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I got my first VR headset with the sole intention of using it to play flight sims. The very first time I tried it in DCS, as I couldn't see my hands with the headset on, I was immediately frustrated by having to feel around for my mouse & keyboard and peek through the nose hole to make sure I was pressing the right keys to access the different cockpit functions. This was not the level of immersion I was looking for.
VTOL VR is the only flight sim that does VR cockpit interaction right.
- In DCS, when the player grabs the throttle or joystick, it jumps to the hand position, causing unexpected (often dramatic) input to the aircraft if the hand was a few centimeters away from the control when pressing the grip. In VTOL VR, the hand jumps to the control, not the other way around.
- Unlike VTOL VR where you hold the trigger and then flick the controller up/down for a lever or rotate it for a knob, the way it works in DCS is that levers and knobs require horizontal movement of the thumbstick instead of vertical or rotation movement of the hand to manipulate. And unlike VTOL VR where you use the trigger to click buttons and pinch switches, in DCS any switches and buttons your virtual hand happens to collide with will instantly be actuated. Obviously that's far from ideal because it leads to numbers of accidental presses on your way to activating the control you wanted and feels completely detached from the movement you would perform in real life to actuate each kind of control.
- You can use a laser pointer in VR, but it uses the abominable "hold down laser pointer button, twist your wrist to a certain position, then point and click" actuation method which is cumbersome and unintuitive. It requires you to first think about how you wish to actuate the control first, move your hand, and THEN reach for the control and press a button while not moving your hand - completely backwards.
- Of course you can use a combination of HOTAS and finger tracking in VR, BUT...
It's clear that VTOL VR has been developed with careful consideration for VR players. The game strikes a sensible balance between accessibility and deep simulation. Not only does it demonstrate that motion control is viable for this genre, but it also enables a greater sense of immersion when interacting with cockpit controls.Here are some videos showing how bad it is
https://youtu.be/Fwiz5250VF4?t=585
https://www.youtube.com/watch?v=hyZzN7Orte8&t=60s
In conventional flight sims like DCS, the only effective way of interacting with realistically placed switches is to literally build a physical cockpit based on a specific plane. Multi-purpose cockpits don’t have this luxury, so they prioritize the primary controls, meaning that secondary inputs are either performed with button shortcuts or a mouse pointer. The act of physically reaching out to interact with a specific switch is something normally limited to high-end simulators with physical cockpits, but VTOL VR’s "motion controls for all" scheme means you can easily decouple yourself from the flight controls and reach out to interact with an array of switches, buttons, and instruments in a very satisfying, immersive manner. Although it may be technically possible with a mouse, head pointing, or some combination of HOTAS and motion controls in DCS, it won't be without the clunkiness of having to put up with the awkward switching between them, especially with all of the cockpit systems like the MFDs and touch screens.
I agree that it’s a bit of a trade-off, but I think there are huge advantages to relying only on the motion controls. It’s much more accessible since you don’t need any extra hardware, and it helps to maintain immersion since your hands are consistently being tracked. The game can also add any configuration of a vehicle or virtual cockpit and you wouldn’t need to reconfigure any physical controls to match it.
With the support of the wonderful community that has grown around it, VTOL VR has totally exceeded what the dev had initially envisioned. Many players tried it with an open mind and enthusiasm, and enjoyed this totally new way of playing a flight sim.
A community who posts things like this is exactly why I prefer VTOL over DCS. You should stick to DCS, buddy - we'll all be happier for it.
or maybe we just want to play different games depending on our moods. I have DCS and VTOL and when I want to try hard and learn complex systems I'll play DCS. When I want to relax and not try hard as much but still get the immersion of VR and operating realistic systems (though not as in depth than DCS but still enough that you have to learn them) I'll play VTOL. I prefer VTOl because it's a lot more approachable and the less system simulation depth does not matter because of the extra immersion VR offers.
so get off your DCS high horse and realize people want to play different games on different days and not everyone wants a full simulation.
VTOL VR is not a seriously realistic flight sim, but it models some mechanics even better than DCS.
For example, the F-16 in reality has a fairly small frontal profile, resulting in a lower frontal RCS, but this is not the case for side/top/bottom aspect angles, where the RCS would obviously be different to frontal aspect. DCS doesn't express all the nuance there is in terms of how visible your aircraft will be on radar depending on your aspect, and a clean F-16 will have the exact same RCS as an F-16 loaded with 6 mk-82s, 2 wing tanks, and 4 AIM-120s. This obviously doesn't make any sense, and it results in a radar detection range that's much lower than what you should get in reality.
