Reentry - A Space Flight Simulator

Reentry - A Space Flight Simulator

fsormani Dec 3, 2019 @ 6:35am
View mode : Real head/eyes movements emulation needed.
The actual VIEW mode by the push of the view selection button in V menu, by moving fingers on arrows and PagUP/DOWN buttons is very unnatural and it needs a lot of changes of FOV, view position and so on, during simulation. This made the simulation not immersive.
To simulate better the real world the views of simulator must replicate real movements of the head of astronauts. The use of a unique point of view, fixed as the real head of a person into the spacecraft, with the possibility to look in all directions using the mouse movements and the possibility to zoom by the 3rd button of mouse, should be a huge upgrade. Last but not least : this could help a lot to implement also VR. Please evaluate my suggestion with attention.
( Orbiter Apollo implementation docet!).
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Showing 1-4 of 4 comments
Hector Melo Dec 3, 2019 @ 8:09am 
Thank you for playing our wonder Sim, Your suggestion is one of the most considered so far, I will forward it to our developing team right away, remember that you are also free of joining us at our Discord channel: https://discordapp.com/channels/510845247404769331/512009458004787227 there you can ask me anything, keep in orbit Reentrynaut!:steamhappy:
wilhelmsenstudios  [developer] Dec 3, 2019 @ 10:38am 
Thanks for the feedback! TBH, in one of the first versions of Reentry (during Tech preview) the camera was controlled more like this. However, due to feedback it was changed. The reason was that in real life, you can use your hands to feel and know where a button is, and can flip a switch without even looking. In this simulator, you will need direct line of sight to the switches, so it became very hard to press buttons that are somehow in a cumbersome position.

The solution was to adapt from the Flight Simulator community in making something similar to EzCam where you can use the F keys to move the cam to preset locations, or the view menu, and then implement support for TrackIR. The TrackIR implementation allows for this (but the problem remains, some buttons are hard to reach). Once I have VR in-place (I do have a build myself as a WIP), it will have a similar setup as with TrackIR. In more recent builds, the addition of a hybrid FPS mode was added based on feedback, where the EzCam solution can be combined with a first person mode for easy movement around the cabin.

As you probably understand after reading the above, controls are in constant development, and feedback like this is always evaluated. I will go into the thinking-box to see what I can do.
Manic1201 Dec 4, 2019 @ 10:32am 
Do you have the Track IR profile you use for the sim by any chance? I use Track IR but cannot get a reasonable setup
fsormani Dec 5, 2019 @ 2:10am 
Thank you for your complete answer. I hope to have VR and complete freedom of sight7head movement in a future update not too far.
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Date Posted: Dec 3, 2019 @ 6:35am
Posts: 4