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It's not that I'm against it, it's just not something I believe we can do in a reasonable amount of time.
You could, however, try to tweak the touchpad sensitivities in the SteamVR controller bindings. You can adjust the response curve and also the deadzone; perhaps you'll find some settings that make the steering less annoying for you.
Who knows, maybe in the future we'll have all that and more. I mean, who could imagine that we would have such a beautiful VR version of the original game, almost 20 years after it was made? Anything is possible in the future. But for now, all we can do is feel gratitude. :-)
No, we have the source code legally. The difficulty is in the implementation itself. We don't have any other similar interaction already in the game, so we would essentially have to make it from scratch. There are other things which are more worthwhile for our effort in development.
Not having to hold the stick in forward deflection in order to accelerate would help with turning control, and I'd imagine doubly so on a track pad where I presume you have to keep your finger north which gives you like very little real-estate to slide your finger left and right.
Hi.
Just dropping the idea just in case, but there is actually already the SMG that is using both hands for the player to manage X axis.
Wouldn't it be possible to use the same concept but lock on rotation, trigger to accelerate and that would be it? (Don't want to make it sound easy, just trying to help)
Secondly, there's the problem that the "hinge" for the SMG is the primary hand. You can see this by grabbing both grips and pulling your hands apart; the weapon will stay in the primary hand, just point in the direction of the secondary hand. This is also similar to why the second hand doesn't affect anything when using the gravity gun two-handed. The airboat/buggy will need a hinge in the middle, while taking into account both of the hand positions.
Thirdly, we need to make sure the player can aim the vehicle weapons (i.e. airboat gun and tao cannon) while driving.
Again, we may eventually get to it (no guarantee), but we're currently working on other important stuff (teleportation locomotion).
Seriously? Who needs that? ;-)
Ah understood. Thanks for taking the time to answer
Thanks for this, this is very helpful.
I've been having a devil of a time turning the air boat left with the index controllers left thumb stick. Initially I thought my stick was the problem but it works fine in everything else. This will give me something to play around with.
Edit:
Lowering the thumb stick sensitivity 5% fixed everything for me, having lots of fun now with the airboat, much easier to control and be precise.
This game/mod is so great, I can't thank you developers enough, you really outdid yourselves!
I tried all the methods but it's useless.
They should give the option to pass that sequence to the next one.
It's an excellent job but I can't continue.
I don't think that's an option. Because what applies to the airboat also applies to the buggy. (which I didn't realize when I wrote the initial thread.) In total, you're about 1/3 of the game on vehicles. It is practically impossible to omit this in the course of the game.
It's a dilemma. While I understand the developers when they say that it's too time consuming to implement real VR controls for the vehicles, it's a shame because basically the VR port as it is now is incomplete.