However, on the other side, VTOL VR uses a shader to precompute RCS values from various angles, so the RCS is affected by the cross section and the angle of reflection, then it takes a dot product of the view direction, with those different direction vectors, weighted by the precalculated RCS values in each direction. The view angle dependent RCS value was calculated with retracted gear and no weapons. For simplicity's sake, things that can change on the fly like attachable equipment add some value to the overall RCS.
VTOL VR doesn't roll dice. The way it checks if the countermeasures have successfully defeated the lock is if the affected predicted target position is offset from the target's actual position by a certain amount. The predicted position is extrapolated based on the last known position plus velocity times the elapsed time.
In VTOL VR the IR signature value changes depending on the engine power. Remember this next time you slam your throttle to idle and deploy flares when defending an IR missile.
All of the above lead to, ironically, the least realistic part of Digital Combat Simulator is actually the Combat.
It seems like a joke that the developers of DCS didn't introduce these mechanisms for some reason. So don't take DCS too seriously. It's just a game originally made by the Russians.
DCS is basically in the classic high-price-high-fidelity simulator market like with other simulators such as Bus Simulator, Train Simulator, Plane Simulator and so on where you pay $30+ per vehicle in separate DLCs. It's half-a-game-half-an-experience with an high price tag as, due to the rights acquisitions and high level of details required, lots of money has to be invested into the models, stats and other details that might only be recognized by really hardcore fans of the subjected vehicles. (It's basically like buying a $20 coffee at Starbucks.)
This is why any player who plays DCS and want to try anything else than the 2 free included vehicles has to pay an insane amount (comparatively speaking) on a per-vehicle fashion.
With that said, due to the complexity of the systems involved, DCS has simplified some part of the simulator as, otherwise, it would be too much niche and expert-relevant in a VR environment, hence why you got the option to basically use your own flight controller or other source of inputs to controls your aircraft.
VTOLVR is basically a concept simulator that takes physics and general concepts of flight and apply them to a modified version of something that "could" exist, but make it viable for a VR environment (such as spacing the tools enough to avoid mixed controls issues and making use of the VR controllers' buttons for meaningful inputs.)
You could say that VROLVR is basically a VR combat flight simulator alike to Kerbal Space Program being a space travelling simulator. (It's like paying for a 5$ for a coffee + 2 donuts at that store on the corner of the street.)
This focus on functionalities above graphical fidelity (like DCS) makes VOTLVR compatible with mid-end PCs. If you don't count the free demo (2 aircrafts) of DCS, you get to play VTOLVR for only a fraction of the price of a single aircraft from DCS, making it much more new-users-friendly and amateur-friendly.
Why would people play VOTLVR instead of DCS? Well, in DCS you got to shell out quite an amount of money up front just to try a vehicle you might not even like. Of course, if you like the 2 free aircraft, nothing stops you from playing DCS all the time for free, but you'll be facing or play with other players who have paid for better aircrafts or even controls of the battlefield while you'll be stuck in that seat.
Yes, DCS is pay-to-win as much as real war is pay-to-win. That's a reason why people might be willing to play VOTLVR instead of DCS. What gives DCS an upper edge is that it appears in the top of the Free-To-Play list in VR, giving it an insane amount of additional views and PR. I learn about DCS from that ranking that appears right in the default home in Steam VR, but at the same time I learned about VOTLVR by looking up the alternative to that money drain that is DCS.
If you consider VOTLVR as a "simulator for kids" because its graphics are simpler, you're just ignorant of the value of graphics in a game where you move faster than the speed of sounds. If you truly want facts, I can tell you that DCS is faking quite a few things about their aircrafts, but it's all on a relative concept of a game so that you don't end up with 95% of the players crashing their aircraft in the ground within the first few maneuvers. It's a balance thing in the same way as how Train Simulator doesn't put a real amount of trains on tracks or Bus Simulator doesn't display how crazy real drivers actually are on roads all around the globe as otherwise, it would just be unplayable (for fun at least).
What DCS also lacks in the context of its gameplay is the very simple implementation of ground units, naval combat and naval weapons. Yet in DCS system damage is not modeled for ships. While visually parts of the hull can be missing, it's impossible to disable a ship's turrets, radars, vertical launchers, etc.
In VTOL VR you can blow up a tank's turret, destroy a ship's radar to disable its anti-air missiles, etc.