2MD VR Football Classic

2MD VR Football Classic

This topic has been locked
17sanders17 Nov 25, 2017 @ 6:58pm
throwing
i have an oculus rift and i can throw perfectly in practice mode. but when i throw in games i cant get it to go far at all, ive tried everything from putting my arm back more to try more power but nothing. the only way i can get it to go far is if i do under arm throws/???
< >
Showing 1-15 of 15 comments
Truant Pixel, LLC  [developer] Nov 26, 2017 @ 12:52pm 
Are you using 3 sensors? At this time that seems to be the reason for issues with oculus—the 3 sensor setup isn’t officially supported at the moment. A simple fix right now is to disable the 3rd sensor, then everything should behave appropriately. :)
17sanders17 Nov 26, 2017 @ 5:58pm 
ahhh i see, ok i was using 3 sensors, do you know when it will be updated with 3 sensors because it will just be alittle annoying unplugging one of my sensors all the time.

Thanks :)
Peek Dec 27, 2017 @ 11:11pm 
Interested in this game, I also have 3 sensors, just wondering if this has been fixed.
Vinvyin Dec 31, 2017 @ 12:53pm 
I can't pass in the game because of this issue. I have 3 sensors on Oculus so I suppose I'll just wait for it to be updated. I don't really feel as though I want to alter my setup to play one game.
Truant Pixel, LLC  [developer] Jan 1, 2018 @ 6:53am 
We’ve looked into this and unfortunately the solution is fairly intensive, as it may require selectively disabling one camera in-game. This would be tricky—This may lead to unpredictable results in the game depending on each persons configuration, and might be detrimental for performance outside of the game upon switching apps. For the moment, we’ve indicated on the store page that a 2 camera setup is required. We will continue to look into this issue however, if a solution presents itself I’ll update everybody.

If this is a dealbreaker for anyone we totally understand (Presently we do not have a 3 cam setup for testing, and it’s a fairly small number of the available VR configs.)
Sharkowski Jan 22, 2018 @ 10:59am 
yeah I am using a 4 sensor set up and having issues with inconsistent throws. Still love the game and would love to see more content for it and more modes so hope for more success and more updates!!!!
Mike1304 Jan 31, 2018 @ 8:51am 
I want to buy this game but hold off because I have 3 Oculus sensors and don’t want to mess with these, because ALL other games work perfectly well. Can’t imagine why 3 sensors should cause a trouble and why it is so hard to fix...
Vinter Feb 14, 2018 @ 9:24pm 
This still an issue? I was wondering why I was ♥♥♥♥ in the game.
Rayzur Jun 6, 2018 @ 3:08pm 
Passing further- I have found when throwing the ball with my right hand....As im throwing..if i use my left hand/arm and extend it out as im throwing, I get a much further and faster throw most of the time. Sometimes, I am able to launch the ball 40-60 yards down field for TD's. Takes timing and practice. But left arm/hand works extended as throwing. Give it a shot
wizardbrains Jun 8, 2018 @ 2:41am 
Im using a 2 camera set up and still have trouble with getting the ball further than 15 yards. How exactly is throw strength determined? I feel like actually "throwing" harder does nothing.

edit: And, yes, I do have the power slider at max.
Last edited by wizardbrains; Jun 8, 2018 @ 2:48am
Truant Pixel, LLC  [developer] Jun 16, 2018 @ 3:53pm 
Hey JokerFaced - how high up are your cameras off the ground? are they both in front of your setup, or is one off to the side?
dgrawns Jun 23, 2018 @ 2:53pm 
Throwing far in 2MD is primarily technique. Instead of normal throwing motion, make sure your arm is loose and almost 'throw your arm' so to speak. Flick the wrist at the end for extra distance and release. One thing I've also noticed is to keep your arm from getting tired/hurt throw either side-armed or 3/4 of the way up and never fully extend your elbow.

Edit: Also just practice. It took me a while but I can throw 80-90 yards without effort.
Last edited by dgrawns; Jun 23, 2018 @ 2:54pm
M0rdresh Jul 23, 2018 @ 9:46am 
No issues here, but I'm on the Vive Pro. I'm no football player but I noticed that I need to let go of the ball earlier than my intuition tells me. But my intuition takes intro account a plastic controller not a football, so I think you probably need to throw exactly like on a real field. I got the hang of it after some time.
hooper981 Aug 1, 2018 @ 7:23pm 
i am having the same issue with just 2, i have adjusted the space and hieght of my sensors but nothing helps. I dont understand why it would work fine in practice but not in the game.
Truant Pixel, LLC  [developer] Aug 2, 2018 @ 9:00pm 
Originally posted by hooper981:
i am having the same issue with just 2, i have adjusted the space and hieght of my sensors but nothing helps. I dont understand why it would work fine in practice but not in the game.

Well, as I mentioned before, we've tested it with standard oculus hardware - it's difficult to try and provide an answer to this as it's not an issue we have been able to reproduce in the past with a 2 camera setup. when you set the calibration settings in the practice field, it's written to a single configuration that all the fields share (they are actually all the same field, just with different stadium dressing and AI around them).

In the past, some of the issues have stemmed from how the Oculus and steamVR interfaces with OpenVR. OpenVR is how 2MD handles its tracking in order to allow for maxiumum compatibility among the different platforms. Some of these issues are outside of our control (and may depend upon things like changes to windows user accounts, how sensors are assigned by the Oculus or VIVE interface), at the end of the day they have to be reproducible for us to address them.

For this particular issue, I'm getting word that a steamVR update in the recent weeks may have caused this problem. It's definitely not related to the 3 camera quirk. Usually when these occur, a rollback of the steamVR client is recommended, as any hotfixes we add might cause problems with the next update that fixes whatever bug was introduced in the first place.

Now, I noticed in your profile you have 12.5 hours in the game on record, with only 1.1 in the last two weeks. I assume that before this issue arose, it was working for you appropriately up until some point recently? Was there a change in your oculus or system config? Have you verified the 2MD EXE file integrity? We definitely haven't made any changes to the throw mechanics since last year--we've only added some music and attractions.

(I won't lie, the fact you went straight for the negative review feels overly harsh: It's probably obvious we aren't EA or UBI. As you can see, we've tried to address the issue in the discussions here, many times asking for details when people post complaints, but receiving no further responses. I understand if you're frustrated - but we have also posted both our email and links to social media if you want to reach / engage us. We are a 3 person team, working on 2 other projects concurrently, with only one of us available to tackle technical issues between projects - but we still are going to try to do our best to answer concerns (and we just updated non-gameplay related aspects of the game to boot.).


Last edited by Truant Pixel, LLC; Aug 2, 2018 @ 9:06pm
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Nov 25, 2017 @ 6:58pm
Posts: 15