Pinball FX2 VR

Pinball FX2 VR

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Brochelle Nov 23, 2016 @ 3:06pm
Can you explain how controls work?
Just curious what you are expecting users to use as controls.

For instance, if I have a custom table built that uses L,R,ENTER,ESCAPE etc for controls, can I map that in game?

Also how would the Vive controllers be used?

Thanks!
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Showing 1-6 of 6 comments
Wyzau Nov 25, 2016 @ 3:48am 
both triggers control the flippers
with the left trackpad you can tilt the table in various directions
the right trackpad is A, B, X, Y
the grip buttons are LB and RB

Here is a little gameplay video where you can see the vive controllers:
https://www.youtube.com/watch?v=dVbY5yIhRnk
janks Nov 27, 2016 @ 12:07pm 
That sounds good for the most part, but wouldn't tilt be more intuitive if it was achieved by actually nudging the table with a controller?
Wyzau Nov 27, 2016 @ 12:39pm 
I'm using tilt not so often, so it didn't bother me that much. I think it's better this way because you could otherwise nudge the table unintentionally. It's quite intuitive pressing the trackpad the direction you want to tilt.

There is no collision between the table and your controllers, you can 'dive' right into the table if you want: https://www.youtube.com/watch?v=PodREeQu4HE
Last edited by Wyzau; Nov 27, 2016 @ 12:41pm
BBBrox Nov 29, 2016 @ 4:11pm 
Pinball in VR is amazing. I have a cocktail arcade table built to play the original Pinball FX2 (+arcade games, obviously, but with pinball buttons on the side too).... it's great, but [now] doesn't compare to playing in VR.

As for nudging... here's my suggestion:

Analog nudge based on controller movement. Wouldn't really work for holding the controllers, but...

I'm planning to built a custom pinball 'table' to hold while playing. Buttons on the side, of course, and at the right height to stand and play. It would be easy to build a vive controller holder for the top of that. Nudging could actually play and feel the same as the real world.

I think this could truly put the experience over-the-top. Nudging has always been a challenge to replicate, but based on the precision of Vive's controllers... it could actually work.

As a bonus, haptic feelback could be used to add a little extra feel to the table.

Happy VR-pinballing all.

:2Dqbert:

lokiss88 Nov 29, 2016 @ 10:15pm 
Id be interested in seeing what you come up with Brox.

while the triggers on the controller are intuative, it lacks a physical feel. If you've played 'elite' with a hotas stick on a desk, you'll understand how this would work.

In elite you see an arm connected to the stick on the screen, it feels exactly like your own arm moving around in the game. In my mind a couple of arms or just a pair of hands in the screen connected up to some kind of physical controller like you mention, would give you the last step to total immersion.

While iv'e never been Fx's biggest fan, more of a pro pinball guy.. it certainly allways has been a lot of fun, and in vr it blows everything else out of the water. Zen havn't failed here, it's crisp/clear, and works wonders.

Well done to them, i'm sure they'll react on feedback with the few ♥♥♥♥♥♥♥ people have.
BBBrox Nov 29, 2016 @ 10:28pm 
Part of my gaming joy is wanting things to feel right. I do think FX2VR looks great and feels real, but a few real world addtions could certainly add to the experience (esp. if the devs add support for remapped controls, nudge vive controls, etc).

I know what you're talking about with Elite. I have it, with a basic hotas - which I mounted into a desk drawer 'topper'. I also built a simple racing sim, with FFB (used to have a TV in front, and now is just VR).

Here's a few details/pics if you're interested. http://photosforsteam.blogspot.ca/ Updated to Vive, the photos still show DK1.

FX2VR seems almost perfect for setting up a few simple arcade buttons attached to a small table front setup. Might need to add some weight, so stop it from moving around, and to feel like you're holding an pinball machine.



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