Evochron Legacy SE

Evochron Legacy SE

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BrianRubin May 4, 2021 @ 4:54pm
Oculus Quest 2 VR Report with Controllers
Hey y'all, just wanted to pop in and say this works GREAT with the Quest 2 and its controllers. It took me a bit to get used to them, but it worked wonderfully. I do have two questions though:

1. How do I map the throttle X factor so I can speed myself up?
2. How do I shrink the HUD, as it's so tall it goes "past" the top of the ship?

Thank you.
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Showing 1-10 of 10 comments
SFSW  [developer] May 4, 2021 @ 5:16pm 
First step for modifying settings/options is to place the setup file in the '\media' folder inside the game's install folder. That file is available here:

https://starwraith.com/evochronlegacy/customkitse/vrsetup.txt

Instructions are included in the file itself. I'm not quite sure what you mean by 'X factor' for throttle control, but by default to enable throttle control, you should be able to change the flight control mode on either controller (grip button on Vive controllers) until the word 'Throttle' appears as a hologram above the hand. From there, movement on the Z axis will adjust throttle control (as though you are physically moving the throttle handle in the cockpit). Up/forward increases the throttle, down/backward decreases. That movement is currently locked in and tied to the movement behavior of the throttle handle itself (you can see it move in response). You can invert the input though as well as forward/reverse inertial thruster control.

You can scale the entire scene, cockpit, and UI/HUD elements each independently. Look for the 'ScaleFactr', 'UIScale', and 'CCPitScale' lines in the 'vrsetup.txt' file to adjust.
BrianRubin May 4, 2021 @ 5:33pm 
Got it, thank you!
BrianRubin May 4, 2021 @ 6:22pm 
Oh and you know, X1, X2, X3 and so on. Do I have that right? Anyway, I played it without this file in the folder and loved it, so I can't wait to see how it is with the file there.
SFSW  [developer] May 4, 2021 @ 7:54pm 
If you're referring to scaling factors, yes, 1.0 would be 1X, 2.0 would be 2X, etc. So the default 0.35 value for the 'UIScale' parameter is 0.35X as a factor. So you can offset them to different scale values as desired. Glad it's working well for you.
BrianRubin May 5, 2021 @ 12:18pm 
Okay, another flight test today. I need to know two things, please, because I'm a bit too stupid for these directions in the text file:

1. How can I map the X1, X2 and so on speed factors? I'd love to be able to either map these to a button or one of the sticks.
2. How can I make the top HUD bar -- with the navigation, trade and other buttons -- lower in the HUD without moving anything else? I have to crane my neck to see the dang thing.

Also something odd happened. As I was approaching a planetary city to dock, the controls went ♥♥♥♥♥♥♥ haywire. Like flying all over the place until I turned off the joystick, and even then, it only settled out when autolevel when into effect. Not sure what's going on there.
SFSW  [developer] May 5, 2021 @ 2:20pm 
For 1, IDS scaling is not currently available, unless there may be an external software option to map key controls to buttons or utilize the buttons as a game control device via Windows. If so, you could then just map any extra button(s) to inputs in the regular configuration menu. Only core flight controls have been added so far for the axis and buttons capacities of the Vive (the unit I have to test with). I'd be interested in learning how many buttons the controllers you are using offer.

For 2, the compass and menu bar is in a fixed 3D point since it doubles as a clickable menu (keeping things calibrated for the mouse pointer and now controller pointers and their 3D reference points). I seem to be able to see the menu bar at a glance in the Vive, I wonder if there's some differences in FOV or something between HMD's. If the vertical placement value is too low, that might also place the viewing perspective too low relative to that display. That and/or scaling changes might also have an impact.

