Titans of Space 2.0

Titans of Space 2.0

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DrashVR  [developer] May 19, 2016 @ 9:41pm
F.A.Q. - Please check here first!
Below are questions I think may come up a few times:

Q #1: How do I launch this on Vive / Rift / my monitor?

A: When you right click on Titans of Space 2.0 in your library, you will see some launch options:

For Vive, choose "Launch App..."
For Rift, choose "Launch on Oculus Rift in Other VR Mode"
For Monitor, choose "Launch on Monitor"


Q #2: I have a Vive. What can I currently do with Vive controllers?

A: As of Update #1, you can use your controllers to hold planets and moons for a closer look (hold trigger). Aside from that, you can use your controllers as laser pointers and/or reach out and push buttons in your cockpit. At this time, both controllers behave exactly the same, so a second controller is optional. In certain modes, the clickable trackpad is used like 4 D-pad buttons. If both controllers are turned off, the app will go back to gaze-aiming for interaction. Tracked hand controllers will become more and more useful as major features are added!


Q #3: The Cardboard version of Titans of Space Classic has voiceover, where is the voiceover in Titans of Space 2.0?

A: Unfortunately, the Narration in the Cardboard version is not going to carry over to Titans of Space 2.0 for various reasons. One of the main reasons is because so much has changed (and will change) that the narration is already out of date! And, I have bigger plans for this -- stay tuned.


Q #4: Why are the included non-English translations incomplete?

A: After some consideration, I decided to include the original translations even though they are all mostly out of date. I greatly appreciate the volunteers that offered translations for the very early versions of Titans of Space, but this time around I'm going to wait until the end of the development cycle before getting things translated just so that I have the freedom to change things as necessary. I apologize to non-English speaking customers and appreciate their patience!


Q #5: What's next on your roadmap?

A: Currently working on extending the length of the tour to take the player to new and interesting destinations far beyond the Solar System.


Q #6: The app just sits there forever after the six dots show up on the loading screen, what is happening?

A: This means you have installed the app into a folder where your Windows user account has no write access permission. You can either install somewhere else, or give yourself write permission to that folder. I have on my to-do list to gracefully handle this scenario in a future update!
Last edited by DrashVR; May 5 @ 6:08pm
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Showing 1-12 of 12 comments
rudedog8 May 20, 2016 @ 8:29am 
THIS. My first experience in VR (cardboard) was ToS and I have never looked back. ToS, was such an emotional experience that it will for always be an embedded memory. Ok, I will now shut up and ask you to PLEASE take my money.
DrashVR  [developer] May 20, 2016 @ 10:33am 
Oh hello! People posting here already. :)

@purifier, nice to hear from you again. I will keep you in my file for when the time comes, thanks a lot for that.

@rudedog8, thanks a lot, I hope you enjoy it.
Sim_saiD May 21, 2016 @ 7:40pm 
Hi Drash, great job! After watching the video i was wondering if there will be an option of a more minimal ship like in 1.8? or a way to temporarily make it transparent/invisible while looking around. Again great job! (Also posted on Oculus forum)
DrashVR  [developer] May 21, 2016 @ 8:33pm 
Originally posted by Sim_saiD:
Hi Drash, great job! After watching the video i was wondering if there will be an option of a more minimal ship like in 1.8? or a way to temporarily make it transparent/invisible while looking around. Again great job! (Also posted on Oculus forum)
If you're referring to the new "frame" the surrounds the ship, yes you can absolutely go back to the old behavior by turning "Protective Frame" off in the options menu. The default behavior ("While Moving") simply makes it show up while the ship is moving in order to help those sensitive to motion by giving them a frame of reference no matter where they look.

Hope that helps!
Insane May 21, 2016 @ 8:59pm 
I can not wait!
Sim_saiD May 22, 2016 @ 8:41am 
Originally posted by DrashVR:
Originally posted by Sim_saiD:
Hi Drash, great job! After watching the video i was wondering if there will be an option of a more minimal ship like in 1.8? or a way to temporarily make it transparent/invisible while looking around. Again great job! (Also posted on Oculus forum)
If you're referring to the new "frame" the surrounds the ship, yes you can absolutely go back to the old behavior by turning "Protective Frame" off in the options menu. The default behavior ("While Moving") simply makes it show up while the ship is moving in order to help those sensitive to motion by giving them a frame of reference no matter where they look.

Hope that helps!

Certainly does cheers!
LinkHerofTime May 23, 2016 @ 9:54am 
I've been waiting for this for a loooooong time. Welcome, and I look forward to helping support the project.
MaCE May 23, 2016 @ 2:36pm 
Enjoyed the first one!
Question, when buying on Steam, is there a way to also get an Oculus Home code?
DrashVR  [developer] May 23, 2016 @ 4:07pm 
Originally posted by MaCE:
Enjoyed the first one!
Question, when buying on Steam, is there a way to also get an Oculus Home code?
Yes, but that will be on a case-by-case basis, not through an automated process. I don't have the resources (time/knowledge) to do what some other developers did with a dedicated page or a built-in CD key etc.
Sim_saiD May 23, 2016 @ 8:02pm 
Thank you for bringing this to Vive. /Hugs.This will seem the same.
Better detail. More modes. More content. But will seem the same. Worth the price tag? OMG YES!
Last edited by Sim_saiD; May 23, 2016 @ 8:48pm
DrashVR  [developer] May 23, 2016 @ 10:02pm 
Originally posted by purifier:
Also, how do you unlock the black smear correction setting in the menu?
You don't -- it's not necessary for Vive. It's there because Rift is running off the same build and some people are still using DK2s on that. Sorry for the confusion, I probably should have just hidden the option entirely for Vives!

And yes I really can't wait for HDR displays, but also worried about accidentally going blind in those! Such an interesting problem to solve.
MaCE May 24, 2016 @ 2:48am 
Originally posted by DrashVR:
Originally posted by MaCE:
Enjoyed the first one!
Question, when buying on Steam, is there a way to also get an Oculus Home code?
Yes, but that will be on a case-by-case basis, not through an automated process. I don't have the resources (time/knowledge) to do what some other developers did with a dedicated page or a built-in CD key etc.
Great. I just tried emailing your support (at) dashvr (dot) com as mentioned on your webpage but get a recipient not found delivery status.
(I purchased it trough Steam now and would like a Oculus Home key :) )

edit: Nvm, made a typo (dashvr instead of drashvr. Mail is sent.
Last edited by MaCE; May 24, 2016 @ 12:36pm
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