then again no one system is really better than the other. You could, of course, get a vanilla Rift and if you like it add on the controllers when time, curiosity and funds allow.

 

The hole VR thing is still very much at the novelty, wow factor stage though and you have to accept that there are limitations but speaking for myself, limitations not withstanding I only fly flight sims in VR now. In a couple of years time it will be closer to not even being a maybe, if you play flight sims there simply won't be any other option.

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