Not sure on the city docking station. The tractor beam does auto-level, but there may be something else going on as well. I'll set some time aside to try it out. If you'd like to send a link to a video of it to starwraith.com > contact, I'd be interested in observing what you saw.
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Edit: Wanted to add some additional thoughts on this as I've had time to explore some control options. If you'd rather not preset the IDS scale via keyboard or button input before using VR controllers, you can also do one of the following with just the VR controllers:

- If you want to fly at a speed above 1X in a particular direction and want to achieve the speed quickly, change course to the desired heading, then disengage the IDS with the VR controller, then use the afterburner button to set the speed where you want it. This allows you to quickly set a higher speed without the need to set the IDS scale.

- If you want to fly at a speed above 1X without the need for rapid speed change, you can simply disengage the IDS whenever needed, then use the forward/reverse inertial thrusters to set your speed wherever you want it unbound to the IDS scale level. You can also use the touchpad/joystick strafe thruster option on the VR controller to manually course correct as may be needed.

The only time these options won't be as practical will be when you enter a planet atmosphere and may want to fly faster than a 1X IDS level. When that happens, it may be necessary to set the IDS scale manually before entering the atmosphere. Or alternatively for some space/flight sim gamers with other control devices:

- If you have an unused rudder or pedal control device, you can map the IDS scale to that axis and then control the scale level with your feet.

So managing wider speed levels can also be done with alternate options using VR controllers, IDS scale just being one of the options with control systems that better support it via more axis inputs and/or button inputs (ie keyboard, HOTAS, etc).
Last edited by SFSW; May 6, 2021 @ 2:17pm
BrianRubin May 5, 2021 @ 2:22pm 
I'll definitely try to make it happen again. Thank you!
Chazmeister May 29, 2021 @ 2:39pm 
Hi, I've put that text file in the right place and gave it a quick edit to remove the motion control hands, as I play with a HOTAS and that works great thanks.

However there is one other thing I'd like to do and that's make the cockpit a bit smaller as it's quite large, as in I'd need to be a about 12ft tall to fill that seat and the throttle and joystick are quite someway to either side of me. I notice in the text file the cockpit scale is currently set to "0" but that the range is from"0-5", so it appears I can't use the txt file to make it smaller? Is the size of the cockpit just that way in order to make everything fit and align properly or is it possible to make it a bit smaller somehow?

Playing on a Quest 2 via Virtual Desktop.

Edit: Ah it's the Scale Factor one I want to change about a bit a see. Having adjusted it a bit I now can't quite decide how I like it better; as it was at default scale or having made myself a bit bigger. I think part of the problem is that certain elements of the cockpit have been made in different scales in relation to each other, which probably looks right in 2D but looks a bit off in VR. Oh well, I'm sure I'll tune it out after a short while.
Last edited by Chazmeister; May 29, 2021 @ 3:49pm
SFSW  [developer] May 29, 2021 @ 3:37pm 
Yes, you can indeed use the text config file to adjust the cockpit independently (the global scene, HUD/UI elements, and cockpit can all be independently adjusted). The value of '0' in place just applies any current default in-game value, which is currently 0.4 as of this writing. But you can adjust it from there to a value in the specified range.

Yes, there are alignment considerations as well as feedback from users of a variety of HMD's that helped established current defaults. But there can be differences and personal preferences, so there are quite a few options to change things. I'm actually currently working on some VR elements for a planned future update, so if you have any specific results/values you might want to forward to me, would be interested in a preview build, or run into any problems, feel free to contact me directly via e-mail ( starwraith.com > contact ).
Chazmeister May 29, 2021 @ 3:59pm 
Thanks. Well I'm all up for testing things out in VR and would be very interested to see what you have planed in that regard.

With regards to the current cockpit setup, I think the scale issues stem from what looks like certain elements having been scaled and made to look right in 2D that then don't look correct in VR. A bit like if you've ever used a program like Vorpx to play a 2D game such as Skyrim. Whilst the world scale looks correct, your characters arms look ridiculously massive.
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Date Posted: May 4, 2021 @ 4:54pm
Posts: 10